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quadratic wizards
Tanya in Golarion again. Literally in it
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The 203rd Aerial Mage Battalion under Lt. Colonel Tanya von Degurechaff is on a routine reconnaissance-in-force in northern Ildoa. (Killing any enemy mages they encounter on the way is routine; the Ildoans don't field anything that'll stand up to the Empire's finest. This is a restful excursion with nice scenery, nothing more.) 

These particular enemy mages spot them in time to flee... except for one who peels off and charges straight towards Tanya. Their mana signature flares like an industrial plant's - that's got to be some novel kind of decoy, right, no normal orb can do that - it grows and grows without forming into any familiar sort of spell...

The 203rd scatters in time, of course, a mage they can all see and sense can't hit them with a directional spell no matter how absurdly powerful. But the sky flashes white to the horizon, every mana sensor is momentarily overloaded, and when they can see again Tanya is - gone.

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It is pitch black.

You are likely to be eaten by a grue.

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Let there be light!!!

Which is to say: Tanya is busy dodging in unpredictable directions at three gees and she does not immediately stop doing it just because she suddenly cannot see any threat. This promptly makes her collide with something, which her shield can absorb but leaves her dizzy for a moment. And the light's intensity is more suited to the daytime sky than a dark enclosed space, and it takes her another half-second to turn it way down. Her reflexes are still stuck on 'middle of a dogfight', which means she's on a hair's trigger to shoot something as soon as she finds something vaguely enemy-like to shoot. Not her men, but all their mana signatures are gone? - no, something must be wrong with her detector but that means she has to rely on visual cues to shoot things -

What can she see?

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She is in a cave about twenty feet across in most dimensions but blobby enough that it would be challenging to find the specific places at which it's that distance if you got out a tape measure to prove it. There is some kind of creepy cave animal on the ceiling!

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How did she end up in a cave??? At least that explains why she can't sense any magic, rock and earth will block detection beyond ten meters or so, but still. What?

Can she hear anything? ...is there even an exit from this cave? (She is flying and does not really care which way is down as long as she can get out of here.)

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If she listens carefully she can hear dripping water, the creepy cave animal softly adjusting position like it's thinking about jumping on her, and maybe faint echoes of other things farther off. There are actually two directions she could take out of this cave. Five if she can shrink.

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Tanya is admittedly pretty Small but she definitely cannot shrink.

She considers calling out but - this whole thing was enemy action? Or... it happened during enemy action, or something? She doesn't understand what's going on, at all. But she needs the light, which will already draw attention to her anyway if the cave is otherwise pitch dark -

...she'll explore for ten minutes first. (Ten minutes of flight can cover a lot of ground but she'll be moving too slowly and cautiously to really take advantage of that.) She can use her orb's recording to reconstruct her path later - in theory, she's really not trained in this, the closest equivalent is buildings but she'd be much better at remembering the rooms of a building - anyway. There's nothing to be gained from waiting here. And she does not want to think about what just happened until she knows more, because -

...she's scared. This hasn't happened to her in a long time - fights are dangerous, of course, but they feel different. She can deal with it, of course, she just isn't inclined to stop and try to think her way out of the situation.

What lies down this randomly chosen path? She can fly soundlessly and tune down the light but can't turn it off entirely.

(She makes distance from the animal and otherwise ignores it. Animals are not on the top of her mind right now.)

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The randomly chosen path contains:

- a variety of sparse but weird cave animals, including a giant millipede, some kind of ooze that is only an "animal" based on how it moves away from the light, and some bats who presumably exit to the surface when they want to do that out of that shaft there that she cannot fit through
- various cave mineral formations
- some bones that might have been a human's maybe
- and...

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- this purple humanoid!

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Insects can get that large? not important right now! Tanya has no special affinity for knowledge about animals and is going to ignore them.

The bones are a great sign for there being an exit she can use although caves can famously be very hard to get into.

- oh, there's someone here! No magic (so not immediately dangerous). No light source of their own, but not obviously trying to stay hidden either... Something's weird about their skin color and the shape of their head but Tanya's light source and vision really aren't calibrated for these conditions, she's throwing crazy shadows everywhere as she flies. They could be an enemy agent, and they can see her or at least her light but - not immediately doing anything about it that Tanya can see or hear? Better to approach them than to flee. (This flashes through her mind almost nonverbally in a few seconds.)

"Hello?"

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The person says something! And makes a gesture! Neither is recognizable as anything Tanya knows linguistically.

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Tanya doesn't recognize the language but that was a flare of magic! Which she also doesn't recognize!! It - doesn't seem to be coming from an orb? And had no obvious effect?? 

...even low-rank mages are rare. This is definitely not a coincidence. She doesn't know what happened, how she got here or why, and the other woman might be an enemy agent. She could be transmitting their conversation over radio, leading more soldiers to Tanya. Except - why give herself away? What did the magic do

Tanya is in uniform, armed, and visibly using magic. She can flee and hope the caves have another exit. She can't attack without confirming that this is an enemy, but she could interrogate a civilian... if they had a shared language. Whatever the woman just said wasn't in Ildoan or (probably) Dacian, but Ildoa is full of people from Magna Rumeli. Tanya doesn't know Elinika and the Balkans have languages even weirder than that. Well, 'hello' is pretty international; it's Tanya's own fault for not addressing her more clearly.

She doesn't point her gun at the woman, but only because she doesn't need it to kill an (unshielded) combatant and not threatening her might preserve option value.

"Do you speak Ildoan?" she tries in that language. If that doesn't work, she has - Germanian, Francois, English, some Russy... Lebadonian? Very rudimentary Ispagnan?

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Purple person points at her mouth and shakes her head, but then points at her ear - it's pointy - and nods.

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It is weirdly pointy focus. "You understand a little but don't speak it? Which one -" she'll go over the languages again, more slowly this time.

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"Understand understand understand," she repeats. "Don't speak. Comprehend Languages," she adds, slowly and clearly as though this might be recognizable when nothing else she isn't directly parroting is. (No magic flare this time.)

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She understands Germanian? Or - she might have chosen it because Tanya is Germanian and she doesn't actually want to talk? Tanya still has no idea what language those last few words are in, but at least the woman clearly isn't mute.

Tanya doesn't want to introduce herself by name, because her name is known in certain quarters and this person might not be an enemy yet, but she doesn't have an alibi picked out, it's never come up before. "Please call me - Maria," a name which exists in every European language. "I'm an officer of the Germanian army," which anyone can tell by looking at her. "Can you show me the way out of these caves?" Asking where she is might work even across languages, admitting she doesn't know where she is is the dangerous part.

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"Belmarniss," puts in the purple woman when it's names time. And - slow headshake, at the question.

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"Can't, or won't? Or - did you not understand me? Outside. Exit. Leave. Go away."

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"Understand," repeats Belmarniss. "Can't."

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"...because you're not allowed to? Who do you work for?" She could be simply lying to stall, but it amounts to the same thing. "Government, army - corporation -"

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"...allowed. Can't."

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"Why?" - this is leading nowhere. 

Tanya is, in fact, allowed to compel her to help, assuming she's an Ildoan civilian, but if she refuses to help then Tanya is - well, she's theoretically allowed to arrest her, which would be worse than useless right now!

"Who else is in this cave? Which way is the exit?" She has a compass and maybe the woman does do, if she spends time in caves. "Can you - draw me directions, I have paper -" she'll get a pencil and paper out of her backpack. By feel, so she can keep her eyes on 'Belmarniss'. What language could that be a name in? Is the woman really understanding everything she says, people can usually speak at least a little in a language they understand that well!

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"Uh..." Handwobble.

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Handwobble is not a no, what can she do given paper and pencil?

Here's a small notebook with a thin hard cover so you can write in it in flight. There are a few pages full of cramped handwriting that Tanya will stop Belmarniss from trying to read. Here's the next blank page.

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Belmarniss in fact glances at the handwriting but doesn't make herself hard to divert.

She has a convention for drawing cave systems on two-dimensional paper! Hopefully it comes across tolerably well when she labels elevations in a neat stack with one symbol per in the upper left hand corner and then marks caves with them and gives caves that are above other caves matching symbols to indicate where they connect or don't as the case may be. In any case she will do a simplified map of the area, with a big star as a You Are Here - she points at it and gestures around the cave they're in - and the city in its seven-marked-altitudes glory over there, and you see how all of this is a cave system and none of it is a ladder up to the place with weather and stuff? Yes? "Noctimar," she explains.

And then on the next page she will draw something that looks much saner! A surface map! Less detailed and not just because the format requires less finagling to be remotely usable. And she'll name stuff on it, and she'll point straight up at the ceiling. "Taldor."

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That's an enormously complicated cave system! No wonder she couldn't just give instructions. Or show her out, it probably takes hours on foot. Is this person a professional speleologist? She definitely doesn't look equipped for it but maybe she has a base camp nearby? (But why was she in the dark? And her clothes look weird - not important.)

...Tanya dutifully tries to follow the map and she thinks she understands it. At least, well enough to understand that she doesn't understand how the cave map connects to 'Taldor'. She can't recognize the surface map but maybe it's very local or something, there's no scale, and anyway the important thing is that it's on the surface. 

"Thank you, that looks very useful. Where is the exit from the caves to... Taldor?"

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Handwobble handwobble dotted line coming off from these city outskirts thisaway?

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She can't not know where the exit is. No matter how much you love caves, this is still the most important thing to know about them!

"I don't understand why you won't - can't - draw the exit. ...I can pay you a few lire to guide me out?" She's lucky she has any on her; currency isn't exactly standard equipment and her actual equipment isn't hers to trade away. 

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"Can't," repeats Belmarniss.

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Ugh.

"Is there anyone else in these caves?" People wouldn't go down here without backup, right?

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Nod, but like, a kind of hesitant nod.

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"You're not sure?" Tanya guesses. "Because the caves are so big, and there might be other people here, but you came alone?"

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Headshake headshake.

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Thaaat... probably means 'no' as in 'yes, I'm not sure'? 

Tanya can try to follow the map and come back if she fails to find anything. But if the map is at all accurate, this cave system is very intimidating and even if Tanya could find her way back here some hours later, there's no guarantee she could find Belmarniss. And she still has no idea how she got here, whether she needs to fear enemy action or what form it might take, whether Belmarniss is an enemy agent or an honestly confused civilian... 

If she finds a sufficiently large empty space she could start collapsing the ceiling until she reaches the surface - definitely not a good idea, building demolitions are not the same as cavern collapses tens or hundreds of meters underground. A move of desperation, to be considered in case she runs out of water and has no better options. ...but it won't come to that, because she can follow Belmarniss who presumably has supplies even if she doesn't intend to leave the caves any time soon. And it will give her time to think.

"What was the magic you used earlier?" She's not sure what else to ask but they both know the other is a mage, so - it might shed some light. 

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"Comprehend Languages."

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...it makes sense she can't explain it if she barely knows Germanian, and Tanya really can't think what spell with no obvious external effects you'd cast upon seeing a stranger.

What magic would a (probably) low-grade speleologist even need in a non-orb implement? Light is the most obvious, air and water filtration, communications, ideally something to help climbing (but Tanya hasn't heard of anything like that on the civilian market)... Some of those would be ongoing spells, comms don't really work underground (better to string a telegraph cable), and none of them make sense as a reaction to seeing her. It could be a very short-range signal but anyone close by can probably see or hear them anyway.

This whole situation is incredibly suspicious but Tanya can't see any better way forward, so.

"I don't know how much you can understand me and I don't really understand you. I intend to follow you, hopefully to your camp and then outside. Alright?" Not that Belmarniss can stop Tanya from following her, but if she wants to obstruct her she could just stay here for a day.

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Handwobble. ".......all right."

And she'll turn and lead Tanya through the caves.

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Progress of a sort? It's at least better than staying in one place. Tanya follows, alert for signs of anyone else being around. 

It feels weird for Tanya to be lighting their way when she's in the rear. Belmarniss must be conserving her batteries, or her mana if she has a mage light. She definitely seems to know her way around.

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Belmarniss does, after a bit of walking, cast a spell! "Root."

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That's a different spell from before! Tanya is watching closely this time and she can't make much sense of it. It... does something with the ground Belmarniss is walking on? Maybe she's doing some kind of surveying or analysis of the rock formations? That sounds like a reasonable industrial spell that probably exists, but doing it all alone in a cave must be a rich eccentric person's hobby. And she's not even stopping to look at the ground as she does it, she's just talking and gesticulating to herself? Well, anyone who spends their time alone deep underground is likely to be some kind of weirdo.

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She does that same spell every few minutes as they go, particularly in places where the ground is uneven or steep.

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Tanya isn't interested in her surveying and hopes she's not going to spend the rest of the day at it. She's not slowing down and even the biggest cave system can only be so big, so hopefully they'll end up somewhere more useful-to-Tanya soon? It doesn't cost her anything to fly along except that actually time is precious and she has to report back as quickly as she can!

Belmarniss is moving reasonably quickly, though, Tanya doesn't need to help her climb cliffs or anything like that. These caves are unexpectedly easy to traverse on foot, or at least Belmarniss has found a route through them that has that quality.

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Yup.

This cave has some people in it! Two who are dressed about like Belmarniss, with pointy ears and purple skin and pale hair, and a couple who are waist-high but not proportioned like children at all. Belmarniss says something - to the purple people; she's not addressing the little ones.

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....this is very weird. Three people with obvious family resemblance and two - dwarfs? It's not really her business but it's quite confusing. 

Also, why did Belmarnis make a "so-so" hand gesture when Tanya asked if there was anyone else in the caves and then lead her straight to them? Tanya is mentally downgrading the degree to which they had understood each other.

"Belmarniss, does anyone here know any of my languages better?" She can greet them in each of them again.

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Headshake. Rapid conversation in her own language with the purple people and then she's trying to lead Tanya through the cave and onward.

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Tanya wants to stay at least long enough to try to communicate with these people who might actually understand her! 

(And they also appear to have turned off their lights as Tanya and Belmarniss were approaching? What is it with these people?)

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The purple people in the cave had mostly stopped paying attention to her in response to something Belmarniss said and one of them looks annoyed that Tanya's trying to get her attention. There is more conversation among the purple people and some of it involves gesturing at Tanya.

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She's going to have to insist on getting their attention, even if this involves speaking rather loudly and in their faces. Do they visibly understand anything she's saying?

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When she gets right up close to a purple person the purple person pulls a knife and shouts at her! Belmarniss shouts too!

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Her barrier is categorically adequate against any amount of force a man can exert but that doesn't mean she wants to antagonize them, she just wants their attention! She backs off and insistently goes through all the languages she speaks.

...and she'll get out the money she has on hand. It's - thirteen Ildonian lire in coins and thirty Germanian marks in bills, apparently, which is not that bad for something she happens to have on her approximately by happenstance. Money in hand is a universal language, right?

(The one-lira coins are 5 grams of silver each, alloyed with a bit of copper. The marks are harder currency, but also harder to exchange locally. Ten lira is more than most people's daily wage, so the total sum ought to be fine recompense for diverting someone for a few hours to lead her out of here if they were at all inclined to help her.)

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Rapid annoyed talking in their language. At one point Belmarniss rolls her eyes and casts a spell - "Light -" on a pebble one of them tosses her. They squint at the coins.

Belmarniss's light is a nice white light that makes it clear that the full size people are all in fact purple. (The tiny ones are human colors.)

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That's not how inference works! If the people look purple that means your light isn't white. (It might be obvious if Tanya used an optical spell to make a mirror and look at her own face in the light, but she has no reason to do that.)

Making a permanent magical light attached to a pebble is what the fuck? Belmarniss isn't casting the light after the first few seconds, it's just sitting there? Definitely magical, not a lantern or a chemical reaction - it's omnidirectional and entirely even, and the pebble is still visible through it and it's not white-hot - and Tanya could have sworn it's a random pebble the other person just picked up off the ground! How does that work?! Tanya obviously doesn't know all the industrial and civilian spells there are and it's a rapidly evolving field but anchoring a spell, a detectable mana source, to an object separate from yourself has obvious military applications (as decoys, to start with) and she hasn't heard of anything like that??? Now she wants to get a proper translator for Belmarniss and shake her down for her secrets get an explanation of what's going on, even if getting out and back to her unit is objectively still her highest priority.

She will watch the ?spell? on the pebble very carefully and make sure her orb records every detail for later analysis. While being hyperaware of any other use of magic or visible weapons around her, of course. (Knives don't count as weapons.)

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If she'll back the fuck off the knife will go in the person's lap but not actually away in its sheath. People examine coins and converse about them and about Tanya some more.

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...does the language remind her of anything she's heard before, now that she's heard more of it than the two words "Comprehend Languages"? Does it sound even vaguely Italic, southern-Germanian, Nordic or Slavic? (Tanya doesn't have a great ear for languages but she has a vague idea of what she thinks these language groups all sound like.)

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It's hard to tell words apart from their neighbors in a completely unfamiliar language spoken quickly by natives, but she can catch strings like "mekta" and "noth" and "aulin" and "sheb".

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That sounds - maybe very vaguely Slavic, by process of exclusion? Definitely not Russy, though.

...she'll wait for them to reach some kind of conclusion on whether they want to even talk to her. Apparently? Certainly as long as Belmarniss isn't leaving.

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No one "wants to talk to her" if by "wants to talk to her" she means "suddenly evinces the ability to speak anything she can understand".

Eventually, if she can read body language, the consensus is that she should go with Belmarniss the way they were originally going.

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Sigh. What a bizarre, non-actionable situation to get stuck in! At least with all these people here, she's more confident she can find someone if she has to leave Belmarniss later or if Belmarniss doesn't lead her anywhere useful.

She'll follow her. At least she seems to be purposefully leading her somewhere? Or at least going somewhere herself, rather than just exploring the cave system.

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They go through a tunnel. At the end of the tunnel, Belmarniss stops and turns to look very seriously at Tanya. She points into the cave beyond, from which some light activity is audible. "Understand," she says slowly and clearly, pointing at herself and her ear. "Not understand," she says, pointing into the cave beyond. "Not." Point at Tanya. "Understand?" (These are all conjugated the same way whether they should be or not.)

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"...there are people there who won't understand me?" Tanya guesses. "Or - I won't understand something there that you will and I should watch you for cues?" That's probably too complex for Belmarniss's limited Germanian, how can she say it more simply - "something in there that you understand, I will not understand, I should do like you do?"

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Exasperated facepalm. Handwobble, nod, nod.

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Can she tell which parts the nods are for and which are the handwobble. Tanya apparently didn't parse the earlier handwobble about there being other people correctly. If she repeats each part separately can she get a yes/no from Belmarniss about it?

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Nod for "there are people there who won't understand me", emphatic nod at "watch for cues". Handwobble at "do like you do".

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"...fine. If you're sure none of them will understand me, I will follow you and won't try to talk to them." For all Tanya knows Belmarniss told the previous group of weird speleologists to pretend not to understand her, but if she had the local authority to do that (modulo an internal argument) then Tanya won't try to deliberately go against it. (Yet.)

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In that case they're going to go through a pig farm, worked by some big blue-skinned people with tusks. The pigs are in pits instead of in pens, but they're clearly audible. There aren't guardrails, though there's plenty of room between them; Niss walks carefully anyway between the open pig pits, which the blue people are pouring mushrooms into and shoveling muck out of. One of the blue people has a tusky blue baby slung on her back and a smaller purple baby tied to her chest.

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?????????

Tanya is... going to keep flying behind Belmarniss, apparently, while recording everything she can? (There are no lights here either! This is really not the biggest problem here, and yet!)

Dwarfs definitely exist and it makes some sense that they'd specialize in caves that only very small people can get into. Weirdly pointed ears aren't fundamentally weirder then other facial features. Skin tones are a trick of the light.

Humans do not have tusks. No, not even if they work with pigs all day!!! And these men are as tall as the Legadonian Guard Regiment! What the fuck are they doing raising pigs in a cave with some kind of tooth deformation linked to gigantism?!

The minute they are alone again Tanya demands answers from Belmarniss, with her question being "what was that?!"

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Belmarniss blinks at her, and... answers, but, she does it in her own language, so she might be saying "pig farm" or something else.

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This is probably not on the shortest path to Tanya getting the fuck out of here but once she is out she would really like some answers, if only for her own peace of mind! What is this, the Brothers Grimm's version of Alice in Wonderland?!

She gestures for Belmarniss to keep going with a frustrated sigh.

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...sure, Belmarniss can continue to talk about the pig farm for a bit, can they keep walking? Next up is a mushroom farm; this one has mostly tiny workers but there's one blue guy.

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There is no way that any one place would have that many people with dwarfism or gigantism unless they were very rich and collecting them for a traveling circus (i.e. the Legadonians). ...if it's a circus, they could be painting their skin weird colors? 

What kind of circus lives in a huge network of caves and raises pigs in the dark?

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If Belmarniss's provided monologue contains answers to these questions it's not understandable to Tanya.

There are more mushroom farms, or more caves' worth of the same mushroom farm.

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...

A secret experiment in self-sufficient underground farming? That can't work, right, the fungus needs plant matter that would have to be brought in in very large amounts if you want to get pigs out at the other end...

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Eventually they get out of the farm belt, down a long, narrow switchback staircase. Belmarniss calls down the staircase before they start but no one answers and she considers that good enough to go ahead.

Once they emerge from the stairs, they're in a city, a tall stairs-and-ladders-dominated hive of people, little ones and purple ones and tusky ones, running around on various errands, hawking goods out of stalls and climbing up and down and arguing and making out and slapping their children and eating at restaurants and getting measured for clothes and disappearing into side tunnels and reading books. Some of the little ones are carrying lights - magic ones like the pebble Belmarniss cast on earlier, not candles. Purple and tusky people do not seem to be in the habit including if they are reading books and appear to have been doing that since before Tanya's light swept over them.

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...

 

Tanya's suspension of disbelief can stretch pretty far, but she cannot bring herself to believe in an underground city populated by uniformly deformed people who read books in the dark. And who have so many mages - she can sense occasional spells throughout the cavern, none of which her orb recognizes. (They're definitely discrete spells which take the same amount of time to cast every time, including at least one that isn't identical to the spell that produces light.) She can see a few non-magical light sources, flickering like fires, but the small uniform light-spells predominate. The people don't speak any of the major local languages despite there being hundreds of them here at least, and many more by implication. (She's tempted to fly up and illuminate the whole place properly, but - some of them might object?)

This is a scene from some fairy tale. It doesn't fit into the reality Tanya knows. And she has no idea how she could have gotten here, there was powerful magic she didn't recognize and then an abrupt transition, both as she remembers it and in the orb's records. She wasn't even stunned unconscious, the orb would have powered down and recorded that

Is it Being X messing with her again? She can't think of any other possibilities but that one is - pretty horrible, actually! Tanya would rather keep risking her life in the war!

...she needs to get out of this cave and into the sky so she can see for herself. Belmarniss agreed there is... something flat (?) above them, right, she doesn't think this cave is her world, and so Tanya's course is unchanged.

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Belmarniss watches her take in the city for a moment, and then, when Tanya doesn't do anything that requires immediate attention, beckons her further in.

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Tanya is visibly shocked, and on edge, and for a few seconds she moves quickly and jerkily as she speeds up her reactions while she takes it all in (that spell isn't safe to sustain for too long or she'd use it most of the time). But after that she'll follow Belmarniss.

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Great. They can go through the chaotic city - a purple preteen attempts to pickpocket Tanya -

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Tanya isn't going to be surprised by someone sneaking up on her! (For humanly possible levels of sneaking up, not Golarion-bullshit levels.) She constantly scans her surroundings and uses optical warping to maintain little rear- and side-view mirrors floating next to her head. If a random kid could touch one of her men unawares she'd tell them they deserved to lose their wallet for the abysmal failure of situation awareness. (Also, the hand wouldn't make it through her barrier.)

She's on edge but she doesn't point her rifle at the kid, only flies higher up and fixes him with an unimpressed stare.

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He abandons the attempt and disappears into the crowd. Belmarniss stops to watch if Tanya's going to do anything else about this, and then when she doesn't sighs in relief and continues.

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Tanya grew up in an orphanage; she understands this kind of thing happens in developing societies that aren't rich and civilized enough yet, similar to street begging. Normally a pickpocket would have the sense not to go after an aerial mage in uniform, but normally the mage is able to arrest them. Anyway, she has much bigger worries on her mind right now.

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They have a longish walk through the city. No one else tries to start anything, though a couple times Belmarniss has to engage in brief chat with random purple people (the tiny and tusky people never attempt to address her).

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Tanya can come up with many theories for what's going on. Multiple races (*) with different cultures or languages or typical occupations or even social castes? An aerial mage (of a species not attested locally) not eliciting stares or requiring explanation beyond a few sentences? Belmarniss (alone in a small city?) knowing Germanian, but only a little? An underground settlement that doesn't know (or forbids) contact with the surface even though they must trade with it for food? 

But she restrains herself from guessing. Besides not having any hard facts, this is all fruit of the poisonous tree: if Being X sent her here then everything she sees might have been selected for her to elicit a harmful initial reaction. She will wait to see what Belmarniss is leading her to, because it might be that she's leading her to someone who actually knows Germanian, and then Tanya will be able to reason rationally from facts instead of guessing. 

 

(*) In the Earth sense, obviously.

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Belmarniss takes her into what might, in cave people terms, be a sort of suburb. Tunnels and ladders and hallways and stairs and more castings of that one spell she likes for rough terrain, lower traffic, more curtained-off or even door-having apertures blocking casual entry as they pass through.

Finally they are in a relatively large space with little alcovey areas around the edges. Belmarniss talks to some people - purple teenagers younger than herself, looks like - and gets directions that send her to a specific alcovey area. The purple teenagers gawk at Tanya but do not attempt to pick her pocket.

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Tanya still has no idea what the earth-probing (?) spell does! Presumably Belmarniss already knows everything she wants to about materials right here in the city? ...and in the caves too, if she lives here then she presumably wasn't exploring before but changed purposes on meeting Tanya (for which she is grateful, if everyone else can't or won't talk to her).

Gawking is fine. (She wonders if they're mages and can see her spells like she assumes Belmarniss can.)

She's nervous about being in an even semi-enclosed space; this isn't a cave but there are many more people around here. She's been on high alert since they entered the city; now she will keep an eye on the sky open side of the alcove.

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The alcove is furnished like an office, if you ignore that the desk and the chair are made of bones. (The bookshelf, at least, is carved right into the wall.) It's got a closed stone trapdoor in the floor that isn't particularly trying to be hidden but is locked. There's a purple woman there who greets Belmarniss in a friendly sort of way; they have a talk.

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The furniture is made of bones? That is sure an aesthetic choice that Tanya might react negatively to if she hadn't just decided not to react to things until she can properly talk to people!!!

(Some units have skull insignia. Some churches have ossuaries that people can visit. Tanya is going to ignore this very strongly, because it does not matter.)

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The conversation concludes with the woman whose office they appear to be visiting pulling a book out of her desk and paging through it. Belmarniss leans on the wall with a patient-waiting attitude.

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Tanya is willing to wait a little. (She really hopes Belmarniss isn't going about her own business while letting Tanya tag along and wasting her time.)

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They'll be waiting about fifteen minutes.

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This had better be worth it. But what else is she going to do, accost random people asking if they can understand her? 

(Maybe she's looking up something that would help, like the telephone or address of someone who speaks Germanian.)

...she consults the map Belmarniss drew for her earlier, trying to trace the path they took to get here and to match the city's schematic with what she's seen of it. (She hasn't seen much, because she didn't want to light it all up.)

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The map is not very detailed but it does not contradict anything she saw outright if she makes some reasonable assumptions about the map's liberties with scale and granularity. That would put them about... thereish? She could wave the map at Belmarniss in case that gets her to point at things.

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Tanya can't think of anything she particularly needs pointed out, and can't communicate well anyway. 

She can do 'hurry up and wait'; she hasn't decided how long she should be willing to wait for, but she'll wait for fifteen minutes.

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Eventually the woman finishes with her book, puts it back in her desk, gets up, and holds out her hand to Tanya. "Tongues?" she says.

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"I'm sorry, I don't understand." But she'll shake the offered hand.

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The woman holds firmly onto the offered hand for three and a half seconds while she casts: "Tongues."

"Did that take okay?" Belmarniss asks. "What're your most urgent confusions?"

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Tanya can, of course, sense the woman casting. Her instincts are screaming at her not to let a stranger cast a completely unknown spell at point blank range, even if she has no visible weapon and the amount of mana she's using isn't enough to penetrate Tanya's shield and barrier. Magical technology is evolving quickly and the mana-to-heat conversion efficiency of current orbs is definitely not any kind of limitation of physics.

She could be about to kill Tanya on the spot! Never mind that she has no shields or other active spells to protect herself or Belmarniss from the backblast of the explosion. Never mind that Tanya is yet to see anyone here achieve a magical effect stronger than a weak light. What if her spell has an effect Tanya's shield isn't meant to protect from that knocks Tanya out? What if Belmarniss led her here so they could steal her orb? Why take a risk, any risk?

 

Tanya has been thinking, since she saw the city. Suppose she has been sent a completely different world, where she knows nothing and no-one. All her hard-won skills and knowledge, her preconceptions and reactions, could be wrong here; in fact this world might have been adversarially chosen to produce that effect. She doesn't even have the luxury of growing up as a baby and slowly learning about the world. What is the rational thing to do, if she isn't sure of the outcome of any possible action? How can she tell what serves herself and not being X in a situation he might have set up?

When you meet complete strangers, game theory says that you should try to cooperate at least once. If Tanya has to choose between the failure modes of "Tanya attacks complete strangers, turns new world against herself" and "Tanya foolishly trusts complete strangers, letting them attack her" then she'd rather be the second kind of person. There's more to her than the professional soldier on a hair-trigger reflex. 

Tanya doesn't know anything about Belmarniss and her intentions. If Belmarniss isn't rational, or if the local culture endorses robbing strangers, she might attack Tanya. But in those cases Tanya would lose anyway; she can't stand alone against all of local society. (Except in the sense that she could probably kill all of them, but what would be the point?) And if the local equilibria don't favor cooperation, then maybe Tanya doesn't want to live here. Maybe she'd rather die and tell Being X to his face that she is tired of his bullshit than live in a world where she has to assume the worst of people to survive. 

 

She speeds up her reactions and powers her shield as much as she can. Takes her service pistol in her free hand. And lets the woman holding her hand complete her spell.

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...so Belmarniss was only pretending not to speak Germanian before? She doesn't even have an accent now! "What did you just do and why wouldn't you talk to me before?"

Tanya hopes there's a good explanation for all this! On the upside, that spell wasn't an attack after all.

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"...I just asked Instructor Johysis to cast Tongues on you, because I do not speak your language, never have, and am unlikely to ever learn it. You will notice if you pay close attention that I am not speaking it now. Before, I was using the spell Comprehend Languages and repeating a few words you had already said to me. Because I do not speak and have never spoken your language. Tongues will last maybe an hour and I do not have infinite favors to trade for more castings, so please try to be a bit quicker on the uptake."

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That makes no sense and Tanya is about to tell her so when her brain catches up with her ears because that was not Germanian or any other language that she knows, except that apparently she does know it? What the fuck, brain?

"...I suspect I still don't understand. I - already thought I probably came here from a different world. Our magic doesn't do... translation?"

That's not even right! Magic could in theory do translation, because translation is at least possible as an, an algorithm - Tanya's first world had very crude computer translation (but only between two languages the algorithm knows, obviously you can't translate a completely alien language from scratch)... But whatever this is, it doesn't feel like translation? It feels like just knowing how to speak in a language? The word for 'word' sounds like this and Tanya can tell this without even speaking out loud but she never learned this fact???

In some sense this isn't more surprising than going from a world without magic to one where some people have an extra mental lever that does stuff outside their bodies. Scientists can detect and measure magic (although only by relying on other mages operating the detectors) so it's no more mysterious than magnetism (i.e. very mysterious but undeniably real)... Tanya can't quite put her finger on why she feels this 'Tongues' spell cuts against her world's paradigm. Maybe a magic researcher from back home would look at it in glee. Maybe this vague feeling of dread that she has absolutely no idea what is and isn't possible anymore is because she's used to weighing everything as a potential threat and she should remind herself to think more of the benefits of technological development.

"I don't know what you can do," she concludes somewhat hesitantly. "Earlier I asked you about the surface because where I'm from people don't live in caves. ...Assuming this is an underground cave."

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"Humans don't live in caves; we do. The reason I can't take you to the surface is because there's a bunch of monsters around and I don't know the way. But I do speak the language most popular upstairs and then a few more besides and you don't, so I'm not sure how much it'd help you to brainstorm ways you could get up. - let's get out of Instructor Johysis's office, shall we."

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Humans don't...? Monsters? The translation isn't perfect.

(Tanya does not seriously reconsider that a bunch of non-humans might live in a cave with secret advanced magic on her planet.)

"...I will follow you."

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Niss finds a different alcove that is mostly bookshelves and has a couple hammock-esque chairs hanging from the ceiling and nobody else in it right now, a couple doors down from the office alcove. "Here's fine. How did you wind up here? Teleport accident?"

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"It was some kind of enemy action. So probably not accidental on their end, but I have no way to tell what they could control about the outcome. I'd never heard before about a spell that would send someone to a different world - or just make someone disappear, from our perspective - and I would have heard about it" if military intelligence thought she might encounter it "so it must have been a very new, secret development." Or it was a one-off intervention by a lazy wannabe god, but saying this will only make Belmarniss think she's a lunatic.

"I don't really know where 'here' is and I'm not sure where to start asking. ...have people ever appeared here unexpectedly from other worlds?"

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"It's not, like, normal, for that to happen, but we know other planets exist and have people on them. You are in the drow country of Noctimar."

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They have an interplanetary civilization? And live in caves??? 

'Drow' doesn't translate; it's a modifier of 'country', so probably something like 'republic' which can gain a meaning entirely divorced from its literal sense.

"Is there - a procedure, for people coming in from other planets? Or countries, but of course you won't have diplomatic relations with Germania so I'm not sure what the process would be checking... oh, and - I'm sorry for intruding on your day like this and I appreciate your help." Tanya does her best to smile, but the rest of her body language is tense and hasn't caught up yet with 'calm smiling diplomacy'.

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"No, drow are not big on procedures, and, again, it is not normal for this to happen. You are - mostly because you keep flying around - parsing as a powerful adventurer, which means people will leave you alone unless they're really cocky or you piss them off a lot, so that's, uh, useful, and why you didn't get immediately knifed for getting in a random person's face, don't do that."

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'Adventurer' translates as something closer to adventurist: a person who engages in hazardous and selfish military/political/commercial schemes. Tanya doesn't want to be perceived like that!

"I can stop flying if that creates a negative impression," she says and does. (But keeps her flight spell active.) "And I'm sorry for bothering those people earlier. I had no good explanation for what was going on, and I thought there was time urgency because I had been attacked and ought to return to my unit as quickly as I could, if I wasn't in another world. I'm not in any danger from non-magical knife attacks, regardless. "

"I assumed I should go to the surface but now I'm not sure what that would gain me. ...is there any way to get back to my world? You say this isn't normal but it's at all known of..."

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"- no, it is absolutely in your best interests to fly around constantly if that's cheap for you to do, because some people might choose to attack you with non-knives on less provocation and it would be ideal if you simply didn't look like a soft target in the first place. Uh, if you go to the surface there's probably people you could buy two Plane Shifts or something off of, if you can make enough money, I don't know exactly how your magical loadout remunerates because it's clearly nonstandard if you didn't recognize Comp Lang. - there exist people down here who have this power but not trustworthy ones and those are among the people who might choose to risk tangling with you even if you're flying constantly, I think your odds are better upstairs for both racism and general background level of peaceful trade reasons."

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So people here do routinely attack outsiders, and she just chanced to meet one who doesn't? Or - the first person she met, who is also the only one she can talk to, is telling her that most everyone else here is untrustworthy. Because she wants something from her, or because she wants her to go away? It's at least true that Belmarniss hasn't attacked Tanya, even when Tanya gave her teacher a chance to cast a spell at her, but that might be mere prudence on her part. And she wants her to keep looking powerful and dangerous, which also means looking unapproachable, although a random teenager tried to pickpocket her so Tanya rather doubts flying makes her look all that dangerous. (Casual flying absolutely does mark her as dangerous, but these people presumably don't know that!)

Racism is a sadly plausible explanation but she fundamentally only has Belmarniss's word for any of it. She needs a way to communicate with other people which can't be stopped (and possibly eavesdropped on or interfered with) at Belmarniss's pleasure. She doesn't have a strong reason to talk to people in this city and not people on the surface, if that's easily achievable, except that she already met Belmarniss.

"I don't know what my earning power might be. I have - magic with military applications; I can't predict what civilian uses it might be put to without knowing what you lack. I could light up the city, but only while I'm here... And the flying, but I can't carry much and it's not useful underground. My general education might contain something useful to local science and engineering, but I have no way of predicting what." If they have a way to contact other planets and to return Tanya home, then they might be able to open interplanetary relations with Germania, which is... too big and fraught of a subject to raise right away before Tanya can think it through.

"Are there other people here whom you trust who could help me get, uh, upstairs, in ways you can't or don't want to spend your time on?" If Belmarniss is part of a local group, it will hopefully matter less if Tanya doesn't talk to anyone outside of it. "What are the obstacles on the way and is there something I could do for you or others here in return for whatever help I need? I assume someone knows the way and can give me instructions, but if I can I would of course prefer to hire a guide who also speaks the relevant languages. And has the spell that would let me speak them, or introduce me to someone who does. ...how deep below the surface are we?" Tanya can try making a new shaft if there's somewhere to put all the rubble.

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"I'm not sure exactly how far down we are at any given spot, in part because there's mountains involved on top. We can see in the dark, we only need light for distances and colors. There are adventurers around who I would not at all say I that I trust, including some who regularly go up to the surface to steal shit and bring it back, and if you think you might get along tolerably well with a bunch of people who go up to the surface to steal shit I can ask papersellers and fancy food stalls and such who supplies 'em. Raiders like that probably have at least one person who speaks Taldane, that's the human language popular up in the country we're under. They might but do not necessarily have a caster who can do Comprehend Languages; Tongues is higher circle, and in particular clerics get it later, so it's less likely that any given raider group will have it available. Share Language is in between and arguably better for your use case - lasts longer - but neither I nor Instructor Johysis had it. Your choice how picky to be about their communication capabilities versus getting the first group out of here. Or you could just go in the approximate right direction and bear upwards and that will probably work eventually and the reason I would not normally choose to do this is that monsters might kill me."

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Tanya is not a military engineer and should not try to tunnel through mountains if she might collapse them on top of an underground settlement. It's odd and moderately suspicious that Belmarniss wouldn't know, or avoids saying, even approximately how deep they are right here in this big cavern but maybe it's legitimately difficult to measure for some reason?

"I don't intend to steal anything and would much rather not enable raiders by clearing their way up. Can you say more about these 'monsters'? And - are you saying you would like to go up if it were safe?"

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"Monsters is a catchall category for any critter that may attack you and might really inconvenience a person in so doing, so not, like, a normal-sized bat or a fish or a normal sized centipede, but yes an ooze or a rust monster or a giant centipede. I'm not aware of anything really heavy-duty like a dragon in the paths between here and the nearest traversible aperture - I'm not an expert since I've never been but it would be pretty hard for the paper raiders if they had to get past a dragon or even, like, a neighboring civilization of duergar, so it's probably close to clear most of the way, but it'll have some beasties especially if you don't know their usual routes. And -" Shrug. "I'm doing okay and I hear sunshine is just the worst, but it'd be neat to explore, if it were just a matter of going up a staircase or something."

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Note to self: dangerous wildlife comes in a range of 'giant centipede' (probably venomous and so dangerous to campers) to 'dragon' (big predator, if it ambushes you and you don't shoot it in time you're in serious trouble). ...except no, the mysterious language-knowledge spell doesn't give her definitions of words but she gets a vague sense that a 'dragon' is indeed a huge scary carnivorous lizard but also somehow bigger and scarier than that? Maybe it has some - ritual or cultural significance attached to it? Or maybe this world has dinosaurs, why not. And also 'rust monsters', which don't map to any animal Tanya can think of but are apparently huge lobsters (?) that corrode metal (???)

"I'm afraid I can't promise to make you a staircase, at least not without surveying and a team of engineers. If a path already exists perhaps it could be rendered safe by blocking off all side passages? Why hasn't it been cleared already - and if raiders regularly use it, why hasn't it been collapsed closed by the people of Taldor? Collapsing caves is much easier than digging them out. Unless the whole mountain above us is riddled with interlinking passages, I suppose..." Hmm.

"...the raiders are after paper and... fancy foods?" That makes sense if they can't grow wood or spices underground, although Tanya is still confused how they can grow anything underground. "And can't trade for them? ...I'm sorry, that's not immediately important, I'm just trying to orient myself. Is there anything I can do for you or someone else that would be worth your guiding me to the surface? I would normally not worry about any animal life, but normally I can fly and shoot it from above if I need to kill it for some reason, if I'm navigating narrow tunnels and a 'monster' ambushes someone I'm trying to protect that could be a problem."

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"Well, the people of Taldor do not usually care to interact with monsters either, but maybe they come and try to do that sometimes and somebody kills them, or they succeed and somebody digs out or has to clear a new route. Paper, fancy foods, finished books, whatever else is hard to come by down here that people want. The two obstacles to me guiding you to the surface are, one, I have not in fact personally been there and do not know the way any better than you do apart from general familiarity with caves and the planet Golarion; two, I do not actually know if you are a sufficient fighting force for the grade of monster I anticipate to supplement my own combat ability adequately. I can imagine resolving these problems, they just exist."

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Oh, good, a problem Tanya is equipped to solve. "Can you describe the fighting force that you think is necessary? If you want to have a shared measure of explosion power or light and heat output intensity I can probably figure it out if you show me some measure, but it doesn't matter unless we're expecting an attack by shielded mages. If we're just shooting beasts I can definitely kill anything I can see. I'm more concerned about defense; I can protect myself against any physical assault and I can make my shield impermeable if there are dangerous gases but I can't do anything for you. Except try to carry you away from danger, but I can't fight effectively while carrying you." A fully powered shield can stop a t-rex bite, right? "There are some more situational tools I could employ but I don't know what might be needed. I'm used to rapid aerial maneuvering and fighting in a cave is the opposite of that."

"...is there someone else who you'd trust to accompany us, who has been to the surface and would want to go there again?"

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".......the fact that you believe that shielded mages are an importantly different category of thing to shoot from beasts is concerning as regards your ability to handle yourself in fights on this planet. Monsters have extremely varied offensive and defensive capabilities and I would be willing to bet that even now that I've said that your imagination is not stretching to all the ones I've heard of, let alone ones I haven't. It might do for the trip to the surface, which will take days, a week or two tops, in relatively trafficked caves, it will not do if you take up adventuring on the surface. There are monsters that mimic or cast spells, for one thing, and you clearly do not know about all the kinds of spells there are here. I do not personally know anyone who has been to the surface and don't trust most people in general, only for specific narrow purposes."

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There are 'monsters', aka 'beasts', that cast spells? Well, it was always rather mysterious that only humans had mana on Earth. If many (all?) animals have mana here, that probably explains why they're considered so dangerous! "Yes, if 'monsters' can use magic that changes things drastically and I should approach this very conservatively." Normally this would mean shooting animals with great prejudice from extreme range, but.

(Also: a week or two for traversing caves? Even at a walking pace that would let them cover hundreds of kilometers! ...all right, most people aren't soldiers and can't walk (or fly) all day, but still!)

"Do you have a - proposal for checking what I can do, and teaching me appropriate tactics, that would make you feel safe about venturing to the surface?" If this doesn't work out Tanya will presumably have to talk to other people until she finds someone else willing to cast a translation spell, which sounds unpromising, so she's going to exhaust all avenues of working together with Belmarniss.

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"Tomorrow I can try preparing summon spells and seeing how quickly you can kill various things. If you can do a couple different kinds really fast I will probably be game to try it. I would want some time to gear up - buying Share Language would eat into gear funds, so if we can work out a good Comprehend Languages based protocol, that might be better. You'd have to make wider-ranging guesses in smaller increments, if you spit out a paragraph with twelve wrong assumptions in it and all I can do is try to time when I nod it's easy to lose a lot of information."

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"I will do my best to learn to communicate effectively. We can also work out a list of code-words or hand-signs for times when the translation isn't operating. ...And I can make visual illusions" (she demonstrates) "but that's not obviously helpful if you'll understand me but not vice versa. If you, uh, summon monsters I can kill them." If she can kill them at all then Tanya doesn't see why it would take her more than a second or two, but if brute force won't work then maybe it's an exercise to see how quickly she can figure out how to kill them, which is indeed a good test. Or maybe they'll have absurdly powerful magical shields and the amount of time it'll take her to hammer through them will actually matter. 

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"There is actually a drow sign language but I'm not sure why that would work any better than just teaching you some spoken Drow, or even Taldane, frankly - you can say words when I've got Comp Lang up and I can tell you how I'd say them."

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"...I'm sorry, I was still thinking in terms of communicating at a distance. Or - if we needed not to be overheard or understood, I suppose? But you're right, words should be enough. What is our next step, then?" If they need to wait until tomorrow and maybe even later, Tanya will need to know where to sleep, and who to trust or take directions from in Belmarniss' absence, and some water and ideally something to eat. She is going to be helpless while she sleeps and she really hates this but she doesn't see a way around it.

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"It might make sense to use the rest of the Tongues duration on some of that vocab, actually, in particular I want to be able to tell you 'try again' if you do the twelve wrong assumptions thing. Like, we can fill out the phrasebook after but I want to establish that that should be in there."

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Then Tanya can write down words and approximate pronunciations in her little notebook until they run out of time! She'll prioritize taking notes now and sorting them later, though with the local paper shortage she'll run out of notebook space soon at this rate. (It's a thin notebook; every gram matters when you're flying.) ...her orb can record her repeating the Taldane sound and the Germanian word on her orb and then she can replay it and write it down when they're not in an hurry, but some of these words she might need right away.

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Great.

Tongues does eventually wear off. Belmarniss casts a Comp Lang and waits expectantly.

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"You said earlier we'll need to wait at least until tomorrow for combat test and other preparations. I'll need water and food, I have rations for a few days but definitely not for two weeks. And somewhere safe to sleep, and someone to tell me when to sleep so we're synced and wake up around the same time. Unless it's so unsafe that we should sleep in shifts, we'll presumably do that on our way anyway. ...we didn't go over time units but I can show you the duration of mine," with an illusion, "and if you have an accurate clock we can multiply out from there so you can tell me how long your days are if that's important."

"If we want to make use of spare time without translation, there are some things we could do. Translation would make them more efficient but practicing working together without translation is also valuable. - I can shoot dummy targets if it'll help you calibrate the test tomorrow. Maybe practice collapsing or unblocking passages if you think that's relevant. And have some passages you don't mind blocked. You could show me any weapons or tools or spells you intend to use if I'm likely to understand by seeing them and asking a few questions that can be answered simply. We could practice working around each other's magic, for example if you're not confident in recognizing my illusions and decoys or if you have your own equivalents."

"Of course if you have your own things to be doing in preparation for the journey that would be completely understandable."

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Belmarniss seems to consider this a suitable prompt to get up and head back into the city!

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Then Tanya will fly after her!

Does anything else stand out about this city, given that she forgot to ask Belmarniss how much it would be acceptable to light it up and so is being conservative about not drawing attention or offending people?

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If she looks she can see evidence of the sign language - those kids whose corresponding grownups are having a loud conversation are signing at each other, and those people who are leaning out of their windows on either side of this street-tunnel-cave-thing are, and those people who have a bunch of tiny people in their shop working on sewing stuff are doing it. Nobody using light appears to be exhibiting particular caution about where it may fall. They have leather, and they have silk, and there is a very little fur around, and there's not much sign of cotton or linen or wool. The smoke from the cooking fires at the restaurants is not obviously accumulating, nor can it be easily smelled from a few paces away. (The food can be smelled.)

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Magic ventilation? Magic cooking fires? Who knows, but it's heartening that all the little things she notices are features of perfectly ordinary civilian life and not, say, fights breaking out or legions drilling or people fleeing a T-rex.

(Tanya does Not Understand the underground ecology and will not attempt to decipher it without a proper explanation.)

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Eventually Belmarniss picks a food place! She does some talking to the proprietor and gets two bowls of mushrooms in a goulash-esque mixed-texture preparation. Offers one to Tanya.

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Tanya will attempt to eat it! Hopefully whatever this is is good for Tanya, because she is evidently not getting out of eating local food. If there are going to be any issues it's better to identify them now.

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It's mushrooms! Whether she likes it will depend a whole heck of a lot on whether she likes mushrooms.

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Tanya has nothing against mushrooms! Maybe she'd change her mind if she had to eat them every day, but even if it were particularly unpleasant for some reason she's a soldier and she is capable of eating that which must be eaten.

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They're pretty filling for mushrooms. There's maybe a little lard in there to round it out.

After they have eaten and turned over their bowls they can proceed thisaway!

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Tanya will dutifully follow.

She has a lot to think about but her thoughts are running in circles. She's trusting Belmarniss, she has no information except through her and she has no obvious avenue to get such information. It's very suspicious that the first person she landed on in a random cave wanted to leave this cave and needed something Tanya might be able to provide, and had a language spell ready (and their teacher had another), and didn't take any time to think it over or talk to anyone before agreeing to this plan, and trusted Tanya for her part in it. After telling her other people in this city cannot be trusted and some of them are paper-thieves.

...alright, but what else is she going to do, talk to random people? Hope someone else has translation magic and wants to talk to her and tells her a contradictory story and she decides to trust them and not Belmarniss? Find many such people to see which opinion is more common? Go off on her own to try to reach the surface, which she only knows about from Belmarniss, and where she won't be able to communicate either, on what is supposed to be a week-long trip with two days' rations?

Tanya has a sinking feeling that she's not doing the right thing and "cooperate the first time" is not a sufficient reason to go ahead, and she cannot figure out what to do instead.

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Well, is she going to interrupt Belmarniss booking her a room in a Cave Hotel?

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Of course not! She doesn't even know that's what Belmarniss is doing! 

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She might be able to guess from the hotelness of the cave! And the part where Belmarniss leads her to a room with a door that locks and gives her a key and the room inside has a hammock and a chamber pot and a little bench-seat-thing carved into the wall.

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The hotelness was not very obvious before being shown the room!

"In how many hours do you plan to come back?" She can show her the clock-illusion again, counting off seconds and minutes which can be multiplied out to hours.

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"Ten."

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"Is anyone else supposed to come in besides you or should I refuse to open the door?"

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They covered: "Yes-or-no question."

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They also covered first-or-second! ...no, she's right, the answer to each part could be yes or not separately, even if that's unlikely.

"Sorry. Is anyone else supposed to ask to come in?"

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Belmarniss hovers her hand at waist height and then points at the chamber pot.

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"One of those short people will come to replace the chamber pot. Will they have their own key?"

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Headshake. She puppet-ifies her hovered low hand and has it chirp a Drow word, then mimes knocking.

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Tanya writes down the word. "If I do not answer will they go away?"

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Nod.

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"Alright. I'm not sure to what extent we are trusting the hotel for security. If I'm woken by someone opening the door or being in the room, should I treat that as potential attack? If yes, I will ask followup yes-or-no questions about appropriate responses." This feels like a bizarre question to be asking about a hotel, but Belmarniss said the city wasn't perfectly law-abiding and it's much better to ask than to risk misunderstandings later.

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Belmarniss nods!

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"In such a case, should I preemptively try to nonlethally disable whoever is there without waiting for them to explain themselves? They may incur some broken bones. ...competent people might be able to enter without waking me and if they do they can kill me before I can act if that is what they want, so we are talking about either incompetents or people who are not prepared to use lethal force. If given the chance, should I preemptively try to at least disable them? If yes, my next questions will be about lethal force."

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Belmarniss nods to authorize broken-bones nonlethal takedowns.

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"Should I escalate to potentially lethal force if this fails and they fight back and do not flee?"

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...handwobble. Hand-puppet-motions.

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"I don't understand what you mean... I will try to flee instead of fighting if I can, but it would be easy to block the door and corridor. I could try to blow a hole to escape but with this much rock it would probably kill people in other rooms or on the street, so that counts as lethal force anyway. If they're not effective at attacking me I will hold back. I don't need to ask you about any of those, and this is all a hopefully very unlikely hypothetical. I don't know what you mean by that sign, can you explain another way?"

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...okay how about this! Belmarniss casts Prestidigitation and makes ugly plasticky-looking little dolls, like somebody made shapes out of saran wrap and then put them in a toaster and they managed to hold their shape despite this treatment but are still now brittle and delicate even for saran wrap statuettes. Here is a little Tanya, you can tell because it's got orange hair! Here's a door! Here's a prop chamberpot! A halfling doll comes up to the door and knocks and says a word (Belmarniss provides the word, in an affected voice, though she is able to move the dolls without touching them). Tanya-doll shakes her head. Halfling doll leaves.

Generic drow doll appears! (She's got a different hairstyle from Belmarniss herself, so it's probably not supposed to be Belmarniss.) Generic drow doll jimmies the door open while Tanya-doll is lying down. Tanya-doll gets up from presumable sleep (the dolls don't have enough detail to distinguish open and closed eyes) and breaks the drow-doll's legs, signified by Tanya-doll waving her arms and the drow-doll collapsing: this is fine (if Tanya wants to consult the phrasebook to confirm that Belmarniss said this was fine).

Scene begins over again. Drow comes in. Drow-doll says some words. Tanya-doll squeaks in a Tanya-affected voice back. This is fine! Eventually the drow-doll leaves and closes the door behind it!

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Magical constructs instead of illusions are interesting, illusions seem more flexible but maybe she's biased!

"Should I look up the words from the second scene?" Her phrasebook isn't indexed phonetically so it'd take a little while.

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Headshake.

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"...you're saying someone could come in and say some things, and I'd say some things back, and then they'd leave peacefully. If they want to talk to me, why would they pick the lock and not just knock? Of course I'm willing to talk to people who want to talk to me if I can understand them! I was asking my other questions because you said some people in this city can't be trusted and I - wanted to prepare for the worst case, however unlikely." Tanya does not understand the parable of the two drow intruders.

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Niss sighs and sets up a new diorama. Here's a Niss-doll, she holds it up next to her face in case the resemblance is not obvious, and the Niss-doll accompanied by the Tanya-doll pays the generic drow-doll some disproportionate-for-visibility prestidigitated coins. One coin two coin three coin! Now Tanya can go behind the door! Tanya lies down, and gets up once. Tanya lies down again? Drow from the reception desk comes by to say words!

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"I understand you only paid for me to stay one night! I thought we were talking what to do if someone breaks in, surely the landlady would use a key or knock. I'll leave here in ten hours even if you don't come back, is that what you wanted me to say?"

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Doesn't look completely satisfactory but eventually Niss just nods.

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"So. If someone knocks while I'm not sleeping, I'll open the door and if it's the short servant let them take the pisspot and if someone wants to talk to me I'll do my best with the phrasebook. If someone knocks while I'm sleeping and I don't wake up right away, either they go away or they knock louder. If someone attacks me, or if I wake up with someone unexpectedly in the room, I will fight back or run away and if I can take them down without killing them that's fine. Ten hours from now I'll leave and if you're not here by then I'll assume something is wrong and eventually try looking for you. Is that all right? If you say no I'll try asking more questions."

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"All right," Belmarniss echoes.

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"Then I'll see you in ten hours. ...thank you, for your help, and I hope we can work profitably together."

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Nod nod.

And she's off.

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Tanya locks the door behind Belmarniss, sits down, and starts thinking.

To say that Tanya is a sound sleeper is to undersell her. She is a graduate of the trenches of the Rhine, which means she can sleep through an artillery barrage a mile away. If she's not particularly tired, she can also wake up when her alarm clock goes off or someone shouts her name (if they can be heard over the shells).

What she can't do is wake up because someone quietly sneaks into the room. That's what guards are for! Tanya isn't trained in spying or infiltration missions and has never in her life slept in an unsafe location without a guard rota posted!

The door opens inwards so the obvious way to rig an alarm won't work, and there's no furniture to block it... No, she's missing the obvious solution: take down the hammock, use it as a bedroll, and sleep against the door so it can't be opened without shoving her.

It will still be possible for someone, having quietly unlocked the door, to kill her before she can spin up her orb. She doesn't weigh enough to slow down the door being shoved open. (She tries and fails to make an effective wedge with the tools she has on hand. Kicks herself for not asking Belmarniss for one before she left.) This is the best she can do, so she stops thinking about it for now.

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Next order of business: sleeping. 

Tanya is only half-through her day cycle, but (being a good soldier) she can sleep for seven or eight hours. And it would make sense to do so towards the end of her ten hours, so she's at her most rested when Belmarniss comes back to pick her up. That's what any would-be assassin would expect.

So she's going to sleep now - with her back against the door and her gun in her hands - wake up in five to six hours (hopefully), and then use the remaining time to fret think. She won't be as rested, but she's gone on much less sleep for much longer and isn't really worried about her performance tomorrow.

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(How is Tanya going to wake on time, you ask? Her computation orb is clockwork but it doesn't do anything when she's sleeping. She was on a routine patrol and is definitely not carrying a watch with an alarm function.

But Tanya has a pretty enormous little secret: a second orb, the super-secret Type-95. Designed by Dr Schugel of questionable sanity, inspired by Being X of unquestioned madness, the world's only quad-core orb, an engineering tour-the-force that no mage can safely use without exploding. Crammed full of overpowered versions of all the spells an aerial mage could ever want.

Even all the questionably-useful spells known to Elenium Labs only take up so much room; the fourth core has copies of the most useful ones, so you can cast them in parallel. But Dr Schugel refused to dream small.

That is why core 4 also functions as a mundane clock when the orb is not in use. It is truly a marvel of Germanian engineering.)

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The halflings do not come to collect the chamber pot while she's asleep. Nobody bothers her at all, in fact.

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Then Tanya has three and a half hours to herself. She would like to take notes but should probably conserve her paper, so - thinking it is.

Unfortunately, thinking for a long while fails to come up with novel insights. She still knows essentially nothing about this world. What the local technology and magic can do, how the local societies and polities and rules work, what people here have and what they want, how to decide who to trust. She has essentially no idea what  she can or should aim for, and this whole trip to the surface is premised on the idea that she should wait until they're there before learning that. If translation magic on the journey going to be one-way only Tanya can't exactly question Belmarniss on the way.

She trusts Belmarniss because  - she's the first person she met, which is silly; and she's the only person so far who both could and would talk to her, but she hasn't tried that many people; and when she decided to allow her associate cast an unknown spell that paid off (in a way Tanya could not have predicted). The problem is that trusting Belmarniss means trusting her advice not to trust other people. So Tanya doesn't really know what options she's discarding by leaving the city, how dangerous the route is or how difficult it might be to come back.

She doesn't entirely understand why Belmarniss trusts her, if this society defaults to mistrusting strangers. There's no reason for Tanya to attack Belmarniss and she will need her help to communicate on the surface, but that's not the same as trusting your life to a stranger who might decide to save herself instead of helping you in a fight. She needs to ask Belmarniss why she wants to go to the surface and what she plans to do there and how long she plans to stay. Was she about to go anyway (alone?), was meeting Tanya a happy accident for her and is that why she was eager to suggest that Tanya should go 'upstairs'? Could she not find anyone to go with her before now, and if so why? She implied she doesn't want to join a raiding party - no, she didn't say that explicitly, that's just Tanya's interpretation (obviously nobody sane wants to be a raider if they have a choice!)

Eventually Tanya sits back down against the door and lets her mind wander, but she doesn't fall asleep again.

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Knock knock.

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She opens the door carefully. Opens it fully, once she sees it's Belmarniss and doesn't detect any magic which might be indicating a local illusion by someone pretending to be her.

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"Hello."

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"Good morning. The night was uneventful. I assume translation is still one-way for now? I'll follow you; please tell me where we're going if it's in the phrasebook." There's 'food' and, well, if she says 'fight' Tanya will assume it's target practice time.

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"Food," Belmarniss indeed says.

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Tanya nods, and follows her.

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It's mushrooms again!

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The local staple. Tanya dutifully eats her mushrooms.

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And then Belmarniss thinks for a bit, and... Tanya's coming along on a shopping trip.

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Tanya doesn't know yet that's what it is but she will come along! 

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Belmarniss is talking to several people in a cluster of shops that sell rolled up paper and fancy ink. At one point she casts a spell and squints at a partially exposed bit of writing on a rolled up paper.

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Paper is rare and expensive here, which makes it a luxury good and explains the fancy ink. You can make parchment from the pigs, which puts an effective ceiling on the price of paper...

Tanya has no idea what the spell does. (This is an inherently scary thought.) Belmarniss keeps it active after casting it but there's no obvious effect.

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Eventually Belmarniss pays in gold for the scroll she squinted at.

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It's weird how different worlds settled on valuing the same metal. Then again, it's weird how two different worlds settled on both having humans.

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Then they're heading out to the suburban area where they met Johysis! And sitting in its library nook again! There are some drow children, about the size of twelve year olds, in the big open area all examining a diagram drawn on the floor in illusion colors of some kind while their teacher lectures and points at bits of the drawing with a long stick made of several bones fitted together.

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Teaching is the bedrock of society and the fuel of the engine of progress! It's not a school class but it's a lot better than nothing.

Can Tanya figure out what it's a diagram of?

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She can get an obscured view of it from a bad angle which probably suffices to tell her that it's a lumpy thing she doesn't recognize.

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Oh well.

The illusion spell is also interesting! She can tell that it's an illusion but she doesn't understand how the spell works at all. At least she can record its shape and designation in her orb, as she does for every novel spell she encounters. (The orb isn't great at recognizing the local style of spell, but so far Tanya has encountered few enough of them that no two could be confused.)

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It is also lumpy!

Belmarniss appears to be copying her new purchase into a big book.

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...if paper is so expensive, it seems odd to copy things? A big book is undoubtedly more convenient than a collection of rolled-up scrolls, but you'd think someone would invent the binder.

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Well, it's gonna Take Her A While. She does occasionally pause and look up in case Tanya's state has changed.

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How long can it take to copy a single scroll? It's not a very long scroll. She must be doing something other than simply copying it, but Tanya will have to wait for an explanation, if it's even something to do with her or their business together.

Tanya can wait a While without fidgeting!

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If she looks at the scroll it is in fact covered in really fine drawings and complicated legends and arrows and symbols, and it's not being copied verbatim (it has to go across more than one page of the book, for one thing, not a continuous stretch).

When the process is finished the scroll goes suddenly blank, the writing receding into nothing from a point in the lower middle.

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Is that perhaps information on their route? It's a very dense notation, whatever it is, and it makes sense if Belmarniss wants to simplify or annotate her own copy.

Cleaning the precious paper for re-use is very sensible except - how did she do that? Tanya did not sense any magic! Did the other woman's presumed-illusion spell also do this somehow? Was it a trick some kind of vanishing ink? The receding effect did not look like a natural progression of the ink vanishing, it looked like computer graphics an illusion. If local illusion spells can produce illusions at least some parts of which don't seem magical to Tanya then she's going to be in danger - no, that makes no sense, why would she do that. 

Nobody in the room looks surprised (except for Tanya). She will ask Belmarniss about this later.

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The scroll gets rolled back up and bagged. The book is then... studied carefully even though she literally just wrote it down?

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Maybe she's committing it to memory because the book is heavy and precious and shouldn't be taken with them?

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Once she has been at this step for fifteen minutes she casts something and the book vanishes in a somewhat showy sparkle of lines and sigils that promptly vanish with it!

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Um.

Is it another illusion? There's no lasting magic and also why would she illusion the book gone. Surely she did not destroy it, even if there was a... book-destroying spell that looked like that. This is... presumably related to the weird-looking ink-destroying (???) effect from earlier, except that wasn't even magical!

Whatever the spell did, why did it produce those sigils? ...she's being stupid, they're obviously meant to tell locals what the spell is doing. Very sensible when one is not in the military.

Tanya now has More Questions.

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Hand?

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What - oh, it's probably the language spell from yesterday or something similar. Sensible to keep it until Belmarniss was done with her business, since it doesn't last very long. She thinks Belmarniss can't cast that spell, so probably it's another spell with a similar framework?

...it's a very civilized and admirable convention, whether it's magical in nature or merely social, that to cast a spell that affects another person you must shake hands with them. Tanya approves. She will take Belmarniss's hand.

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"Share Language. I was kind of on the fence about getting it but I don't really want to put on puppet shows all the time."

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Finally!

"Will this last an hour as it did yesterday? I have many questions but none are urgent."

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"Share Language is different from Tongues. It will last all day and I can cast it every day, though if we anticipate me being tight on spell slots we might want to push it late until we can skip one."

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That's much better than the spell from yesterday! Which makes sense, that one was available on short notice and this one Belmarniss had to find and apparently pay for.

"All right. Do you have any urgent questions for me? I'd like to ask a lot about - this world, I'm not sure yet what all my questions will end up being beyond the first few - but if you already have plans for today, or if you need to ask me something to make up those plans, please go ahead. ...I can also spend time bothering someone else with general-knowledge questions while you're busy, if there's someone you want to recommend and are willing to pay for their time. Or do something to earn a bit of money, if there's something I can do usefully for part of the day, like - flying people or small things around quickly or lighting or heating places. Or killing 'monsters', if there happen to be some a few hours away that are bothering people, after we've done the live fire test and you think I'm briefed appropriately."

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"So, I owe Instructor Johysis a favor in the form of teaching a few of her classes for her, over the next few days, but in those days I expect to also have time to answer your questions and test your powers against summonses and, sure, midsized monsters that aren't too hard to find. I... could introduce you to my mother... who would find you very interesting and be able to answer many general knowledge questions... or I could kill some time in the classes I'm supposed to teach by letting the kids ask you about how you're a real live human adventurer and it might be informative what they want to know... but there may be some things we should cover first because I don't know what your native culture is like or anything. ...if your light can last for extended periods of time without you there, then you can make decent money providing it to plant farms. They do not generally want it to be easy to find them, the usual standard for wizard students making money this way is that you cast a Light on something and one of the farm slaves runs it to someplace with plants and runs it back when it runs out."

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"I can't attach my light to objects the way I've seen people here do, I can only emit light where I am. I'm willing to answer children's questions and tell them stories, but I suspect the answers would be too confusing to be useful without a general explanation of where I come from and I might not want to spread that information in an uncontrolled fashion. I don't think I'm an 'adventurer', from the sense I get of that word; I'm a soldier in an army. Are there downsides or costs to introducing me to your mother, or is that simply the fallback choice?"

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"Farm light does not really work as a job if you can only emit it where you are, alas. Flight looks like a lot of fun but has limited practical spendy applications underground... You may normally be a soldier in an army but without your army you are a powerful individual wandering around contemplating monster-slayings on your own recognizance and that makes you an adventurer and you are especially an adventurer if you don't want to go around fully explaining your original context. The downsides of introducing you to Rynaeri are that this risks getting attention from her mother, or her aunt, who are less friendly, and that she might offend you and I am really quite concerned that you will wind up provoked or confused into hurting somebody you don't need to especially since I cannot in good faith reassure you that nobody around might need it and don't want it to be her, and that she's often around my little sister who is even more likely to offend you because she is an annoying preadolescent."

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"I will not be offended by anything." Tanya is a rational man and being offended does not serve any purpose when you are completely outside of your society and anyone who might agree with you. "Or rather, I will not act on being offended by anything, except for probably indicating the offense in my tone or body language, and I will not let myself be provoked. I will only act if someone is attacking or credibly threatening me, and I do need to be clear on what that might look like. Even then, I can leave instead of attacking anyone if I can recognize the threat and correctly assess that I can get away safely, which might not be possible if I think I'm being attacked with unfamiliar magic and have to make a split-second decision."

"I do recognize the possibility of cultural misunderstandings and miscommunications, and don't want to offend or provoke anyone myself. I'll leave it up to you to decide, but if it's only a matter of spending a few more days to prepare so I can get the explanations from you directly then I think we should err on the side of safety." This is yet another case of Belmarniss indicating a reason for Tanya not to interact with other people, but her mother presumably wouldn't give her contrary information anyway.

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"I appreciate that but I'm not one hundred percent confident on there being nothing else like, uh, getting in a stranger's face to yell at them for not speaking your language, which we have not yet discovered and clarified, available to entrap any social situation into which you are introduced, that was really alarming. And many attacks would in fact look like casting a spell and you don't have the expertise to recognize one in progress."

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... in her defense Tanya was in a very alarming situation when she did that and now she is better oriented, but being justifiably rude to strangers is still very bad so she totally gets where Belmarniss is coming from.

Tanya doesn't think doing glorified pest control in her free time can be a primary defining feature the way being a soldier is. If it is such a familiar social role here, these people should be organizing a proper militia to fight the monsters! Well, it is what it is; she doesn't mind people thinking of her as Animal Control if it doesn't come with any problematic expectations. The word 'adventurer' feels like it ought to have some unfortunate associations, but she might be reading too much into the language spell, she does not understand the language spell.

"What do you suggest, then?"

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"We test-run you to see if we'll survive going up, I teach some classes, if I do wind up introducing you to my mom you can sleep in my room when I'm not there because our cave is just me, her, my sister, and two halflings - you didn't react to the phrase 'farm slave' so I assume we do not need to get deep into that? - and in a week or two we see if we can get out of here and go explore Taldor a bit."

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"...Can you please describe slavery as practiced locally? I don't know how far to trust the translation spell. If it is as I understand the word, then I think it is - a thing with regard to which I should exercise the virtue of not taking unproductive offense at the local culture, and not provoking you or anyone else." Look at how unoffended Tanya is, except for the entire preceding sentence. "To be clear, for any realistic answer I can imagine you giving, I don't anticipate being able to - act to improve the situation for myself or anyone else at no-one's expense, so I won't try to do anything you might be worried about." Helping slaves escape may be a noble cause but first there has to be somewhere to help them escape to, and various other conditions which would need to be fulfilled to make sure both the injustice and the economic inefficiency are actually reduced and not merely moved around.

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"The reason you want to be very, very legibly an adventurer is because drow as a group enslave any non-drow they get their hands on, and you want to make it clear that this would get nowhere with you, without having to actually kill anybody to prove it. In practice this is mostly orcs, the big blue or green folks, because they're strong and have darkvision like we do, and halflings, because they don't eat much but can do just as well as a medium-sized person at a lot of tasks. You don't have to like it or pretend to like it, I don't like it myself, but if you go around stealing random people's slaves you're going to have an immediate problem with feeding them and a bunch of less obvious follow-on problems such as our entire economy and the way we avoid going extinct due to disliking babies relying on slavery. My understanding is that halflings and orcs are both also popular slave species upstairs though not as universally so, so even if I somehow convinced my mom to give me one or both of her halflings and we got them safely up there this would not obviously improve their prospects, and not only because they're monolingual."

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"I am glad to hear you also understand slavery and racism are wrong. And yes, that is the kind of problem I anticipated when I said I don't expect to be able to unilaterally help anyone. Systemic problems require systemic solutions. And I don't know enough about the world yet to participate even in existing efforts at systemic solutions." It sounds like this city isn't even particularly unusual. "And that helps explains why you suggested I should go to the surface, earlier. Why do you want to go there? Are the surface-dwellers less xenophobic?"

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"I haven't met a lot of 'em but I don't think so, I think they will all hate me on sight because I am a member of a chaotic evil subspecies that keeps stealing their shit, which is why I'd be reluctant to attempt the trip without an accompanying human."

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"...I would be happy to vouch for you being perfectly pleasant and law-abiding ever since I met you," although the short-term impression of a complete outsider may not be worth much, "but I am still not clear on why you want to go somewhere such testimony would be needed?" Being hated on sight sounds very unpleasant and unproductive.

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"Well, I hear that in addition to a sky fireball and also slavery they have cool things up there, ranging from more food variety and cooler libraries to noticeable concentrations of Good people and nobody bothering me to get married. I might not like it and if I don't like it I can come back down."

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Tanya can sympathize with that! In her first life she also experienced notable social pressure to get married, and she thinks women had it worse than men. Luckily her parents eventually came to understand that, given who she was as a person, a marriage would not have served to improve either her life or that of her wife and children... It's been a long time since she was reminded of that; her men didn't usually spend their time worrying about being pressured to marry if they survive the war.

If her would-be guide is a young woman trying to get out of the small city she was born in, that is very understandable but Tanya has to set some expectations. "We don't know what we'll encounter on our way or how long it will take us to get to the surface, and what we'll do once there. So I might not be able to escort you back down if you later decide you want to go back. And - I hope you can find happiness in a library, but I can't commit to being your guard or token human representative forever, if there's no other reason for us to stay together. So I think you'll need a better long-term plan. It might be that you cannot make one until we reach the surface and learn more, but I wanted to make sure that is a problem you're taking seriously."

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"Yes, I'm aware of all that. We could also just die. Totally a plausible result here. But I was close enough to deciding to go adventuring on the surface without a human that this seems like a good choice of timing. - do people on your planet get stronger from fighting stuff? Because that's how it works here, and I'm about at the limit of what I can achieve magically without fighting some stuff, but the trip up will, if survivable, render me better equipped for the trip down in more ways than one."

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"...people get much better at fighting with practice, as they do at most things, including the use of magic. Many things are best learned under fire and training methods often try to simulate aspects of real combat. I once set up training under live artillery fire, with a very small but real chance of a trainee being harmed, and this achieved excellent results" if not the results she wanted. "...and nobody was maimed or killed. But I'm not sure what you're imagining when you ask if that might be different on different planets; if anything, it might be different between races."

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"No, it works the same way for humans on this planet. I mean that I can hang a certain number of spells of a certain limited range of circles, as a wizard, and as a sorcerer I can cast a certain number of spells off a certain personal list, also of a limited range of circles, and that capacity will not expand if I sit around and study and practice. ...maybe the live fire artillery thing would work, I'm not sure, I did get some growth off mostly-safe dueling practice as a kid. Other kinds of casters are also like this and it's harder to track for people who are just running around with swords but they also seem to improve in ways that are linked to danger and stakes and not just practice."

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"I don't understand what 'circles' and 'hanging' refer to, unless they're mistranslated somehow." Obviously you need to learn a given spell, and to practice and get good with it, and to have a casting implement that actually supports that spell, but then you can just... go ahead and cast it?

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"Spells have shapes. Spells with no punctures are zeroth-circle, one puncture first-circle, etcetera, they go up to nine. Wizards prepare spells - you saw me do this once I had Share Language down in my book - and those spells, once prepared, wait on a scaffold for - actually you might just want to sit in on an introductory wizardry class since I'm going to be teaching some anyway."

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"That's not how my magic works at all. I had to learn each spell, and practice to get good with it, but then I can cast any of them as long as I have enough mana. And they require a lot of calculations, but they're not things that can have - punctures? Does your magical mathematics describe shapes? I guess I don't know that that's not isomorphic to how we do it... The introductory class sounds like a good idea." A young woman who is a teacher's assistant and an enterprising mage and wants to leave home so she can see better libraries is such a good person to have around, and also to have in society more generally. 

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"I don't think Instructor Johysis'll mind if you sit in as long as I'm prioritizing the kids. Where do you get mana from?"

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"It replenishes over time, up to a personal limit which varies a lot between people but usually stops growing by age ten or so. Once someone has a reasonable capacity, skill in using it becomes much more important. ...if you meant 'where does it come from' on a deeper level than that, in terms of physics, I don't think the answer is known but I'm not an expert. As far as is known, animals and natural processes don't produce mana and I've never heard a good explanation for that beyond saying that mana is a property of souls. ...and I should have mentioned, not everyone is a mage; maybe one in four or five hundred is, one in several thousand once you filter for an actually useful amount of mana and degree of skill."

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"Huh. I think something like a quarter of people are smart enough to be wizards, if they try, maybe more if we were better at teaching it or something, it's just kind of expensive to get started so mostly only the very bright invest in it. Anyway, I work in the way I described, so even if I turn out to be far more allergic to the sky fireball than expected and the first village we come to starts throwing rocks at me without waiting for me to make sudden movements, I will probably be able to go back down without you, due to having seen and cleared the route and also fought anything that got in the way."

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Tanya is unsure how much she should take that literally and how much is the bravado and/or naivete of a young woman wanting to escape her hometown! Maybe she should angle for an introduction to Belmarniss's mother, in order to ask her discreetly, except she can't trust her because she is presumably the person who wants Belmarniss to stay here and get married...

"Your whole population has mage potential but only the top quarter studies it? That makes sense; if we had so many mages and also didn't have a war going on most people would probably choose other professions, and there would definitely be a shortage of casting implements and qualified teachers, at least for a long while." They don't seem to be very technologically advanced or to have a particularly high quality of life, but you need a much bigger population than one small city to produce the caliber of researcher who'll invent spells of real economic significance, not to mention a lot of R&D funding. 

"So - the bottom line is that you need to do work to prepare each instance of a spell ahead of time, which means you need to choose what to prepare for, and also you can only have so many prepared at once? How many is that?"

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"...you've misunderstood something. Far fewer than a quarter of drow study to be wizards. A quarter is my guess at how many would succeed at hanging first-circle spells if they put in the work but most people are farmers and some people fail at becoming wizards for reasons other than not having enough raw intelligence. You also need to be able to get enough sleep reliably, you can't have shaky hands or a stutter, you have to tolerate a lot of math, and if you drop out to do laundry as soon as you've got your first cantrip that might be a smart thing to do but it's not going to make you a first-circle wizard.

"My wizard spells need preparation ahead of time, yes. My sorcerer spells don't - that's why I can be so profligate with the Comprehend Languages, there's only so much opportunity cost there. ...I can just give you numbers but I'm not sure they'll do you much good since you don't know very many spells that exist."

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...yes, that's an obvious mistake in retrospect, a quarter of society spending months or years training to be mages is far more than could be supported when most people are farmers. (Even in Germania, a solid one-third of the population works in farming or farming-adjacent jobs.) 

"I see. And your 'sorcerer' spells are still limited to being cast only so often. Is that not because of running out of mana or some equivalent? Do the more complex spells take more, or is that a separate issue of skill or some other factor? I would appreciate some numbers, I'm not even sure what order of magnitude we're talking about here. ...I can also wait for the class if you'd rather, but it might need to start with a basic overview for me to understand it."

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"I could imagine someone modeling sorcery as running on some unifying substance but I don't think it's a good model because spells are discrete and you can't use up lower circle slots to constitute a higher circle one unless you're already really close to having the higher circle one in its own right. You could think of it like having a certain number of arrows of different types that I can shoot, if you could transmute arrows into equivalent quality arrows but not into better arrows on the spot. And if there were also unlimited zeroth-circle arrows, because you can catch a cantrip and re-cast it, which is why I never run out of the one I use to avoid tripping that you've seen me do a bunch."

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Oh, is that what she was doing. (A bookish young woman who is prone to tripping is a bit of a stereotype but probably not an inaccurate one?)

Tanya takes a moment to puzzle out the arrow-metaphor. "So you can cast a fixed number of 'sorcerer' spells of each group, the spells being grouped by some mathematical property. One group contains the spells that can be cast any number of times" - presumably up to some mana limit, but a very weak spell like the local lights really can be cast all day long by even a weak mage. "And the same for 'wizard' spells, except you need to prepare specific ones ahead of time. How many times can you cast limited-use spells, then? And how useful are the unlimited spells, for protecting yourself or fighting? ...which reminds me, you said the journey might last two weeks and would certainly last days, we can carry enough food but do we expect to find water en route?"

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"We'll want a bag of holding for the trip for that reason. Though a couple weeks is a high-end estimate. I know a lot of cantrips, there's one I don't have but know exists that I'll want to get ahold of before we go which'll keep the sky fireball off my case. Most cantrips are not very combat-oriented but I have Ray of Frost, which I can do as a sorcerer -" She zaps a bit of the floor with it. "I also have a technically-not-a-spell bit of sorcery, a little stronger but not much and not cold-themed, which is limited per-day..."

Belmarniss of course knows all the spells she knows and how many of them she can do in a day and does not mind telling Tanya most of this information.

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Tanya has no idea how much actual damage these spells can do when they're being used for real. Presumably a lot more than that, you wouldn't want to freeze half the room as a demonstration! 

"To be clear, I can carry around forty to fifty kilograms while flying, which is more than enough for our water budget. Up to a hundred kilograms for a couple of hours, if I really push myself. But it would need to be in a rigid container, or at least a stack of several containers. My flight spell is optimized for moving the caster and I can only do crude pushes on other objects; if I need to, for example, fly you up a cliff it would be easier to lift a small platform you're standing on." Mages can evacuate other mages under fire with a fireman's carry but they can't do anything else useful at the same time, it's almost as tiring as the real thing, and it tends to leave the person being carried with extra bruises. "And if I'm carrying something like that, I'd be much slower to react to a sudden attack, especially if it needs to be set down carefully. There's also a risk the container would be punctured in fighting, so if you have another solution it's definitely worth pursuing."

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"Bags of holding are bags that have more room inside than outside, they're very popular. They're heavier than they'd be if they were just normal empty bags, but they don't get heavier when you put stuff in them. It's also possible there'll be water en route and Detect Poison's a cantrip so we'll be able to tell if it's safe to drink but it's advisable to bring some."

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"That sounds incredibly useful! We don't know how to do anything like that. How well does it scale?" Tanya has a brief vision of carrying an artillery division in her bag as she flies.

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"You can't nest them, and the ones that hold more also weigh more, and of course they require wizards trained in crafting wondrous items and a fair whack of spellsilver to make, which is why I'm going to need to go to my grandma for money. But they're pretty cool. Also in extremis Ray of Frost does condense moisture out of the air usably."

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"That makes sense. I can also condense water but only if it's fairly humid, I wouldn't want to rely on it."

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"It's not usually super dry down here but yeah, it would definitely be annoying. If we had a cleric along, they can create water as a zeroth-circle spell, but arcane casters can't and I don't really want to try to get a cleric."

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That is a very understandable sentiment!

(Do the local clerics have a spell to make water come out of the stone? It sounds very useful for an underground city with no rainfall. What a pity useful spells are hoarded by the church. Tanya doesn't even want to know what kind of god they worship.)

 "It seems we can ensure our water supply without that, yes. ...I think I'm back to general questions about the world, which are not urgent. I expect you also have some questions for me?"

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"Yeah, I don't have a good sense of your usage limits except that if it all runs on the same thing presumably it all trades off against all of it?"

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"That is correct. There is a unit measure of mana but I'm not sure how to translate it, it is annoyingly not tied to the other fundamental physical units... Mana is a limit on casting many powerful spells very quickly but over longer periods of time the more usual constraint is tiredness and loss of focus. If you have to cast all day that's very many opportunities to get something wrong, and losing control even once can be catastrophic, either in itself or because it gives an enemy an opening or just because you fly into something. So combat mages have to be very careful and know their limits well. ...it helps a lot that we operate in groups and not as solo 'adventurers', we rely on each other and switch out as necessary. I of course can fight by myself, but I lose a lot of effectiveness this way. More because of being in a cave."

"I very much hope tiredness won't come up as a constraint, I should either eliminate the target or retreat long before then, but if we're pinned down for a long period of time and I keep using magic but can't break out for some reason, that would do it. As for mana, I can't use all I have on a single spell or two anyway, because the individual spells are also constrained by my orb. If I simply kept firing as powerful a spell as the orb allows as quickly as I could then I would run out of mana before I grew tired, after - two to four minutes, depending. But those spells would bring the roof down on our heads long before that, so it shouldn't come up in practice."

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"Oh, adventurers are not usually solo, groups of like fourish people is normal. What does the orb do?"

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"It's an example of a category called casting implements. They form the mana into specific spells that are built into them. Freeform casting is possible but, in practice, it's very difficult and approximately no freeform spells have been invented on our world that are both useful and reliable. Computation orbs in particular are necessary for spells with variable effects and many parameters; they compute the exact way the spell should be cast in each particular moment, for spells whose equations humans can't solve at anywhere near realtime. I thought your work up-front when 'preparing' spells might be similar, but since you can also cast some spells at will I'm not sure about that anymore."

"For example, applying force to an object is relatively easy, and some industrial applications that need the same amount of force applied at the same location every time can employ a not very skilled mage and use a simple and cheap casting implement. But flight requires applying different forces to different parts of the body, which change position relative to each other and are sized differently in different people anyway, and then also accounting for wind and altitude. And flying in combat requires very rapid and precise changes in orientation and separately the thrust vector, while moving at least the arms in order to shoot at targets; it would not be possible without modern computation orbs."

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"Huh. Our spells are mathematically complicated objects that have to go through a preparatory process between the format in which they're written and the one in which they're hung and then change again when they're cast, but they're mathematically complicated objects that treat a lot of things as fundamental, like 'a person'. Fly is a third circle spell but I don't have it. - we should check if you can apply your flying force thing to a Floating Disk, because I do have that. They're not usually good to ride because they really want to follow you but if you cast one in an enclosed space you can sit on one."

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"I can apply force to anything physical. It's ordinary force, the same as if you pushed it. Can your floating disk that you can sit on be pushed or lifted normally? I can make a magical shield that won't let physical objects through, if you push on it it absorbs the energy but if you apply enough force it breaks. A lot more force than pushing on it, of course. Maybe your disc is more like that."

"And I don't understand how it's possible to treat 'a person' as fundamental; the spell interacts with their body, it's not as if I'm somehow targeting the soul or their own magic or something... Maybe there's a complicated spell sub-unit that, uh, defines 'a person' and then various spells reuse it? But I'm not a magic researcher and I can't claim to understand how the spells I use actually work, I only know how to operate them."

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"Not very normally, which is why it'd bear testing. It is a force effect, though, so maybe this won't work at all. Clearly your spells and ours are different in a lot of ways and the fact that ours can treat 'a person' as a natural thing is one of them, might be working on souls or not, I'd need to look into edge cases to form a confident guess about that."

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If it operates on souls can it be used to determine how complex an animal needs to be before it has a soul? ...Tanya does not say, because she does not particularly want to get deep into discussions of souls, even though she's the only person on her planet remotely qualified to have one.

"It's worth testing. What other interactions might be useful? I can do various optical effects including lenses for zooming in on remote objects or for focusing optical spells, and mirrors. Visual illusions, which are broadly the same class of thing. Magical decoys, which imperfectly mimic my own mana signature - or someone else's, if I practice - and can be moved around me, this can help mislead enemies who target sources of magic like aerial mages do when they can't see."

"I can, in fact, obscure vision by creating a very small explosion with a lot of smoke. ...this uses up ammunition of which I have a limited amount, so I should be very conservative with it until I can confirm whether it's possible to manufacture more, presumably somewhere on the surface. It's the same ammunition I'd use for either penetrating thick metal armor, which I hope monsters don't wear, or for creating very powerful explosions which would almost certainly collapse a tunnel or something. So for offense I'll try to stick to light and heat, which don't require ammunition."

"Other utility spells... magnetic compass, precise rangefinder, using the illusions to try to hide myself - I can do that for you too, but I'm much more used to illusioning a patch of empty sky and I'll need to practice in this environment." Radio. Barriers and shields, which she can't apply to Belmarniss. A few other odds and ends.

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"My spells usually have a range limit that has nothing to do with how well I can see, though some of them like the ray of frost do require aim and I guess optical tricks could help with that... Prestidigitation will turn things colors, and make little fragile things like the puppet show stuff, but there isn't a good visual illusion cantrip, they're all higher circle than that. I don't know if there's any critters that target by anything like a magical signature, I'd expect the ones that can't see in the dark to instead echolocate or sense vibrations or something. Most monsters do not wear manufactured armor but they can have scales that are about as good. I don't know what a magnetic compass is?"

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"It points due north. Magnetic north, which isn't quite the same as geographical north, and I just realized I don't know where the north magnetic pole is on this planet, but it at least points in a consistent direction, which can help with not getting lost. ...no, wait, if there are magnetic ores or metals nearby it could get confused. Never mind, it's probably best not to rely on it underground."

"How can creatures that can't see in the dark live in the dark at all, do they all have ways of producing light? Or do you mean they're just blind? Flying obviously reduces noise and vibrations but I'll need light so I can see potential ambushers - I can illusion more light sources so they won't know which one I am but they'll definitely know someone's there."

"What determines the effective range of your spells? If the spell throws liquid acid it makes sense that it can't fly very far, but I'm not sure what the ray of frost is doing."

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"Some things are blind and rely on other senses, a lot of fish are like that. ...when you say you can illusion light sources does this mean the plant farm plan could work after all, I don't immediately have reason to think that wouldn't work. Admittedly the ones they use normally are evocations, so it might matter to a plant. My ray will go about -" She points in a direction that doesn't have anybody in it. "Ray of Frost - thirty-five feet ish. It just fizzles out past that."

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"The illusions don't work like objects that reflect ambient light, they capture all incoming light, that's why you can't see through them. And they emit light to be able to be seen. A perfectly black object and an object that emits light are the two simplest illusions. I can't leave one in a farm, the same way I can't leave any of my spell effects very far from me. My magic is fundamentally short range (*). Everything that goes farther than that is a physical effect created by the magic, such as light." 

"I don't know how your spell works but I can see that it remains magical for the entire duration, it's not creating a physical effect that disappears after thirty five feet. Which makes sense, but it's more useful to use magic to propel a bullet or produce a ray of intense light or heat, since those have much greater effective ranges. ...admittedly I don't have a spell that cools things."

(*) Tanya's concept of 'short range' is appropriate for aerial dogfights, not for melee combat.

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"There's fire combat spells, I'm not sure about light ones - or, like, there's certainly spells intended to blind people, perhaps with light, but I don't think it'd do any damage? Even the gentle kind of damage that doesn't usually kill anyone."

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"I'm not sure what you mean? Either the spells produce ordinary light, which can blind and in sufficient intensity can permanently impair vision. Or burn or kill someone, if there's enough of it. Or else the magic directly affects the target at short range, in which case I don't know what your spells are doing and they could be blinding people some other way entirely. By fire spells do you mean ones that produce heat, or that catalyze fire as in the chemical reaction, or something else?"

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"Maybe a light blast spell of some kind would do that to a normal person but people with a few circles are tougher, and equivalently experienced weapons-y people moreso. By fire spells I mean things like Fireball which is a ball of fire and bad to be in because of how it is fire."

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What is even 'fire'. Tanya's magical (?!) understanding of this language is unhelpfully insisting that fire is fire, other things can also be fire but fire itself is just that.

"I suspect a translation difficulty. Light and heat are the same kind of thing, we can see light of certain - 'frequencies', like the colors you get if you split white light with a prism?" No, Belmarniss has never seen sunlight, she thinks the sun is a 'fireball in the sky' - the girl really deserves a proper library - "I'm not sure if you've ever seen that?" Tanya can demonstrate a rainbow-prism with an illusion! "Heat is off to the red side of that. We can't see it, although some animals can see a little farther than humans in one or both directions. Anyway, that's heat radiation, what you can feel at a distance. Fire itself is a chemical reaction, things burning to smoke and ash, which produces heat. The two tend to go together but the reason I care about the distinction, here, is that I can reflect light and heat with a mirror but I can't shield against magic that directly induces a fire reaction. If I can see the magic I'll know which one it is."

"As for a 'light blast', one of the properties of light - and heat - is that there's no physical limit to how much of it can be in one place at once, unlike matter. I can put a lot of energy into a single spell. I can -" what's an analogy that would be obvious to a cave-dweller - water and steel both have very high heat capacities but does Belmarniss know that? "...if I refer to the amount of energy to heat a 'liter' - uh." What the hell, magic language knowledge? "Would it help to talk in terms of the amount of energy needed to heat some unit volume of water from freezing to boiling, or to take it from boiling to complete evaporation, or to melt a given weight of steel? ...Steel heat capacity varies, so that would be only approximate. In any case, I can - if I'm not worrying about the resulting steam explosion or collapsing a tunnel - boil all the water in a human body in well under a second. It's not the kind of thing being tough and experienced lets you survive, if you can't dodge it and don't have a magical shield or a very thick physical one. Does that work as a frame of reference?"

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"I think my conclusion from listening to all that is that when I summon something for you to squash as a test exercise it should be a fire elemental. To be clear what you say is very interesting and it may have some applications for some situations, perhaps including many or most monsters that have water in their bodies at all and would be better exploded, but I think you'll make a really interesting facial expression about a fire elemental."

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"What is a fire elemental? - If you want the surprise to be part of the test that makes sense."

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"Elementals are creatures from an elemental plane - Air, Water, Fire, Earth - which are composed of that element."

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...

Golarion has humans and also Aristotle? (*)

Her sense of the language seems to say that... air, water, fire and earth are exactly that, or maybe the Platonic ineffable concepts of that or something... and a 'plane' is a place you need magic to get to. And some creatures from the plane-of-elemental-fire got over here and Belmarniss can 'summon' (lure?) them to be killed. Presumably they're not dangerous or they wouldn't be so easy to find and Belmarniss wouldn't be so blase about it before seeing Tanya kill one?

Anyway. Belmarniss seems to think that an 'elemental' is largely or wholly composed of that element. That might make sense for the other three, even though Tanya doesn't see how a living body can avoid having all three of solid, liquid and gas, but it makes no sense for fire? "If it's made out of fire, what is it burning?"

Putting out a fire really isn't within Tanya's capabilities. She has no direct way to cool something down or to block the flow of oxygen, unless it's a very small fire that fits inside the farthest reach of her shield. She can blow apart the thing that's burning, and try to move it somewhere where it won't do more damage and will burn out, but she's really the opposite of a firefighter.

 

(*) Tanya has not had a classical education.

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"That question does not, in this case, have or require a well-defined answer."

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"Then the only thing I can conclude from that is that we do not mean the same thing when we say 'fire' and the translation spell is wrong. ...do you want to tell me more about the 'fire elementals' or do you want it to be a surprise test?" A blind test would be entirely legitimate but mostly as a way for Belmarniss to learn about Tanya, not for Tanya herself.

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"I haven't extensively studied fire elementals! I'm a transmuter more than a conjurer. I can answer basic questions about them but I can only answer... correct... basic questions about them, not questions that are like 'so is this fire north-facing or south-facing, which is of course a property all fires have one of'."

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"Fire - as I understand the word - is a process, not a thing. It has the properties of burning various materials, turning them into for example char or ash and smoke, while giving off some light and a lot of heat and spreading to other flammable objects nearby. It can be extinguished either by cooling it enough, for example by dumping water on it, or by smothering it, that is, preventing fresh air from reaching it. It needs air to go on burning. Without doing one of these two, or removing the substance that's burning, it's almost impossible to stop a fire. Does that at all describes this 'fire elemental'? If not, could you describe it from scratch?" Tanya can provide convenient illusions as she speaks, to avoid any misunderstandings.

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"The thing you describe sounds like most normal fire of the sort we cook with," says Belmarniss agreeably. "It bears some... thematic resemblance to fire elementals, which can't go underwater and which catch flammable things that touch them on fire. But you can keep a fire elemental in a sealed box - they don't, in fact, need to breathe - and you do not have to give them any fuel - they also don't need to eat. They are vulnerable to cold damage - that is to say, a fire elemental that would stand up to the same number of arrows as me would tolerate fewer Rays of Frost than I would - and they're immune to fire damage. Anyway, the one I summon will not be really physically present, it'll be a construct body the spell maintains for a few rounds and then it'll go home, which is also what will happen if you kill it before the spell runs out, but in most other respects it will be just like it was really here."

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Oh, it's a magical construct. (That Belmarniss thinks is animated by a spirit of the 'real' Platonic essence of fire elementals from the plane of fire elementals? Or something?) Magical constructs can simulate some very complex things; Tanya's orb can't make any of them besides her decoys but she's heard of some impressive experimental research.

"If it's vulnerable to arrows, that means it has a physical body that can be affected by pushing on it and puncturing it and tearing it apart and so on, right? And in addition to that it sets nearby things on fire - because it heats them or some other way? And it's not vulnerable to being heated up further itself, as far as you know. And not fed by it, an ordinary fire heated up would spread. Is that correct?"

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"It has a physical body which can be damaged by physical means; fire and air elementals are very light but they still have substance and you can shoot them. I believe fire elementals touching things and setting them on fire this way works the same as touching the things with a torch would, with the caveat that anything that has magic involved can - bend its efficacy and probability around the power of whoever's doing it. I think if you heat up a fire elemental this does not power it up in any way although it wouldn't astonish me to hear about a weird elemental that was like that."

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"I can shoot physical projectiles. I would probably need to calibrate over several shots to adjust for a very lightweight body so I'm doing damage where I mean to and not just leaving a small hole. As I mentioned, I have a limited quantity of bullets and want to conserve them, but of course it's important to prepare if this is a kind of danger we might face on our way and not just the one maximally inconvenient to me. ...for completeness' sake I should mention that I can make the bullet explode at a given point and not only on contact, if an explosion just outside the target is better than one inside it for some reason." She also has her mage blades as a holdout weapon and should test them but only if she can do so without undue risk, or ideally any risk at all.

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"I can't immediately think of a situation where you want to explode outside rather than inside a single target if you can do either."

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"For example, to affect several targets, or to push some large object."

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"Yes, if you have several targets then you want to catch lots of them in a blast."

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"When did you plan to run the test?"

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"Probably after I teach the kiddos their Message lesson, I can send them to scatter around the edges of the school to practice it and then the big space will be free and you can paste a fire elemental."

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She wants to do it here? In that case Tanya will inspect the space more attentively. At least one wall of it will be providing her backstop! "Drilling somewhere you'd rather I not accidentally damage the walls will make using explosives difficult," she remarks. Of course one should be able to operate in such conditions or any conditions as required; reality isn't conveniently arranged for your purposes. At least this place doesn't have polished marble or wall paint.

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"There... aren't really good places to damage walls? Because we're underground. Even if I took you to a mineshaft where they're damaging walls on purpose that doesn't make it a particularly safe thing to do. You don't have to show off any specific technique, I just want you to see the elemental and check if your damage output is in some form like what you've described against Golarion-style opponents."

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"That makes sense! But if I test an explosive bullet against a fire elemental and its own body doesn't entirely contain the explosion then it will affect the surroundings, at least cosmetically. And I think it's not really possible to perfectly guarantee that a cave or building won't collapse because of an explosion in just the wrong place, if the building isn't explicitly designed for that or the cave has never been stress-tested that way. If we need to do it, I'll start small and scale up slowly to mitigate the risk, but the downside is that this will use up many bullets and possibly also many fire elementals."

"I would much rather avoid explosions underground, but if you think we might encounter fire elementals or other creatures apparently invulnerable to light and heat then I think we ought to test it. In real combat I'll use light or heat on any target vulnerable to those, and I'll check if the fire elemental is vulnerable to light before I explode it. I can also just shoot many non-explosive bullets but I'd be using up my supply very quickly and I don't want to do that for a test."

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"Does your method of putting bullets in things not also work on, like, rocks? Putting a rock through an elemental will also hurt it."

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"I shoot bullets from my rifle. The bullets have a small amount of explosives that when ignited propels them through the barrel." She demonstrates with an exploded diagram illusion. "And I can add spells to the bullet on top of that. I... suppose I could push rocks with my flight spell," like a primitive caveman desperate soldier out of ammunition? This would be a useless tactic for aerial mages who can fall back on optical spells anyway, but at close quarters... hmm. Tanya does some quick calculations. "My spell is optimized for applying force to relatively large objects relatively slowly, and is very bad at propelling even small rocks when you need to apply the force very quickly. It probably wouldn't be competitive with a crossbow, let alone with real bullets. Larger rocks might work better; they won't penetrate but they could bruise or even crush someone if this works out. This might be a good idea in some scenarios and is definitely worth testing."

"I'll need rocks of various sizes, from a pebble up to say fist-sized, ideally hard ones which won't themselves fall apart when force is applied to them so I can reuse them and experiment for a while. Something like river-rounded stones would be good, although aerodynamics probably doesn't matter much at this scale. And a cave where I can magically throw them at the wall, since I assume you have no cheap disposable targets made from wood or similar. This isn't a standard use of the spell so I want some time to practice before proceeding to live targets."

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"Yeah no absolutely nothing made of wood is cheap or disposable. We can go down to the river and get some rocks."

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"Oh, you do have a river, I'd been wondering about your water and sanitation situation. ...I mentioned that I can boil large quantities of water quickly and cheaply, if that's helpful for anything." Presumably they don't want their river boiled but maybe they want a big hot swimming pool or something. The river itself could be used as a backstop that won't get scratched although she won't be able to reuse her ammunition; it might still work out if the riverbank is full of suitable rocks.

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"The river is relevant to the water situation because it's cheaper than going to the temple but it is not really relevant to sanitation. Do you want me to Prestidigitate you clean?"

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It makes sense for the temple to charge for entry to its public baths, or drinking and cooking water if it has any piped in or filtered. Pity how it's the temple that's doing it and not free private enterprise. "I meant for disposing of sewerage but - I suppose belowground you'd use it all for manure? And for baths, yes. What is Prestidigitate?

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"Yeah, nightsoil all gets sold to farms. Prestidigitation is the most versatile cantrip, it can clean things including people and their clothes, if desired while you're still wearing them though that's not how a high throughput business will do it."

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How would you clean clothes while worn? A spell could direct water and then air easily enough, but that sounds uncomfortable for the person wearing the clothes and liable to leave you either moist or too warm, and some detergents might not be great for your skin. Maybe the spell is extremely precise and flexible to allow it, but why would someone bother developing such a spell when cleaning clothes not being worn is so much easier? Anyway, that's not important right now. Tanya does not particularly need her clothes cleaned if she doesn't have an opportunity to get herself cleaned, which she would appreciate but is also not a terribly high priority. She might ask for a bath at some point, but these people probably don't have private baths and a public one would draw attention to her orb and weapons because she has to keep them close at hand. In the worst case, she can take a dip in the river.

...she gives herself a mental shake. "Thank you, but that's not necessary right now." Does Belmarniss have time to answer other questions or does she need to teach her class soon?

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The girls are starting to trickle in and pay for their lesson! Niss explains Tanya to the kids as a human adventurer she's been toting around who may listen in on the lesson because her magic is from far away and works differently, and then they are talking about the cantrip Message.

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Tanya listens attentively. It's important to learn how local magic works, even if she's not going to learn how to cast it. And Message has obvious tactical applications.

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It sure does! This particular classful has all gotten it scribed into their books in a previous session but they're still new to it and need more familiarity with how it handles so that they don't drop it when they cast it and that's what Belmarniss is doing, answering questions about why it squidges this way and which parts you need to be most careful with and whether you should fling it like this or like that.

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Tanya can see the magic they're handling and she can maybe if she squints convince herself that she sees a correspondence between the magic and the shapes they're describing and have drawn in their books, but she has no idea how to even approach manipulating magic like this. Really, it's quite regrettable that this amazing opportunity for cross-fertilization between two completely independent magical technologies has been wasted on a soldier like her.

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One of the kids has fallen into a two-handed casting habit and Belmarniss puts her to drilling subcomponents of the gesture! One kid keeps dropping her copper wire when she gestures and needs to drill that! One has it pretty much down and is poking the other students with Touch of Fatigue and Belmarniss Mage Hands the disruptive kid's hood down over her face before she can grab the next one and assigns her to go over there and receive longer-distance Messages. As more and more of the girls get the cantrip down they wind up scattered about, practicing.

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These other simple spells also make sense, both as things that are simple to do with magic and as useful applications of it, and the use of 'foci' (casting implements) is also familiar. The gestures aren't and she really doesn't see why you can't just skip them? You need to shape the magic right  but you do that with your mind, what do your hands have to do with it?

Prepared spells are also new. She doesn't detect any magic while the spell is being 'prepared' or while it's apparently hanging around ready for use, so what is actually being done? If it was just mental preparation or calculations, they wouldn't need to redo it every time... She'll ask Belmarniss later, although she might not know either. Still, while interesting it's not obviously decision-relevant.

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Class lasts almost two hours and then the girls mostly disperse.

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(Is the class gender-segregated?)

Tanya is ready for whatever is next. If she has to figure out a way to hurl rocks to bludgeon animals, that is objectively very silly but a soldier does not pass up any opportunity for an advantage.

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"You want the fire elemental here or by the river so you can try the rock thing?"

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"I want some time to practice with rocks first. But the river might be better anyway if people won't care if I scratch the cavern walls, and if I angle my shots down the water itself can provide a backstop."

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"Scratching them is fine, yeah."

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"Unless the river is very shallow, I expect I can practice with rocks in a way that flings them into the water without any collateral damage. I don't know what explosions underground will do and will be as cautious as I can, and I don't know if the cavern the river is in is any more fragile than this place. Generally speaking, explosions have more force the smaller the space is and narrow tunnels would be at most risk of collapse. If I'm shooting explosives at a target on the ground then the ground under and around it is at risk of breaking, even in an open space." That's just how explosives are!

"If the goal is for you to see my light-based attacks, against a target vulnerable to those, we can do it most anywhere because I can ramp them up gradually and rock can generally absorb a lot of heat, but water can absorb even more so the river would work for that too. If the goal is to test explosives, specifically, then there's some risk involved. If it's to test blunt projectile damage, I don't want to spend more than a couple of bullets just to demonstrate but I can practice with the rocks first and see if that amounts to anything. How many times can you summon targets? And how far away is the river?"

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"I don't think we need to test explosives specifically; at no point in the trip upstairs are we going to be assured of a battleground that isn't a small to medium sized cave. The riverfront area I have in mind is about a half hour walk, and I've got two summonses today and room for a couple more little ones if we want them."

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"Then if you have the time, I could practice with rocks and then test them on a fire elemental, and separately test optics on a different kind of target. Or I suppose you could leave me at the river for a few hours and come back."

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"There might be people fishing there, I'd sooner stick around."

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"That makes sense. Shall we head there? ...My practice would probably scare away any fish; maybe we could move up or downriver." 

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"I do not feel particularly beholden to the quality of their catch and there are only so many places where there's river access."

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That's not very prosocial of her!

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...anyway, they can have the rest of this conversation while they walk to the river.

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Or fly, as the case may be.

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Yes, yes, she's very jealous. They cut through some suburbs and go down some stairs and there's a nice big river, and some fishermen.

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If she can get a sufficiently flat and rigid platform, Tanya can fly her alongside! This is faster than walking and therefore efficient. (It's not actually efficient in terms of mana usage, but as long as Tanya doesn't have to do anything else at the same time and they're not actually going fast it's fine.) It might also look impressive, although Tanya is no judge of local customs.

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Tanya tries picking up a rock and shoving it with the flight spell. It tumbles as it flies and lands... not really where she wanted it to.

The flight spell can't adjust to the rock's irregular shape, let alone its internal variations of density. If Tanya could determine its exact center of mass, and ideally if it was also shaped in a way that wouldn't make it tumble and deviate as it flies, then she could aim it. The computation orb can't do its namesake job here, because its flight spell really wasn't built to target random rocks. The latter part doesn't matter for a sufficiently massive rock, but carrying massive rocks around is impractical.

Tanya can find a few especially well-shaped rocks and figure out an approximate solution for launching each one by trial and error. This is the antithesis of standardized ammunition and she does not want to rely on it.

She tries giving a stone flat sides with a cutting laser. This takes annoyingly long because the stones fracture from the heat if she tries to go any faster but the result is more predictable in flight. If she wants to approximate round stone balls she'd probably have to work for an hour on each. And then she'd have to carry them around and recover them from enemy bodies and clean them for reuse. Even muskets weren't this annoying to use!

How hard can she fling a kilogram projectile, though? The flight spell only works up to a meter and a bit away from her body. Heavier projectiles take longer to accelerate and so gain more momentum, but if they're too heavy they won't go far enough. Tanya tries to figure out what mass is needed for an effective range of fifty meters... and quickly runs into another limitation: the flight spell refuses to apply more than 10g of acceleration to any object, regardless of its mass. (This is a safety feature!)

With an effectively constant acceleration (up to a projectile mass of a hundred kilograms), she can't make a railgun: light bullets won't go any farther than heavy ones. She can, however, make a 100kg bombard at a forty-five degree angle with a radius of twenty-three meters, if only she had a hundred-kilogram rock on hand.

All in all, it doesn't seem terribly useful unless they need to siege a miniature castle. She reports this to Belmarniss.

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"We could get you sling bullets, would those be better?"

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"No, because they won't fly any faster than heavy rocks, which means they'll still have a range of twenty meters. And that's in a ballistic arc; a flat trajectory wouldn't make it past ten meters. You'd be better off using an actual sling."

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"Gotcha. Okay. Fire elemental now?"

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"Alright. Your spell has a limited duration, right? Can you tell if the construct is damaged or how much or do we only learn something worked if it 'dies'?"

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"If it gets injured it'll be visible, but I don't get direct feedback on it. It'll only last about thirty seconds."

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"Then I'll be fast. I can replay the record from my orb later if you miss something."

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"Sounds good. I'll put it over there?" Point.

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Tanya positions herself so her shots will go through the indicated location and into the river at a shallow angle. "Go ahead." And she speeds up her thinking and reactions; she can tolerate a threefold speedup for thirty seconds.

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"Summon Monster."

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Here is a snek made of fire. Hiss.

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Heat: no apparent effect. Visible light: no effect, up to levels where ambient reflections would start being a problem for Belmarniss. (The snake isn't very reflective, so those are quite high levels.) So far as advertised.

What does an ordinary submachine gun bullet to the head do?

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That kills the snek. It vanishes.

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"Nice."

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"One standard shot, not explosive or anything. If it was like a regular snake and I destroyed the head then that makes sense, but snakes aren't generally known for being armored. Other creatures might require an armor-penetrating or explosive spell on the bullet, but this wasn't harder than killing an ordinary snake. Except for how light didn't work on it and it could presumably burn me if it got near, ordinary snakes would be stopped by my barrier."

After all the buildup this was rather a disappointment. Not that Tanya is disappointed that her enemies local wildlife is easy to kill, of course, but this doesn't feel like it demonstrated much to Belmarniss -

...Tanya suddenly realizes she is being deeply silly. Belmarniss is a civilian! She happens to be a mage and to know some spells that can be used to kill people, but that doesn't give her the mindset of a soldier. She's a young girl who wants to leave home and traverse unexplored wilderness to reach the mythic land of sunshine and libraries, and she's afraid of fire snakes (and possibly regular ones) on the way. That is an extremely legitimate and understandable fear! Snakes really are dangerous to people! Even to mages, if they can't fly or shield themselves or if they happen to be asleep! Of course Belmarniss wants reassurance that the literally alien foreigner escort is competent!

Now she's feeling embarrassed. What was she thinking of, showing off to a civilian? 

"...did you want to summon another, different target?"

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"Sure, do you want another kind of elemental so you can see how your light thing stacks up against stuff that's not immune?"

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"All right. Do you think an air elemental might be immune because of being transparent? Is it even visible?"

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"They're visible. Not as obvious as a fire one but you can see 'em. I don't expect them to be immune."

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"Understood. Please go ahead."

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She summons another monster! This one looks like a four foot tall tornado with the suggestion of eyes, though the eyes sometimes whirl around with the rest of it and blur until they settle again on looking at its summoner.

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What a weird... thing. She blasts it with light across the whole of its 'body', again gradually ramping up the intensity to calibrate how much it takes to kill it.

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It takes about 13.

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Basically the same as an ordinary big animal. Tanya can shoot those all day long. "If this is representative of the challenges ahead then we'll face no problem in a direct fight. ...you did say some 'monsters' may have magical shields and offensive abilities, and I intend to take that very seriously; I would appreciate any descriptions you have, if you can't summon examples. Other than that, our main challenges will be to find a route, stay safe while sleeping, and bring any gear we might need. I hope flying obviates climbing gear but I don't have experience flying through very narrow cave passages; you'll know better what we might need."

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"Things I can summon are not very strong in the grand scheme of things. A lucky enough bunch of farmers with shovels could've beaten up those elementals. But that you can do it efficiently at range is still promising for anything that's tougher, fighting back, weirder, etcetera. We should do the flying disk experiment - I don't think raiders can usually be taking very squishy passages since they need to haul all their loot, but maybe more of them than I expect have bags of holding, and we can't guarantee we'll wind up on one of their routes by guessing."

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She really shouldn't underestimate shovels!!! Tanya can't exactly teach her the value of a good shovel the way she taught her men on the Rhine. "Do you have the disk prepared now?"

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"No, but if you don't want me to prep more summonses I have space for it, or we could ask Rynaeri."

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"I don't see a benefit to more summonses if there isn't something that can't be taken down with light or a bullet, or something tough enough to need so much more of it that I should practice to calibrate."

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"Not at my circle there's not." She glances around, assessing the fishermen - they've largely ignored the proceedings apart from a little rubbernecking - and appears her spellbook. "Fifteen minutes."

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How does that work? The spellbook doesn't just disappear, she can get it back someplace else?

Tanya won't bother her while she works. They'll have enough time to talk magic trivia on their trip, even if they don't before. She picks up her spent cartridge.

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Fifteen minutes later she disappears the book again!

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"...what happens to your book when you do that?"

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"The spell stores it in the Ethereal Plane. So I don't like to do this too many times a day, it's a spell slot every time."

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"Can you do it to other things? What's on the Ethereal Plane, I assume other people can't easily go there or pull your stuff from there or you wouldn't do this..." Aether is the fifth element, right? Was Aristotle actually on to something? Tanya didn't have a normal (*) childhood with a classical education and does not know much about Aristotle's theories, and she is regretting this for what is definitely the first time in her life.

 

(*) Tanya's idea of a normal childhood as translated from her social class and education level in her first life. Not representative of the average Germanian, even those who did not grow up in orphanages.

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"Secluded Grimoire is spellbook-specific, and yeah, nobody else can in any way I know of get ahold of things I send there, though there's always somebody with a trick they don't tell everybody."

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"Can't whatever makes it attach to a spellbook be applied to other objects? Hiding things, and moving them without carrying them the intervening distance, sounds like a very useful general tool."

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"It's related to a fifth circle spell called Secret Chest, I don't think I've heard of anyone getting it down lower than that for anything but spellbooks but I don't know everything."

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It makes sense that a specialized, narrow variant of a spells would be easier to cast. "Do you know roughly how many people can cast fifth circle spells?"

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"...my completely wild guess would be better than yours but still wild. There are certainly more than a hundred? I doubt there are more than... ten thousand. On the planet. Can't speak for other planets."

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So something like elite A-rank mages. "How many people are there on the planet?"

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"Again I'm guessing! Hundreds of millions. Maybe a billion? It might get numerically weird if it turns out there are like enormous numbers of ant sized people on another continent or something."

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Not that much less than Earth, but population needs to be concentrated and have good enough technology to build a civilization... "Maybe the libraries upstairs will have better answers. Shall we test the disk?"

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"This isn't a good spot to wedge a floating disk so I can sit on it, we can test that someplace smaller." Back whence they came away from the river.

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Tanya follows.

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Belmarniss finds an alley between a fish restaurant and a workshop of some kind that she deems suitable, casts the disk, chases it into the back of the alley, and boards it.

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Tanya tries to apply force to the disk with the flight spell. Can she make it accelerate a bit? Not at ten gees, just a little?

...the spell doesn't think there's anything there. It's behaving as if there's no mass resisting the force being applied, rather than (for example) a mass that is too large.

"I can't move it. It's behaving like an impermeable magical shield, not like a physical object." Hmm. Belmarniss said she could make it follow her but only horizontally, and couldn't move it while she was on it... "Its main limitation is that you can't make it move up, correct? If I fly you up - or around - can you make it follow us? That would make it much more useful for carrying things around if we encounter vertical obstacles in the tunnels, or possibly even as a shield from things on the ground."

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"Rynaeri can do that, but I couldn't make it follow me up a ladder when I tried."

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"Pity. Maybe she can teach you? It would be very useful for transporting equipment if it could surmount slight vertical obstacles. Although, you're planning to buy a magical bag for our journey. In that case you should find some kind of platform you can stand or sit on that we can take with us so I can fly you over obstacles or through vertical shafts. It needs to be strong and rigid, so I can apply force without risking breaking it, light and compact enough to carry, and ideally with something for you to hold on to."

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"She tried, and I worked on it for a while, but I did not seem to be making progress. How big does it need to be? Like, would a dinner plate work?"

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"Technically, yes, it would, but you need not to fall of it when I move it sideways and not just up or down. And a dinner plate would probably be too fragile; it should be something strong enough for you to jump or stomp on."

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"I might need to get something like that made custom, I'm not thinking of anything commonly available that's right for the job."

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If she can make a ceramic mold then Tanya can melt metal and make a platform out of scraps... Really, Tanya is just excited at the whiff of non-military applications for her skills. The reasonable thing to do is of course to leave it to the professional smith.

"Alright. What next?"

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"Well, if you have any more suggestions for what it should be shaped like that'll be convenient for putting in an order."

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Hmm. "What are the material options? You said wood is expensive; that leaves metal, or I suppose stone but stone would probably be too heavy to carry with us. A metal disk for you to sit on - no, that's too heavy, a strong metal hoop with fabric that can hold your weight. You can tie ropes to its sides to hold on to. Its weight together with you and other cargo should be below a hundred kilograms, ideally below eighty - I'm assuming everything you carry can fit in the magical bag, which would then fit on your lap. I will need to apply upwards force at several points around the hoop to balance it so it doesn't fall over, and you will need to hold still to avoid disturbing that balance; I can also support you with my arms to help with that. Because of balance issues, I don't expect it to be safe to use in combat conditions; in an emergency I can carry you myself but only for a few minutes and it would likely leave both of us bruised."

When aerial mages need to evacuate a wounded or unconscious comrade, they take him in a fireman's carry and switch out every few minutes. This places the weight on the mage's body; the compensating thrust is applied to the mage carrying the body, not to the body itself. This is almost as stressful as a regular fireman's carry, which means Tanya can barely do it for someone of Belmarniss's build. A collapsible stretcher isn't very practical to carry along on routine missions. ...would a stretcher for Belmarniss to lie on be a better solution? It would be easier to balance and harder to fall off of, but making it sufficiently rigid when assembled might be difficult - wait.

"I just thought of another approach. Sling a hammock from a single lengthwise metal pole." She throws up an illusion. "This could have two advantages. First, it's easy to secure you in the hammock so you can't fall out of it, with ropes if necessary. Second, I only need to balance the pole between its two ends, and you can't move the center of gravity as much by shifting; if you swing the hammock, it will pull the pole to that side but it won't change the pole's angle and so won't risk spilling you. Does that make sense? We'd need to carry a fairly long pole, would it fit in the bag?"

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"Yeah, a long pole can go in the bag, and shouldn't be too hard to come by either, and I can just take my existing hammock from home."

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"Then we can test that solution that before placing a custom order."

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"Cool, that can be the next stop."

Belmarniss obtains a long metal pole without too much ado, and apparently has decided that it does not endanger her family to let Tanya know where they live, since she escorts her to the cave in question to take her hammock off the ceiling. (Rynaeri and Sovi are both out, but one of the halflings is in, pickling some mushrooms.)

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Tanya certainly wouldn't want to maneuver like this, or even accelerate beyond a gentle one-half gee, but she can in fact hold up the pole and hammock up with her flight spell and move it around! The pole's two ends need to be close to her, so she ends up carrying Belmarniss in front of her. She can even pretend she's doing this by holding her in her arms, if that's an appearance they want to give for some reason.

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"It's not particularly, no."

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That's one problem resolved. "What else do you need from me to prepare?"

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"Are there other things you can do that you haven't mentioned? It'll inform what I buy."

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Tanya considers how much to tell her. It's not that she particularly distrusts Belmarniss, but information inevitably leaks and if someone ever wants to seriously attack her she should have some cards in reserve. Most of her abilities are only impressive in aerial combat anyway; she doesn't need to fly very fast or be very fast or track a complex three-dimensional battlefield or level buildings in here, and the available range varies from 'point blank' to 'closer than that'.

"I have a fallback method for fighting in melee which uses magic to cut things very close to my body. I don't intend to use it, because I don't know what the local 'monsters' can do that my shield wouldn't stop or that I might not be able to reflect with a mirror like the burning effect." Why, no, Tanya is totally not the kind of person who'd deliberately fly into melee with enemy mages! Perish the thought.

"I also technically have a healing spell, but it's not great and I'm also not very proficient at using it. It'll help a wound heal more quickly if we have an hour of downtime, but it's not anywhere close to life-saving and it won't replace bandages and sutures and splints."

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"I'm not planning to buy bandages and sutures and splints, I was planning to spring for a couple healing potions. I guess I can go for the cheapest weak ones and then any comabt we live through you can... what exactly is it you do?"

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"The spell accelerates most of the ways in which the body heals naturally. A wound will close much faster but only it was going to heal well to begin with given time and rest, if there's a broken bone you still have to set it first and if there's serious bleeding you have to bandage it. Well, closing faster also means less chance of getting infected. My version is a primitive one, though, I'd never use it in normal battlefield conditions instead of helping get the wounded to a proper hospital, I only have it because my orb model is a bit of a kitchen sink. And I haven't trained as a medic, so I don't even know how to use it optimally." Specialization and delegation are great until you find yourself unexpectedly without any subordinates. "What do 'healing potions' treat?"

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"Injuries, they're no good on infections."

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"My spell doesn't directly remove infections but it lets the body clear them faster, if it was going to do that. And if it's a disease then it helps the body fight it off faster than the disease can grow. In theory, anyway, I have a very weak version compared to the state of art and we shouldn't rely on it for anything important, even if it happens to be the cheapest solution for minor injuries we don't want to spend other resources on. I do think we should take nonmagical first aid supplies, unless they're surprisingly expensive here." Tanya has a field dressing kit but it's not a big one.

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"I can get... scrap fabric and a sewing kit? I'll clear most infections eventually, and if your spell lets me do more of it under buffs to Endurance and suchlike I'll do better at it, I can cast such things on you too if it comes up though I don't know if you're any tougher than a random person."

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"I'm not sure how you measure such things." Tanya is a 14 year old petite girl and has the Strength and Constitution to match, and this is very annoying for a professional soldier but she is too professional to ever let it show. At least she can carry her kit properly now; when she was starting out (...when the war was just starting out) she had to fly a combat mission without her rifle because its weight and recoil were just too much for a nine-year-old body. Luckily, computation orb technology has advanced greatly since those days, so she can at least be a properly equipped child soldier.

"Are bandages expensive? The wound dressing is more important than the fabric holding it in place, you can probably hold it in place with string or something, but the bandage and other tools need to be in sterile packaging - you probably don't have that - or sterilized with antiseptics before use. Boiling water isn't great but it's much better than nothing, since you can cool it back down quickly, the wound itself might also need to be washed. ...unless you're wounded. I have scissors, tweezers and a scalpel in my kit but not much suturing thread and the suturing needles are joined to the thread and not really meant to be reusable. "

Belmarniss was planning to treat wounds with a sewing kit? Aren't local children taught basic wilderness camping? She is very lucky Tanya showed up.

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"Well, I could swat you with Admonishing Rays which do nonlethal damage you'd be able to just sleep off, but those hit pretty variably, we'd have to do it a few times to get a solid sense of whether you can take more or fewer of 'em than me on average and it wouldn't tickle. I am not actually aware of anyone selling bandages, they might be out in the suburbs catering to people who can't afford magical healing even if they get really banged up? I do not know what you mean by sterilizing things but if you mean cleaning them I have Prestidigitation."

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"I don't doubt that if I take down my magical shield and barrier and don't try to defend myself, a weak but well-placed physical blow can take me out, but that's not what's actually relevant in combat. If you want to try battering down my shield to estimate its strength against physical impacts, we can do that and I can also tell you how much energy it loses from each impact."

"Mundane and magical healing are complements on my world; people who can afford magical healing use it on top of ordinary emergency care, not instead of it. If yours replaces emergency treatment entirely it might be better than what we have."

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Belmarniss doesn't know what sterilizing means - oh. These people don't have germ theory! This is very reasonable, it's a very recent discovery on Earth too, and it is also a place Tanya can help the locals a lot once she's in a position to properly demonstrate things and convince people (and take credit for it).

"Infectious disease is caused by very tiny lifeforms, many orders of magnitude smaller than can be seen, which get into the body and breed by basically eating it. The body has ways to fight them; inflammation, fever and pus are the most common side effects of the body fighting the disease. Disease normally can only get into the body via the nose and mouth, but it can also get into open wounds. Sterilization is anything that removes or kills the disease-causing tiny lifeforms. Boiling water works, heating metal to the same temperature for a minute works, alcohol and some rarer chemicals work. Washing wounds with clean water also helps because it can mechanically remove any disease lifeforms that just got in. The main way bandages help wounds is by keeping disease from getting in until the skin can regrow, and they need to be sterile or they're just packing the disease in. Whether any object has disease on it is very hard to tell, it originally comes from other people's breath and blood and spittle but it can stick around for a long time, so it's simpler to sterilize everything that comes in contact with an open wound. This isn't a complete theory of disease, some things are not infections and some things are airborne and some can stay latent in the body and flare up years later, but it explains most kinds of disease and all of the ones relevant to open wounds. ...mosquito bites also spread disease, avoid mosquitoes."

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"...I don't have any very specific contradictory evidence to that spiel but I'm going to take that less confidently than you do anyway because you're from another planet, no offense. Prestidigitating wounds is cheap though. I don't think we have mosquitoes down here but there are certainly critters that are more disease-ridden than others. Admonishing Ray is a force effect, so it might be a good test for your shield."

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"...you may well be right, but I think defense in depth is best. I don't want to rely on Prestidigitation alone since I don't know what exactly it does. Unless there have been large trials that showed Prestidigitated wounds are almost never infected, or something like that. The problem with mosquitoes is that they seek you out at night and the bite doesn't wake you up, and on my planet at least they can carry several horrible diseases you can't get any other way, but if they're not known for that here that's good."

Tanya thinks the germ theory of disease is very likely correct even if specific diseases from her planet aren't present here, because - it's frankly bizarre for convergent evolution to have produced humans (and pigs) on a completely alien planet. It's much more likely that either they were imported (by some meddlesome entity) or that this is another, even more diverged variant on Earth's own history. And in both of those cases, humans come premade out of cells with bacteria along for the ride. This is idle speculation, though, and even knowing for sure which is the case wouldn't help her in any concrete way... well, once she sees a world map she'll at least know if this is an Earth.

"Did you prepare Admonishing Ray today?"

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"Anecdotally even very novice wizards who should be as squishy as random farmers get sick less often than the random farmers, which could be because of Prestidigitating stuff?" offers Belmarniss. "I have one Ray today, for emergencies featuring people who I'd rather not murder, I can prep more tomorrow. It'd be useful to have as a sorcerer but my second-circle sorcerer spell is Fox's Cunning instead. Which you might want to try, come to think."

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"I might. Can you describe what it does again, in more detail? Does it have any downsides or known side effects or aftereffects?" The gloss Belmarniss gave on all her spells earlier indicated it was some kind of mental stimulant, and Tanya has several of those already (not counting her coffee and chocolate rations) and is very aware of recommended dosages and interactions and how you ignore them when you're fighting for your life, which she notably isn't doing.

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"Fox's Cunning makes you smarter. There are three spells that affect mental abilities so we tend to think of them as three separate things, though it's not actually impossible for someone to be good at math and shit at languages and those are both cunning-oriented. People say you should be careful with the Wisdom one because sometimes it makes you have sudden realizations that you don't have time to think fully through within the spell duration and then you try to execute on them afterwards while you're dumber, but Fox's isn't like that, I dislike the comedown but it doesn't make me do anything silly. It just makes you sharper at its sort of thing for as long as it lasts."

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Hmm. "What do you typically use it for?"

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"Thinking about things - even if they aren't centrally cunning things I think it gives me a little more slack in other dimensions, though that could be wishful thinking - and it also makes my spells hit harder. Most sorcerers cast from Splendor but my line is cunning sorcerers so it works on my wizard and sorcerer spells."

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"Alright. If you can spare one today, please use it on me so I can see if it helps me with anything in particular." It won't affect her magic but it could affect how she uses it, or something less expected than that.

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"Sure thing. Now?"

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"Maybe after I try it once I'll know better what kind of situation to set up where I could measure the benefit more concretely, but nothing's coming to mind right now, so now's good."

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It's one of her very favorite spells. "Fox's Cunning."

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Ooooh. It feels a bit like her mental (*) speedup spell without the physical part? Tanya thinks she can notice and react a bit faster like this, and mental reaction speed beats physical speed every time in mage combat. 

And her own spell seems to compound with it! This might not be entirely safe (read: ever tested before), but it feels incredible... for emergencies. For incredible emergencies. She slows back down.

What else to test? Mental math, because Belmarniss mentioned that. Yep, she's much better at calculations and remembering long numbers. This isn't hugely useful, because the calculations she needs to do are either performed by her orb or ingrained on the level of reflexes, but the latter do benefit as part of the general mental speedup effect.

This is certainly a useful spell, if very limited by its short duration. It might be best used for planning, if she had a tough logistics problem in front of her she'd certainly appreciate the boost, but right now she has nothing to plan except their journey. She will need to make very sure Belmarniss packs everything necessary so there are no more omissions on the level of 'we don't need an actual medkit', but luckily that is just a checklist Tanya is already qualified to apply, barring any unknown-to-her unknowns.

"It performs as advertised. I think I'd benefit in combat that stresses my mental reaction times or requires tracking many targets or casting many spells at once, but it's not such an enormous difference that you should prepare it unless we're expecting and planning for me to have a difficult fight."

 

(*) Tanya's spells have physical effects. The 'mental speedup' spell catalyzes several neutrotransmitters in her brain, faster and more precisely than normal brain biochemistry permits. It also removes enough metabolites and toxins to make it 'safe' to use for as long as a minute (this is the other reason her brain doesn't do this out of the box). She also has spells for other useful ways of abusing her body.

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"I never prepare Fox's because I've got it as sorcery. For a while I didn't even have it written in my spellbook. You think it'd make you cast faster? Casting faster is a huge benefit, Haste is one of the best buffs there is at third circle and it wears off ten times sooner and it does making people faster and it doesn't actually let you get more spells off."

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"When firing optical spells it takes time to charge each one proportional to the energy output, and against mages that tends to dominate. But if I have a hundred small unshielded targets and I want to hit them quickly at low power - and they're not bunched together - then it would help. This is a rather contrived scenario, to be sure, which is why I said it isn't an enormous difference. It would let me fire enchanted bullets slightly faster - I can't enchant them as quickly as my gun can fire them - but I'm hoping not to have to use many bullets. More generally, this would probably help with my mental reaction time, the part of deciding to cast a spell, and with flying because I'm constantly adjusting my flight spell, but I don't expect it to make a huge difference. If the spell is free because it's a sorcerer spell then go ahead and cast it, I'm just not claiming it should get the highest priority. The speedup might be as much as ten or fifteen percent but it's not being applied to the slowest parts of the process so it's not important in most scenarios. ...do you think a hundred small unshielded targets swarming me is a realistic scenario?"

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"It's not a cantrip but all I can do with the slots is Fox's or casting my first-circles. There might be swarms of bugs like that."

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"If I needed to clear a room of insects I wouldn't try to target them individually, there could be thousands of them. Any part of the swarm that's sufficiently localized I can shoot with a few wide-angle spells; if they're all over a big room I could try a small explosion for the concussion effect. The reason to hurry would be to protect you, since my shield keeps insects out; if possible I'd fly you back a little and then go back to deal with them with optics. ...what would you do with a swarm of insects?"

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"Preferentially Fireball."

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"That makes sense. You'll need to warn me to get out of the way. We'll need to game out all the likely combat scenarios and decide on tactics, so we can react quickly in the moment without confirming everything with each other."

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"If you cannot tune your shield to handle Fireball then I won't detonate one with you in the way, I know how big they are."

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A fireball that doesn't cover a whole room (or underground cave)? Is that even a real weapon?

"My shield will absorbs the blastwave impact. I can make mirrors to reflect heat but if I protect my face with them I'm blind so I can't just keep them up all the time. I could make a mirror that reflects heat and lets through visible light, but I'd need to be sure the visible light won't burn or blind me. If the spell's emission spectrum is exactly the same every time then I could measure it once, and then test it with a mirror and a target behind the mirror and adjust from there. But if your spell's magic catalyzes fire or causes damage directly in some other way, rather than being the same as explosive heat, then I don't know how it would affect me and should be conservative."

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"...well, if we take long enough about preparing to set out I can show you one, but a Fireball won't blind you and if you're not in its radius you'll notice it's warm but it won't burn you either."

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"If it has a sharp boundary like that it must be a magical effect. Or a magical effect containing an ordinary explosion, if it was designed that way to protect allies, but then you'd have a wider-area variant too. It's still a good idea for you to show me your spells ahead of time, if it doesn't lose you significant option value."

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"...yes, it's a magical effect. It's a spell. I do not have an urgent need for my third circle slots on a typical day, I can spend one on a Fireball to show you."

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"...Every spell is a magical effect. The effect uses the mana to achieve a physical result. If the result wasn't physical, it couldn't affect other objects. The distinction I'm drawing is between a magical effect here that creates a physical explosion that affects you over there, and a magical effect that happens over there and makes you explode directly somehow. I can't create magical effects very far from myself, so all ranged effects need a mediating physical force to be created next to the me. ...'very far' can mean between one and tens of meters, depending on the spell, but only some illusions reach that far and it takes more mana."

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"Our magic on this planet is different, for example does not obviously reduce to 'mana', can achieve non-physical results, et cetera. Please drop another layer of expectations about how Golarion magic works."

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Why is she being so difficult? Tanya feels quite sure that a charitable reading of her words would in fact have gotten her intent across.

"Perhaps we should stop assuming that the translation spell accurately conveys technical terms. Let me try to rephrase. Some things are magical, some are not. As far as I can tell, we have not disagreed so far on what counts as magical. When magical and physical things interact, either or both can be affected. For example, if a physical body impacts my magical shield, the body is repelled and the shield is drained of some magical energy. Some magic, like magic detection spells, does not affect any physical bodies, but most magic does because that's what we find most useful to do with it. ...for that matter, magic detection is attenuated by intervening dense matter, so it interacts with physical objects too, except that as far as I know the objects are not affected but maybe they're actually heated a tiny degree or something like that. Is there anything you disagree with so far?"

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"No, that's all correct and I appreciate you breaking it down into small clear steps to make sure."

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"Alright. The rest applies only to my own magic. It's fueled by energy I call mana. I don't know if or how this concept applies to your own use of magic, I am not a domain expert, I only know that I can detect your magic both with my native ability as a mage and with the spell built to track the magic I'm familiar with. The applicability of mana to your style of magic isn't important, since we're not trying to learn how to use each other's magic."

"The important thing about my magic is that I can only use it at a limited range from myself, varying by spell. The only spell with no inherent range is magic detection; I think this has a technical explanation that says the source of the magic emits some tiny amount of - the magic equivalent of waste heat, and I can detect it when it reaches me. In any case, for all other spells known on Earth, there's a sharp range limitation. So the way they're normally used in combat is to create some physical effect next to myself which then moves to affect the actual target far away. Such as creating a ray of light or propelling a bullet; the light and the bullet and the explosive inside the bullet are not themselves magical. I note that all of your spells that you've told me about so far also have a short range limitation."

"My spells which don't need to affect distant targets still have physical effects, because the goal of each such spell is to affect a physical object. For example, my shield is magical, but its actual effect is to reduce the speed of an incoming physical object, and that is a physical effect. My spells for speeding myself up or helping me think in various ways do it by creating appropriate chemicals in my body, or by physically helping my body move."

"I don't know how your Fox's Cunning works, but since it ends up affecting my physical brain, I think the effect needs to be physical in some sense. Although the brain is the one natural thing that natively interfaces with magic, so if there was a spell affecting specifically mana generation or spellcasting then I suppose it might not have any physical effects. I caution that I don't understand this nearly enough to theorize; I am only describing the terms I'm used to thinking in, but we should still be able to agree on what we expect each other's spells to accomplish if not how, and on how they interact, by experimenting if needed."

Speaking of which, the Fox's Cunning just ran out; this would be very noticeable, even if she couldn't see the magic. Tanya feels an immediate desire to compensate with her own spell and ignores it with the ease of long habit. (Mental and physical amplification spells are powerfully addictive, if only in the behavioral sense and not through any unique chemical pathway.)

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"There exist spells that have no such range limit, like Scrying and Sending, but those two are both at least fourth circle depending on if you go to a wizard or a cleric for them. I would not claim to be confident that Fox's Cunning affects the brain, and even if it normally cashes out that way, I don't think it relies on doing that. For example, I'm not aware of a reason I couldn't cast it on a ghost, besides all the reasons I would not want to cast it on a ghost. Or someone who was at that moment in gaseous form, which would be a less dicey proposition."

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They have 'ghosts'? Or, well, Belmarniss believes in ghosts which is not necessarily the same thing, but. "How can someone be in a gaseous form only 'at that moment'?"

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"It lasts like, ten minutes? I don't have that one - it is a transmutation and it's only third circle so I could do it but there are so many cool spells and they cost money."

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"....but what does it do?" Asking 'how' presumably wouldn't lead to a useful answer, which is not Belmarniss's fault any more than it is Tanya's but is quite frustrating. Tanya is used to competent scientists and engineers telling her how the world works and what to believe about it!

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"Turns you into a gas so you can float around and go through keyholes or whatever?"

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Aaaaargh but how. How can something like that be possible? Is it actually moving you to a different, uh, 'plane' from which you're controlling the gas? How can gas see anything, what does it think with? Tanya is aware she just saw a magical construct representing a creature made from gas that supposedly exists here, and that moves and sees things (and has an ?illusion? of eyes on it for some reason???) and presumably has some replacement for a brain, and she didn't quite disbelieve that air elementals really exist, but. That is not the same as changing a human into one and back!!!

Well. When in Rome. "I have no idea how that could work and would not believe claims of such a thing being possible in my own world. I'm not doubting your account, just noting that there are likely to be other things about that spell or - state of being - and similar spells, I suppose - that I cannot anticipate. ...and I'm wary of having that spell used on me, but perhaps I shall get used to it if I see it in regular use." And it follows that - "perhaps you could give me an overview of all the common spells that exist, and not just the ones you know personally?"

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"Yeah, I expect there to be things about magic that you cannot anticipate and am trying to convince you that this is the case, glad that did the trick. Uh, no spell above like second circle is really common. I can get you well-known spells - do you want cleric ones too -"

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Oh right, the local church apparently has some exclusive spells. "Clerics too; I hope to notice anything whose existence implies something important about the world, like being able to do some things cheaply or at all. And anything that could be used against us." If Belmarniss is offended by treating a cleric as a potential enemy, Tanya will say that clause was referring to wizard spells. "Of course some spells that exist here are novel to me, I've been surprised already and expect to be surprised many times to come. Being surprised about specific spells is much less surprising than being surprised about the nature of what's possible at all, like this gaseous form."

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Belmarniss does not appear at all offended about clerics being potential enemies. She can go over widely-used spells from both sets. Sounds like clerics have something of a monopoly on healing.

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Wow that's a long list of common spells, even if that's 'commonly known about' and not 'commonly known'. (Tanya has noticed Belmarniss is something of a magic nerd enthusiast, and of course a teacher's assistant as well.) In retrospect this is unsurprising; this world's magical tradition has been producing actually-useful spells for much longer than Earth.

(These are the common first and second circle spells, and a few thirds. Tanya does not know what is possible beyond third circle, which is perhaps as well for her own sanity.)

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Abjuration, conjuration, divination and evocation spells are mostly unsurprising and entirely unimpressive. Some have unclear details (how does the runes' trigger know if someone is looking at them?) and the concept of 'conjuring' matter which disappears after a set time without being detectably magic in the meanwhile is frankly bizarre. The biggest question about most of them is why someone would bother inventing that, and why other people would keep it around! 

Illusion spells are also unsurprising. Or rather, the ones targeting brains directly have effects that it's not surprising you can achieve by doing that, it's just that if you can land a spell inside someone's brain you can also just... kill them? Presumably there are non-combat reasons these were developed in addition to the regular (visual) illusions. In any case, visual illusions seem strictly superior in that they don't become transparent even if everyone is aware they're an illusion.

(Tanya already knows not to let anyone she doesn't extremely trust to use unfamiliar magic directly on her body or brain!)

Necromancy is weird. Tanya doesn't pretend to understand the principles behind it but there is clearly some principle being gestured at, since many spells can detect and affect 'undead', even though only clerics can create them. It doesn't seem to be important.

Transmutation is the category of "entirely normal spells like applying force to things, plus a few things physics should not permit". There might be a way to change... one thing into a completely unrelated different thing, somehow... but the new thing has to be something that can exist! How can 'a living human being, as a gas' exist??? This world doesn't have weird magic, it has weird physics or something. Or maybe the spells are doing something else after all and Belmarniss doesn't know any better. At least if a random bit of air is a person they're detectably magical!

(Tanya has no clue how spells are sorted into these 'schools' and is not going to ask, she has enough to deal with.)

That leaves a few, um, Problems.

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It's not surprising that a spell designed to affect a person's brain can cause them to treat someone as a friend and ally, or make them forget a language, or have all kinds of other exciting effects.

It is very surprising that, with Charm Person widely known, everyone's instinctive response to someone trying to cast an unfamiliar spell at you isn't to kill them on the spot. ...well, most people can't kill someone quickly enough for it to matter, and apparently it fails sometimes, but the principle applies! Why did these people even let a strange mage into their city?! Tanya thought they were xenophobic, but apparently they're almost suicidaly trusting of strangers instead?

...no. No, she's overreacting. Normal life is not a battlefield. Normal people don't attack strangers. Society doesn't exist because people can't harm each other, it exists because they don't. Yes, a psychopath could 'charm' someone into doing their bidding. No, most people do not keep a charmed sex slave in their basement. (But they have ordinary un-enchanted slaves - ugh -) And there are detection spells that can be used on important people, or - people with friends and family who will check on them, but if someone is alone and relying on the law to protect them -

...the most important thing is to make absolutely, perfectly sure that no-one ever has a remote chance of affecting her with this spell. It supposedly works only at very short distances, and takes several seconds to cast. Tanya has no intention of letting anyone she doesn't trust with her life affect her directly with magic, because it's trivial to kill someone with magic directly affecting their body, and some of the other local spells will in fact do that even if they don't affect her brain. Since she cannot yet tell local spells apart, she will not let anyone untrusted target her with any spell. And since she needs to react very quickly to reliably foil any such attempts, and might not be able to get out of range in time (if she is in a small cave), she has to develop an instinct to instantly kill anyone unfamiliar who is using magic which is (spatially, as Tanya's detection understands things) affecting Tanya's body.

What does Belmarniss think about this proposal?

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"Seems like a rough deal for anyone who tries to, like, heal you if you're beat up. Also rough for me if you're out of it, do not successfully decide that I'm allowed, and I'm trying to disenchant you. Charm Person doesn't work every time, they don't have to do it from where you can see them just from within range and line of effect, and the defense against it is to not do stupid shit for your friends. And to have a good Will save."

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"...if I can recognize someone as an ally - including you - of course I wouldn't attack them. If someone has already enchanted me into doing their bidding then you are already dead, if that's what they want, and presumably if they have any suspicion you can or will disenchant me, since then I would kill them. You sound as if - do people here ever enchant others without it being seen, and treated, the same as a murder attempt?"

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"If someone merely charms you and then they tell you to kill me, you will only do that if that is currently something you'd do for a friend who asked you to. Do you commit murder on the say-so of your friends, generally speaking? Charm spells should be treated more seriously than they are, if you ask me, but they are not in fact murder attempts and only enable murder attempts among people who are already kind of murdery. Some people'll use them to, like, get discounts on their shopping, if they're ballsy. Dominate spells do more what you have in mind and that's fifth circle."

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"...I may have overestimated the power of the spell, based on your description. 'Friend' reads to me as - a highly trusted confederate? I mean no offense by saying I don't count you as a friend, only a friendly acquaintance - the translation spell may not be accurate enough here. It might be possible for someone I trusted implicitly to convince me to kill you, by convincing me that you had lied to me and were trying to get me killed and also that I couldn't handle this any other way than killing you for some reason - I'm not explaining this well."

"Suppose someone by whose side I'm used to fighting, someone whose directions I'm used to following blindly and immediately in the thick of battle when there is no time to check for myself, suddenly appeared here and told me to kill you and that there was no time to explain. I wouldn't do that, because the situation as described is very suspicious - how did they come to be here and to know that you're a threat to me and why don't have they time to explain when as far as I know you cannot actually pose a threat to me as long as I'm not too close to you? But if it was a local, whose presence here needs no explanation and who knows things about you that I don't, and who could even claim that you lied to me about local magic, and if I trusted that person implicitly with my life and was used to following unexpected split-second directives because I trusted them to only issue those when it was justified... then yes, I would likely follow through and kill you. That is the kind of scenario I imagined when you said 'magically compel me to treat a stranger as a trusted friend and ally'."

What is a friend, really? There are superiors whose orders you follow; there are comrades whose instructions you follow in the moment because you trust their competence and good will. A 'trusted friend', if it is to mean anything, ought to mean more than merely a 'comrade'. Or perhaps that's how it seems when the only people you've personally known for the past five years have been fellow soldiers.

Tanya is not a 'murdery' kind of person; the very notion is offensive. But she is a professional soldier, and that has made her a 'killingy' sort of person, she supposes. Killing someone is just a mentally available action to her now, both in the sense that it's a spell that Golarionites would call a 'still silent immediate action' and in the sense that her mind doesn't instinctively flinch from it like a normal, sane, rational person's ought to. It's not a great image to give to civilians like Belmarniss, because it is in fact not a great reality, but it would be unfair to hide this fact about herself: Tanya is dangerous to be near if someone can influence her mentally like that. She hopes for this to change, to be a productive member of society and live in safety without ugly personal violence to back it up, but she is not allowed cannot yet put down her orb and rifle. At least until they reach the surface, Tanya's self-preservation requires it.

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"Okay, does it help if you keep in mind that your friends could, themselves, be enchanted?"

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"...is an active enchantment an ongoing magical effect? If it is then I'll know if someone is, if not necessarily enchanted, affected by an ongoing local spell, and whether I myself am, just as I can see the Share Language on me."

Belmarniss isn't wrong that, if at all possible, Tanya should plan to mitigate the scenario where she has been enchanted. It's just that - it really feels like no amount of mitigation is going to make Tanya happy to agree not to resort to lethal means trying to prevent it. But she is a professional and she can set her feelings aside for the moment and give the question serious thought. 

"How much does the charm spell manipulate factual beliefs? If it only affected emotions, people would presumably notice they're abruptly feeling very friendly towards someone for no good reason, both the sudden change and the lack of reason. And an induced emotion might be overcome by contrary knowledge of fact, or so I imagine. But if the spell makes me actually believe someone is my friend, that I can trust them as a matter of fact, then - it would be setting my own previously held beliefs against the new magically induced ones. Maybe that's a viable mitigation tactic that sometimes works, although you said people can only 'throw off' the spell when it's cast, not later when they've realized something is wrong. And of course I'll try to prepare to do whatever would be best in case I am enchanted."

"Can you describe the state of mind the spell induces? Does it make you believe something, and do you keep your previous beliefs at the same time? Can you notice the contradiction and what happens if you do? What does an affected person say if questioned about why they think they're the caster's friend and how that came about? Do they realize it's due to the spell, because that's the only reasonable explanation, and just not care because they are now the caster's friend no matter what they thought or wanted previously?"

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"I'm not going to be much help letting you see if enchantments count as ongoing for your detection; they are for mine, but you're different, and I'm weak on enchantment and in particular don't have Charm Person. Share Language is a divination so it might be different. Charm Person doesn't manipulate factual beliefs but you can't think your way out of it if it lands, you can just decide not to act on your feelings either because you've got a general policy about how far to trust your friends or because you're using something other than trusting your friends to pick actions altogether. I've got a good Will save - casters here in general do - and when I do notice I've been Charmed I fuck off to be by myself till it goes away. I think it probably lands on different people differently and you and I are different people but -

"- it's sort of like being emotionally tired, but in a specific, narrow way, where you want to relax and keep low friction with your new friend. It doesn't make it impossible to guess you've been enchanted, or hard to remember that you hate enchanters in general and people who are enchanting you in particular, or your plans for if this happened; it just makes those things feel a bit less important, and it's - embarrassing? That's not the right word... it's aversive, to be confrontational about it, to turn it into a conflict, and easy, not to. It's not a ridiculous thing for someone to try if you're attacking them and they would rather not have a fight, because most people do not react like you or I do to the entire category of enchantment. I know people who use it for, like, not fighting with their family members, when everybody knows that's exactly what they're doing and why. If you are completely blindsided by it you might confabulate something about how you just really click with this new person but only to the degree you might make something up to explain any sudden-onset feeling, it doesn't by itself change the facts you have to work with."

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"If it only affects emotions, it should be possible for me to get used to not acting on sudden or inappropriate emotions." Acting on emotions is unprofessional! "But it might take a lot of testing and practice" which Tanya isn't going to allow, "and it remains true that an unfamiliar spell that affects me directly can easily kill me if so desired. Defense in depth in case it does land is prudent, but if I detect an unexpected spell being cast on me I still need to treat it as an attack -" um.

...

...they do what with their charm spells?

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Tanya really wants to smack herself in the forehead.

They use Charm Person for awkward social interactions! On loved family members! They are not, repeat after me Tanya, NOT soldiers considering the best battlefield tactics for a novel spell that can confuse or control enemies you are trying to kill! Belmarniss is a civilian, a girl Tanya undertook to escort because she needs protection against wild beasts! A girl who is (justifiably!) concerned and (correctly!!) annoyed about Tanya's insistence on her right to resort to lethal violence in ordinary social interactions!!!  It's ridiculous for Tanya to even consider a question like 'has Belmarniss killed before', of course she hasn't and she in fact incredibly tolerant of your barbaric suggestions for a civilian who lives in a society at peace!!! She may have warned Tanya that some people in her city could try to rob her, but that's no worse than being on leave in Tunis! Did Major Weiss murder his attackers, no he did not, he responsibly arrested them! Oh, certainly, his would-be muggers weren't using magic, but now that Tanya has been informed that the locals do it is her responsibility to come up with nonviolent solutions! Maybe she should go around with a big illusion sign saying 'dangerous person, do not enchant, will murder' if that's what it takes to shame her into behaving appropriately!!

Well, yes... indubitably... but isn't Tanya's safety of paramount importance? Even if it's unclear what a charm spell can get her to do, someone who affects her body with magic can very definitely kill her on the spot. Imagine if someone invented a mage blade operating at thirty meters out (but with a three-second casting delay), and handed out the casting implement to half the population; would you want to go for a walk in those crowds?

...yes. Yes you should! Because they are peaceful civilians! Someone already invented and handed out pistols to anyone who wants one, and they can kill perfectly well at thirty meters without any delay at all. This does not stop Tanya from walking the streets of Berun with her shield and barrier down and her computation orb deactivated. This is how one must behave in peacetime, lest they be (deservedly!!!) labeled a murdery rabid dog and told firmly to stay out of civil society.

Tanya is not someone who cannot discard ingrained habits once they are no longer rational. She is not a traumatized old soldier who cannot reintegrate into normal life. She refuses to let that be the case. That would be losing utter failure and Tanya will instead work diligently toward success. Starting with mending her relationship with Belmarniss.

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Tanya goes still for a few seconds. It's unclear if she has absorbed Belmarniss' last few sentences (her orb has recorded them, though.) Then she visibly deflates.

"I apologize. What I said was inappropriate and wrong. My instincts as a soldier should not determine my behavior in civil society, and I will not resort to lethal force if someone tries to affect me with unfamiliar magic, outside of - designated combat zones - places where we could reasonably expect any friendly stranger to approach us openly and not use magic before talking. I will endeavor to retreat out of their range before they finish casting, although unless I start moving right away and can move in a straight line away from them, I'm not likely to get away in the three-second time window." Five gees would barely do it, and Tanya would have to identify the spell as targeting her when she starts moving, and if she's inside a building she can't do it but the spells can't target through walls...

...it's really hard to leave soldier thinking on the battlefield.

"What would you like me to do in the event I detect someone trying to cast a spell on you, and you haven't indicated to me that they're allowed or expected to do so?" Maybe this will help defuse this conversation and help safe what little is left of Belmarniss's presumption of Tanya being a sane person.

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"- to be clear, drow are mostly chaotic evil and random people you meet do not particularly care if you continue to be alive. You should continue to project that you are a dangerous powerful adventurer with potentially vengeful friends at all times to limit how much that affects you. Someone who gets up in your business with magic or sharps might be stupid, might be under orders from someone they're more scared of, might be powerful enough to back it up, and themselves might have vengeful friends, and I don't think it's a great idea to turn a cocky mischance into a corpse if you can avoid it, but even with that understood, as a fact of the matter Charm Person is not what somebody will pull out if they are making a serious attempt on your life, it has many other applications and anyone as powerful as you're making yourself out to be would shrug it off most of the time. It's not the case that anyone who can land, let alone try, Charm Person, can in the same motion also kill you, I'm not sure how tough you are under the shield but you've got it up all the time and you're very maneuverable and first-circle spells that deal damage, cast by first-circle wizards who don't have better shit in their arsenal, don't even reliably kill sleeping mushroom farmers.

"I don't suppose you have anything like counterspells?"

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"My planet doesn't know yet how to make spells directly interfere with other spells, although it ought to be possible in principle. My shield protects against physical threats, not magical ones! If someone casts a spell that affects me directly and not by creating a physical effect that needs to pass through the shield, then the shield does nothing." This is how confident aerial mages die: to a mage blade wielded at zero range. Under her shield Tanya has a fourteen-year-old petite girl's body. Aerial mages don't even wear body armor!

'Chaotic and evil' sounds like a horrible denunciation of one's own people, and maybe Belmarniss is bitter about something (she does want to leave) and maybe she's justifiably bitter, but - even if people tolerate attacks on strangers, and even in the very worst case where the entire world is made of xenophobic societies like that, Tanya will still need to integrate in one and then she won't be served by instinctively killing people who use magic on her. Also, despite all of Belmarniss's grumbling, Tanya has not in fact seen anyone being impolite to her or vice versa, and the worst thing anyone tried to do Tanya was nonviolently pickpocket her. (And Belmarniss was so upset about Tanya getting in those people's faces...)

Belmarniss hasn't answered her question about what Tanya should do if someone tries to land a spell on Belmarniss. Tanya doesn't know if she's deliberately avoiding it but will refrain from asking again.

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"Okay, if you don't have anything like a counterspell - uh, do you think it might help to see them, I was kind of planning to run the duel workshop I'm doing for Johysis as a counterspell practice - then maybe all you should do if someone tries to cast on me is warn me? Maybe knock them down or pull me out of the way if you can? Because, like. My sister might dump water on me, she's got a cantrip for that. One of the kids at the school might think it was funny to get me with a Touch of Fatigue like how they were doing to each other. You can be a lot more violently reactive once we're out of town."

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"I should definitely learn to recognize as many local spells as I can! As well as who they're targeting. I've been recording them in my orb but I need opportunities to check and memorize my records, and I don't know if my identification would stand up to any deliberate misleading or obfuscation. Thank you for offering to help me learn more." Deliberately modifying a spell or obscuring it by another one cast in tandem is routine on Earth and the advances and counter-advances are distributed via new orb models, and Tanya doesn't yet know how to handle this dynamic by herself but she still needs to solve it one way or another. Even in acknowledged combat against a definite enemy, recognizing their spell signatures before they finish casting them is an absolute necessity.

...actually. "Maybe I could figure out a way to visualize what the spells look to me, in an illusion, that you could recognize or learn something from? They don't look like the shapes you described in class earlier, but perhaps you can find the correspondence. Then we could describe to each other spells the other didn't see, or make it clear which spell we're talking about when many are cast."

Illusion time! To Earth mages, magic is described by a scalar field of 11 values, with the orbs helping to track magic appearing (being cast) and disappearing (affecting physics) and propagating through space.

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"Oh that sounds really fun!"

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Excellent, Tanya finally found something that the ordinary civilian magic expert can relate to and is not a bodyguard who is dangerous to let into a city!

She makes illusions illustrating the casting (over several seconds) and ongoing behavior (where applicable) of the spells she has seen often enough to try to factor out the variables changing between casts: Light, Root, Message (from the lesson). She also recorded Share Language and Tongues, and some other spells she happened to see being used in the city, but only once or twice each so she's less sure she isn't capturing irrelevant details there.

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"Oh wow that is completely different from how things show up to Detect Magic. What do all these eleven things represent?"

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"The eleven factors were found empirically, by varying spells and identifying what differences mages can and can't sense. In other words, there may well be a more complex underlying reality, but our only magic sensor remains a mage's mind and mages appear to perceive these eleven factors. It's even possible that there are more factors I could detect that my magic can't produce and so no mage on Earth ever encountered. I'm afraid I don't know the complex theories and empirical models that explain how spell effects relate to these data, I can only recognize and memorize patterns of specific spells once I do know what they do."

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"Huh. Can I see Root and Message next to each other and then Light on the side?"

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Certainly! Tanya can make as many illusions as Belmarniss wants. ...alright, she can't make thirty illusions, but she can make a few large ones and change parts to show different things. 

The illusion can be annotated with the caster's location (corresponding to a rough midpoint of their head) and the presumed target location (easy to determine in case of Light). It can be slowed down or frozen at different points in time to show the evolution of the spell is being cast. Several different recordings of the same spell can be shown side by side with the (comparatively minute) differences highlighted. 

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Root and Message are both transmutations and Light is an evocation! Is that reflected at all here? Maybe! Suppose she casts some more cantrips to see how they relate.

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Tanya was hoping Belmarniss would tell her that! She can show her what her cantrips look like practically in real time. (Feeding the magic detector's live data to the illusion spell is a usecase specifically supported by her orb. Radar operators use similar spells to monitor airspace from the ground.)

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This is so neat and Belmarniss will play with it all day if Tanya has nothing better to do.

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Tanya has no specific other thing to be doing. They probably shouldn't delay their expedition for weeks while Belmarniss plays with this, but a day or two is well worth it if it helps repair Tanya's good standing. Tanya will also remain available for spell-illusions when they're on the surface!

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Eventually Belmarniss decides that it's mostly tracking things orthogonal to spell school but believes she could get a better than chance guess at school with more data. Which is great because Detect Magic mostly only wants to tell you about strength and school! This warrants further study but they should have dinner now.

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More mushrooms?

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They're pretty near the river and can get fish with their mushrooms if Tanya likes fish?

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Tanya does like fish, and more relevantly it's important to maintain variety; she doesn't know if these mushrooms are a full and nourishing diet for humans from her world.

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"I don't think people who have humans find that they are very hard to keep alive but it might be related that humans are an expensive exotic so people who have them can probably afford more plants and stuff." Grilled fish and mushroom skewers for supper.

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Tanya will politely avoid passing comment on the exotic kept humans during dinner conversation. Grilled fish and mushroom are good. Plants are also very important but she thinks mushrooms actually substitute for those, it's meat they might not replace well.

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"Okay, so, I can buy you another night in the hotel, but it does add up and if you're good to stay awake another eight-or-so hours and be real quiet during them, I can also take you home and let you have my hammock after I wake up, and then I can come get you in time for the counterspells workshop. I do need solid sleep to be able to hang new spells when I get up, though."

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"I can stay awake another eight hours if I have to, I'm used to dealing with irregular sleep schedules." Belmarniss's home is presumably safer from random would-be robbers than a hotel. She could also use the time to talk to someone else, like Belmarniss's mother, but she's not offering and Tanya won't push. "Would a little illusory light disturb your sleep?"

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"No, why would it?"

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"Some people find it easier to sleep in total darkness because their brain associates light with the sunrise, or at least with the start of daily activity, so the light wakes them up. It makes sense that doesn't apply to you but I wanted to make sure."

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"Huh. No, you can have light while I sleep, just don't be noisy unless there's an emergency."

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"Of course." Tanya doesn't really have enough to do to occupy her for eight hours with only her illusions for company, but she can review her notes and take new ones and replay her recordings to catch anything she might have missed.

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"You can read my books if you want if you're hanging out in my room." Thisaway.

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"Thank you, I would appreciate that. Do you have any books that would be helpful to someone from another world?" Tanya doesn't think she'll get very far without being able to ask any locals to explain something every other page, but anything's better than wasting time. Maybe Belmarniss has Taldor: An Economic Overview or Law Codes For Immigrants or Dangers Of The Road Upstairs: A Bestiary on her bookshelf. She has been preparing for this trip for a while, right?

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"I've got an atlas and a book of monsters, but the rest of what you'll be able to read is just novels; my surface books aren't written in Drow."

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Ah, right, the spell does one language at a time. Tanya should really figure out how to get started on properly learning a local language - Taldane, probably - but she can't do that at least until they're on their way. She could try memorizing Drow while she can speak it. What a weird experience, to try to memorize something you already remember but magically won't remember tomorrow.

"Those two sound excellent to start with, thank you."

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"No problem. If we have extra space in the bag of holding I might bring some of my books up instead of selling them down here, I won't be able to get drow literature upstairs."

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"That makes sense." If Belmarniss isn't planning to come back anytime soon she might be taking all her personal belongings with her, on top of the provisions and water for the journey. Moving out for the first time always involves painful tradeoffs.

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They have an uneventful walk through the city into the neighborhood of Belmarniss's cave.

There's a couple of haflings asleep on the floor in the kitchen when they come in; Belmarniss lowers her voice. "If you need water there's the dipper and there's our reservoir of it. If you get super hungry I have some dried mushrooms in my room and you can have those, you'll scare the halflings if you wake them. Anything else you might need while I'm asleep?"

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"The toilet, or chamberpot. And the books?"

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Nod. "In my room."

The room is down the hall and has a hammock, a chair made of bones at a desk, and a bookshelf with books. Belmarniss pulls the books that Tanya wanted, points out the chamberpot, and takes off her shoes for bedtime purposes.

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Bone throne chair it is. What does the atlas have to say for itself?

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It's got maps in it of surface places! Bits of Taldor and its neighbors. The Inner Sea region. An approximation of the whole globe projected onto the page.

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That's useful! Tanya can record the images in her orb. Does it have any information about Taldor and other countries, or only borders and names?

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Just borders and names for the most part. There is a sparse legend corresponding to things like how big the cities were at the time the map was made and how porous borders seem to be.

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Important information!

Taldor's capital Oppara is - small for a modern city, big for a premodern one. It has a defended and possibly-hostile border with Qadira to the south, and more peaceful borders (along natural lines of mountains and rivers) to the north and west. The eastern two-thirds of the country don't seem to be densely settled, or at least the map doesn't note any large towns there, and are marked 'the Whistling Plains'.

She doesn't know where in Taldor they'll be coming up. From Oppara in the southwest to the Castrovin Sea in the east is over 2,400 kilometers. A few hours' flight for Tanya, but not if she has to carry Belmarniss because she can't shield her from the wind and if they solve that by e.g. wrapping her in blankets she'll still be terribly unaerodynamic. So it might be a journey of many days to Oppara, if that's where they're going. Tanya can at least fly by herself to find the nearest people and ask them where they are. Or maybe Belmarniss knows more than 'somewhere under Taldor'.

She makes some notes about the surrounding countries, but there's only so much to be learned from placenames and approximate population sizes. The monster bestiary, then?

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The monster bestiary has sparse knowledge of aboveground monsters (it includes "wild orc" as a type of monster which can be found there) and better depth about underground ones, but covers both!

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That is quite a hefty tome! This world seems to have many beasts menacing travelers. (The book thinks only a few of them are 'beasts', but Tanya isn't interested in taxonomy.)

The arthropods on this world all seem to come in giant carnivorous versions. Scorpions, centipedes, spiders, really gigantic worms and more kinds Tanya can't confidently identify with anything on Earth. Lizards and mammals seem to hold their own, though. (It's surprising how many of them are recognizable. Convergent evolution, or mass theft of Earth species in the mists of prehistory?) In fact, one winged (?) lizard is noted to come in 'any size / color' and have 'any magic (arcane)' and present a serious risk to, again, 'any circle' of adventuring party, depending on its size. Well, at least it doesn't live underground, since it is a flying creature. Tanya feels confident about her ability to handle giant flying lizards as long as she is also flying.

The book does have meticulous notes on typical weaknesses and suggested tactics, but Tanya rather feels she reduces all the 'magic resistant' and 'cold iron' and 'weak against good people' (???) to 'immune to fire' and 'not'. So far the former list is restricted to fire elementals and a truly strange lifeform that apparently lives in volcanoes. And the flying lizards, possibly, since they also 'can be immune to anything', although Tanya suspects the book is playing up a mythical creature. It may be an unfamiliar metaphor or reference.

Several of the monsters described are frankly weird and Tanya has no idea how or why such a thing can exist. Saying 'it is a magical beast' does not resolve her confusion but it at least moves it to a bigger bucket of more general confusion? Anyway, none of them are immune to fire, so moving on.

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The weird part of the book isn't any of these, it's how it describes humans. (Humanoids? Hominins? Fishes pretending to be humans?) 

Sometimes they have horns, or bat wings, or the heads of various animals, or simply 'no face'. Sometimes they have the lower body of a spider, or a mushroom. Sometimes they're half-reptile, or half-cow, or half something Tanya doesn't recognize. Sometimes they're three feet tall, sometimes twenty. They have clothes, use tools and weapons and magic, set traps and hunt prey and have their own socities. They're also described in terms of how many spear-thrusts it takes to kill one, or what 'loot' they're likely to have in their pockets.

Tanya hadn't internalized quite what a xenophobic society meant until she read this.

She can believe something like some of these might exist, although she has no idea why. (She draws the line at the Spider-Men and the mushroom women.) She can definitely believe the drow inhabitants of this city think of them as beasts to be killed on sight. She just hopes they won't attack Belmarniss on sight, as well.

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Belmarniss talks in her sleep.

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Tanya continues not to have a silence spell! Does it sound important enough that she should leave the room or try block her ears?

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Nope, when the words happen to be in Drow they sound totally random.

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...alright then.

Tanya has some time to consider her situation. She got a useful corrective today, but while she needs to move to a more civilian mindset there's no denying the society that produced this book is no place to do it in. Hopefully Taldor is better, but if it isn't then Tanya will fly to other countries until she finds a rational, peaceful, advanced (or at least advancing) civilization to settle in.

Tanya still doesn't know much about this world's level of technology (other than magic). A small underground (secret?) xenophobic city is probably a poor measure of what's up on the surface. Maybe she can help them invent... radio or fiat currency or something.

She isn't sure how to best use her free time. It would be unfortunate to find out later she missed an important opportunity. Belmarniss herself will be available to talk to during their journey, so that leaves... her mother, who Belmarniss didn't want to introduce Tanya to because Tanya was being scary and rude. Maybe she can convince her to rethink it? Tanya doesn't really want to push her on it.

When she first talked to Belmarniss there was an offhand mention of a way for Tanya to return home. She hunts in the orb records... 'two plane shifts or something', she said. Tanya has no idea how she got here except that it was magic and so should not assume she can't go back, although if interworld contact was known to be possible with local magic surely it would have happened already? For now this isn't actionable. So she doesn't need to think about everyone and everything in Germania. Indeed, there is no rational reason to do so anymore, and if this feels unpleasant that's another reason not to.

Eventually, eight hours have passed. (Tanya isn't going to wake Belmarniss up; she wasn't asked to.)

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Belmarniss awakens on her own after about eight hours! "Food and then the hammock's all yours?"

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"Good morning. Yes, by all means." If she goes to bed without eating she'll wake up tired.

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Belmarniss sticks her head out of her room and calls for breakfast and presently a halfling appears with two bowls of mushrooms.

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Is this diet related to the mushroom-woman Tanya is not going to bring up the mushroom woman in polite company, it's probably lewd or something.

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Om nom nom mushrooms. "You need anything before I go do some shopping? I'll leave notes for Rynaeri and Sovi."

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"I don't need anything, thank you. How much do you want to tell them about me?"

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"They're going to know that you are a powerful adventurer I'm letting sleep over and that they should not wake you up or bother you. Rynaeri might introduce herself if you bump into her, Sovi might be a nuisance because she's a kid, but probably nothing much will happen."

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"If they ask what my relationship with you is, how much do you want me to tell them? Do they know you're planning to leave or should I omit that, or that we're going together?" Hopefully this is a tactful enough opener before asking whether it'd be all right to tell Rynaeri that Tanya is from another planet and so has a lot of questions about this one. "They'll see I have unusual magic but I don't know what someone might conclude if they assume I'm from this planet." Also hopefully neither of them is eavesdropping from the next room and neither is the halfling, but Belmarniss should have warned her if that was a concern.

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"...don't mention we're going to outright leave. They're not good at keeping secrets, it'd be fine for them alone to know but I don't want it getting back to my grandmother or great-aunt at this point. Tell 'em we're thinking about doing some adventuring, that I'm interested in your magic, that you got here in a teleport accident, if that comes up. Also remember that the constant floating is a very useful signal."

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So she plans to tell them at the last moment? Well, Belmarniss's family is none of Tanya's business, even it's unfortunate that she won't get to speak to anyone else.

"I understand it's a sign that I'm magically powerful, but I don't know what specific things it might indicate about my origin or other abilities to someone who assumes I'm local."

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"The Golarion spell that'd do that is fifth circle and the wizard who'd use it casually for no reason all the time would be sixth or better. It says 'there's nobody in Noctimar who should be sure they can take me' but it does not itself threaten anyone at all, it's basically perfect for your use case."

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So she is to tell Belmarniss's parents, if it comes up, that they are planning on going on a camping trip, no she won't tell them where she met their daughter or how long they'll be staying, no she is not at all sketchy as fuck, look at her pretending to be such a powerful wizard that Belmarniss could not be sure there were more than a hundred such on the whole planet! So powerful and yet so incompetent as to arrive here in a magic accident which was definitely not any kind of enemy action that might endanger their dear daughter by proxy! Ugh. Belmarniss is an adult entitled to her own choices and yet this feels wrong.

"You are planning on telling them before we actually leave, though?" That's as strong a hint as she's going to express about her actual preferences advice here.

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"Before we leave I'll tell Rynaeri and she can tell her mother and aunt."

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Tanya still doesn't like planning to lie to them until then if they question her, but this is acceptable. She applies herself to her mushrooms.

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Indeed, om nom mushrooms. And then presumably Tanya will go to hammock for the non-night.

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Over the next while, Belmarniss teaches classes, answers Tanya's questions about magic and geography and giant spiders and stuff as best she can, and shops for their excursion. Rynaeri does eventually manage to bump into Tanya but is not particularly inquisitive past the pleasantries and marveling at the color of Tanya's hair and agreeing that it seems like the sort of thing Niss would do to go on a little adventure with a human. Belmarniss's sister makes herself more thoroughly scarce and Tanya manages not to meet her at all.

And then it's time to go!

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Goodbye, weird xenophobic underground mushroom city. What does their route look like? Has Belmarniss managed to learn any more details?

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Not much! She is planning to ask the farmers they will pass on their way out if they know anything about where raiders claim to be heading but expects to spend some time in blind alleys.

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Tanya can create a three-dimensional illusion of the paths they've tried and update it as they go. When it grows too large (or the scale too small) she has to start on a new map sector and eventually she'll run out of storage room for these, but it's better than nothing. Or they can just memorize things, and she does have the remaining pages of her notebook, but neither is great for complex three-dimensional structures.

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That's really useful, it's hard to map caves on flat paper well even with all the social technology drow have for doing this.

Belmarniss locates her sister to hug her goodbye, and Rynaeri, and gives each of the halflings a strawberry as a farewell present, and then they start hiking. Or, well, Belmarniss does.

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A whole strawberry for each slave Tanya is sufficiently practiced at hiding her opinions about the slaves by now that if other people don't want make an issue of it they can at least pretend she's not expressing them.

Tanya can also fly Belmarniss in her sling if she gets tired or the route is sufficiently vertical, or if there's a segment with very broken ground where flying would just save a lot of time.

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Belmarniss can do a lot of walking in cavey terrain but there do eventually come stretches where that comes in handy; the farmers often do not choose to improve the routes between themselves and their neighbors much.

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(That is why some roads should be improved at public expense. Maybe then there would be more trade and less raiding, and the route would be easier to police.)

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Well, if she expresses this opinion out loud she'll get a great laugh!

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"...Does Noctimar not want to trade, because it's too xenophobic? Not even for wood and plants and other things you lack? The lack of a road also means people like you can't leave easily, or come back. A road can have a border post for customs and immigration and be easy to defend on either side, even if the raiders dig additional tunnels elsewhere."

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"There's a little trade with the other underground folks. It's all individual people taking risks to see if they make them rich, there's nobody who could realistically go 'okay everyone is paying for this because I said so', that's a little too much stealing for even a very serious warlord to manage. Nobody outside my family cares if I leave or come back let alone how hard it is."

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"Most trade requires taking investment risks, but that doesn't mean you shouldn't do it. If you need more than one individual to pull it off, then everyone joining or paying in takes some of the risk and shares some of the payoff. You don't need to force them to join, they stand to profit as much as you do. ...do you not have the concepts of - joint ventures, investments, shares?"

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"Oh, people work together, but that is among the risks each of the individuals is taking."

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"It's rational to trade, even if each individual trade has a risk of the other party reneging. Probably even if you don't have a government and law courts to enforce contracts, but, uh, you really should have those because they make literally everyone better off. I've heard about places that do have a single powerful warlord who takes what he wants and doesn't care to enforce justice among the common people, but luckily you don't have that problem." It's one thing not to deal with foreigners or to betray them, but surely everywhere has some way to make deals between locals!

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"Not this decade, no, it happens occasionally. What are you imagining will happen as a result of any small number of people going 'we should really have government and law courts to enforce contracts'?"

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"They would probably need to prove the concept by correctly arbitrating contracts between themselves first, and having common ventures. ...I see the bootstrapping problem. If the government isn't interested in doing it - or doesn't exist - I think powerful private economic actors can start doing it in their - zone of influence, arbitrating between the people who work with them, and then make deals with each other at a higher level. I don't know in detail how contract law should be built up over time if you're starting from nothing, I just - everyone who understands that doing it is mutually beneficial should rationally cooperate! Enough people should find it in their personal interest to cooperate to overwhelm and punish any lone defectors! The system relies on rational self-interest. And an assumption that there are many people who'd be affected, who are rich enough to trade and not so powerful they can unilaterally impose their will on others and so should agree to common rules. Even the poorest people benefit from the rule of law, but they can't carry the weight of enforcing it. ...it might be a matter of education and common belief." Tanya has never considered how you'd build a system of laws from scratch but she assumes it has to do with everyone realizing they ought to have one?

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"The surfacers have a god of trade, maybe you'd get on with his guys."

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"You don't need gods and churches for rational cooperation," Tanya says a little disapprovingly.

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"Oh, drow ones certainly don't help at all, but maybe the trade god is legit."

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There seems to be something in the human condition that makes people want there to be gods. In the absence of evidence they invent them; in the absence of miracles, they invent those too; when the purported miracles make no sense, they impute the motives they want to the divinity; even having seen that the local church is corrupt and a burden on society, they imagine better ones to be found. Somewhere out there, in the wide unknown sunlit world, surely there are better libraries and also better gods?

Tanya doesn't really understand why people cling to this concept so desperately. Belmarniss is a sheltered young woman who doesn't have Tanya's education to tell her about the tens of religions and thousands of cults throughout history which have only ever agreed on being wrong, but why must people insist on worshipping some 'higher being' before agreeing to work together on charity and other prosocial activities?

"Mm," she says noncommittally. "If a religion is what it takes for some people to promote trade, at least something useful comes out of it."

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"It's not that I don't see the appeal of having things work the way you describe," Belmarniss says. "But trying to be the person to set it up would be volunteering to be the target for all the early experimental betrayals in the period when people were checking to see if those work better than playing along, you see?"

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That is a very valid concern! Even if you think you can do it, how can you capture some of the gains of providing this enormous public good?

"I don't know how to set up such a system, only that it can be robust and self-sustaining once it exists. I certainly wouldn't jump into trying without a much clearer plan and allies who were on board. I apologize if my saying things ought to be otherwise is - insensitive, and perhaps offensive to you or other people who would also prefer them to be otherwise but don't know how to achieve it. I hope things are better elsewhere on the planet, and I do know it's possible for things to get better because they did over my planet's history. Hopefully there's something to be learned from that."

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"You should write a book about it or something, if you don't find anyplace up to scratch up top."

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"I would be very glad to do so if there were enough readers to pay for it!"

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"One blank book's worth of paper to write in isn't that expensive and then the scrivener just won't make more copies if they're not moving, I assume?"

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"I'd need it to bring in enough to support me while I wrote the book, and it's hard to tell in advance how many readers there will be for what is probably an unusual subject so it might be difficult to get an advance payment from a publisher. Or so I imagine, I've never written a book. I'm pretty sure it takes months to write one well, though, and this one would need a lot of research and probably local advisors or collaborators, so it might take even longer than that."

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"Oh, yeah, I was imagining you'd do this in your spare time, not try to get someone to pay you for a book while you were working on it still."

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"That would take even longer! It could be a very worthwhile project, but it depends on what I end up doing and how much spare time I'll have. I don't know nearly enough about the world yet to say where my biggest advantages might lie."

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"Plausibly flying around killing monsters."

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Are the ones who aren't probably humans and definitely persons really that much of a threat, Tanya doesn't say. "Maybe I'll help deal with those flying lizards."

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"Which flying lizards?"

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"The bestiary said they came in all colors and sizes and levels of threat? I'm not sure if that means the writer didn't know much about them or it's a local reference I didn't get."

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She had space in the Bag for her books after all; she pulls it out. "You don't remember what they were called?"

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"The word didn't translate so I forgot it..." She flips through the book. "Ah, here."

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"...dragons. Why would it mean that the writer didn't know much about them that they come in lots of colors and start small and grow large?"

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"...it's not because of that, it's because the entry seems to permit anything? As long as it's a flying lizard - sorry, 'dragon' - it can be any any size, any threat level, have any magic, live anywhere... I suppose if it's a large group of otherwise not very similar creatures that would explain it. But the only concrete information here is that the color indicates, uh, its magical 'breath' and corresponding magical immunity. And if the dragons really have 'any magic' and particularly shapeshifting magic, like the entry says, they ought to use that magic to change their apparent color so people don't know what to expect."

...wait. "It says they shapeshift into people? I'm sorry, I was skimming and missed that part. Why would a giant flying lizard shapeshift into a human?" Tanya has a horrible sneaking suspicion. "Are they intelligent?"

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"Yes, dragons are intelligent. They can be any size because they hatch out of eggs and then grow as long as they live which is a long time and they are more dangerous when they are old and big than when they are tiny and new. It wouldn't shock me if some spoof their color but there's also, like, habitat and behavior clues, that kind of thing. They'd shapeshift into humans so they could interact with human-scale stuff, presumably?"

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"I mean, are they intelligent enough to pass for humans? They're - people?"

(The bestiary does have an 'intelligence' rating but the introduction explained it's used to measure the power of some kinds of spells. It also has a 'wisdom' rating which is higher for a fish than the orc working on the farms, and a 'splendor' three times higher for the mushroom woman than the orc. Tanya assumed these were non-literal use of the words; the spell does not seem to be perfect in translating.)

Now that she looks more closely, it also says they speak languages. Including a 'draconic' one of their own! ...Tanya feels she may have just committed a major faux pas.

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"Lots of things are people, dragons among them, yeah."

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...

"When I first realized I was on another world, I wondered why another planet would have humans. And other species I'm familiar with, like pigs. I expected real aliens to be - more different than that, somehow. I know now that you call the group 'humanoids'," (the Drow term does not refer to humans), "but to me you're all basically humans - I mean no offense - the differences just don't seem large or important, compared to intelligent flying lizards."

"On Earth humans are the only intelligent species, the only ones who have language and use tools and build things. When I saw that the bestiary listed many kinds of people - humanoid people - as 'monsters', I accordingly thought the less of it, and didn't consider that some of the other 'monsters' listed might also be people. To list every kind of animal and person mixed together - well, alphabetically - in terms of what it takes to kill them is, well. I find it an alien perspective. I don't know if it's a drow perspective, or a Noctimar one, or the book writer's or what. I just"  -Tanya can't find the right words for this. Maybe it's no different or better than the Europeans who in living memory displayed Africans and apes in cages next to each other. Maybe this is a hunting guide for people going on safari, to shoot lions and tigers and bears and pygmies in the bush. Here she was talking blithely about trade relationships and patrolling roads and joint-stock companies, when the locals (at least some of them) think neighbors are for hunting down!

Tanya won't lend her hand to that kind of world order. Not if she has any choice. Maybe the flying lizards have a better civilization.

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"Well, there are some important differences between many species of people, and what you need to know if you find yourself fighting them is one that a lot of people find important to commit to memory. Drow're probably in human bestiaries, people'll want to know that we have spell resistance and can see in the dark and you can't hit us with sleep spells and such. In case it comes up, which it may, because of the low background amiability. People fight their own kind too, they just, like, already know the basic facts of how they work."

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Something feels wrong with this picture. The strengths and abilities of difference races or species is useful information, but the juxtaposition of beasts you might encounter on the road with hostile people (bandits?) feels off. Who is this book meant for?

When you plan to fight another army you take notes on their military technology, their strategy and tactics and weapons, their unit strength and disposition, their posture and goals and command structure. If the enemy's soldiers are bigger and stronger and tougher than yours this informs the analysis, but not as much as your superiority in artillery and their overextended supply lines.

This works at all scales. If you're planning an operation to attack a town militia or a fortress, it's useful to know the guards are resistant to sleep spells but it's much more useful to know what guns they have and where they're stationed. If you fear being ambushed by orcs or drow, it still matters much more whether they have rifles or pikes or horses than whether they're resistant to sleep spells... doesn't it? Is Tanya understimating the magnitude of different intelligent races or species, because she's used to there being only humans? 

...no, there's one scale where this logic breaks down, and that is when you're expecting to fight invididuals or small groups who don't operate in units, who aren't armed or don't know how to use their weapons effectively, who don't have tactics or supply trains or war goals because they're not there to fight you. In other words, when attacking random civilians. That is when their physical strength or ability to see in the dark matters more than their weapons or night-vision goggles, because they don't have any.

"Was this book written for the use of Noctimar's raiders?"

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"I don't know what the original author had in mind but I think she compiled from a lot of sources including some surface ones."

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"If you expect to fight some people you want to know their about weapons, numbers, tactics, goals. Knowing about their biology only makes a big difference if they don't have any of those. If I'm reading this uncharitably and it's not a manual for attacking unarmed and disorganized people, please tell me what it's meant for."

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"...it's meant for not being totally blindsided if you meet something you weren't specifically expecting while traveling. It can also matter if someone you are expecting to fight has the tactic 'summon monsters' or 'recruit interesting allies' and doesn't have the courtesy to tell you in advance whether they breathe fire. Also only some of the things in the book are people. Giant bugs are dumb as rocks."

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"If someone you're planning on fighting has recruited allies your next question should be 'how are they armed and equipped', not 'are they physically strong and tough'. Breathing fire is useful but a human can use a flamethrower just as well. If you meet someone while traveling, same idea, their weapons - their tools - matter far more than their biology. I grant you the point about summons since I assume those don't come equipped with weapons, but - even if underground tactics favor ambushes and close quarters combat and can't afford range, you still care about weapons and armor and tactics! What's in this book can be useful but if that's all you know walking into a situation then you might as well know nothing! Anyone can have a lethal weapon in their pocket - well, maybe you don't have the equivalent of pistols, but in their bag at least - there is some fundamental confusion here and I'm not at all sure it's on my side. The only way these things really matter - apart from the magic some of the creatures have - is if they're not competent or completely unexpecting a fight and you got the drop on them, or they are unarmed noncombatants."

"...and yes, I should hope at least some of the things listed here are people! In fact I would like you to tell me which ones are. And whether the spider-men and other such... combined creatures are real, I don't know why or how they could exist and on Earth these entries would be obviously mythical." 

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"I have not personally confirmed the book to be accurate in every particular and it could have something in there that doesn't really exist or has been extinct for a hundred years or something, but have not caught it in a lie or even a serious controversy so far. Meaningfully useful weapons are all magic, they're very expensive, and it is in fact useful to know if you are fighting something tough enough to have afforded or stolen, and then continued to possess, a seriously threatening weapon or some nice armor, but - that's priced into -

"- the thing you might be missing is just still again despite it having come up that people get stronger. People get fundamentally stronger. There are people on this planet who could beat me up if I approached them with lethal intent while they were asleep and disoriented and unarmed and stark naked, because they could survive whatever I did before they woke up no matter how well I chose from among my options, and they would not be all that impaired by not having their swag, and I'm not all that strong, I'm about as far as you get without doing heavy-duty adventuring and I got there the slow way by having lots of time to do it in, human third-circles probably have more combat experience than me."

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"Magical weapons can be tremendously powerful, but man-portable non-magical weapons are still powerful enough to kill anything dead if you catch them asleep and unarmored. I'm not even talking about bombs or artillery, just ordinary weapons carried by any soldier! I have a submachine gun because I am a mage - sorry, that won't mean anything to you. But a rifle carried by ordinary infantry on my world can punch through a half-inch of hardened steel plate. Are you seriously saying some people in this world - not huge dragons with scaly skin, ordinary human or drow - have skin or bones or whatever as tough as that, not through magic or technology or - invisible armor or something in that vein, but because they, what, fought a lot and got promoted? I understand that you couldn't kill them in their sleep, because you are unarmed and only have your magic and maybe a dagger or something, but - no offense, but how can you be sure what you're saying is true and not propaganda or tall tales?"

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"The word 'promoted' makes it sound like it's something that someone decided? It's just something that happens. I have not specifically run tests with half-inch steel and your specific gun. You have not specifically run any tests with any stupidly powerful adventurers! We are both going off conventional wisdom and life experience on our respective planets and you are on my planet now. Maybe your specific gun is as good as mythic, somehow, and could kill a god, that would be nice for you till someone steals it in your sleep or a god chooses a method that doesn't involve showing up to squash you. But if what it does is put a hole in somebody, stronger people are harder to put holes in, and those same people are pretty good at living through having a hole in them and making you regret putting it there."

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"That's a nice general principle but I would appreciate some hard numbers about how much harder it is to put a hole through someone. ...not that I want to be putting holes in people for no good reason. I understand there's no reason you specifically would know that, and - I have some doubts you're right about your own planet because, no offence, you live in an isolationist underground city that you've never left before today, and even if people do get tougher you probably don't personally know anyone who's personally seen one of those tougher-than-steel people. But that's not a productive discussion, unless you do have better sources of information. In any case you and I and hopefully anyone we actually meet isn't that tough - not counting my shield - and so for us what weapons people have does matter."

"Could you describe some real-world encounters, first-person accounts you trust, of people fighting? Why and how it happened, how they were armed, how it went down. And why and whether weapons and armor and tactics, and magic, did or didn't matter much more than their biology. Maybe some motivating examples would help here."

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"...I have left the city before. I have not left drow territory's environs before, but I have left the city. I also don't think isolationist is the right word. I do not really enjoy listening to people talk about how they totally wrecked a caravan upstairs to get all the good shit inside and all these slaves who are on sale if you buy right now as-is so I do not have a lot of detailed firsthand accounts I have chosen to commit to memory, your standards of evidence are pretty stringent there and that's in a sense admirable I guess but it doesn't make you right, it only means that, if you happen to be right already, you'll stay that way."

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"On Earth - my planet - we now have near instant communication connecting most countries, and cheap safe long-distance travel has been introduced over the past two centuries. And one of the things we found out, once people could compare notes and also go out there and check, is that about every regional tradition and every famous ancient writer about far-away wonders was wrong some of the time. People don't have good standards of evidence, and fantastical tales spread and are believed too easily."

"It makes perfect sense and does you credit not to like or trust in the tall tales told by raiding slavers, but that's exactly why I'm asking what other sources you have for these men as hard as steel plate that you're so confident they're real! If you tell me you know people who've seen them and you trust those people, I'll take your word for it" (provisionally) "but if your only source is books stolen by raiders then I don't see how you can distinguish fact from fiction. The same goes for what matters in a fight, what weapons people typically use, which of the creatures in this book are real, and so on." Please not the mushroom-women.

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"You've probably noticed I cast Root a lot. That's because if I don't, I trip a lot.

"I broke bones like that, as a kid, sometimes. Wound up bleeding or visibly bruised.

"I've been able to cast Root since first circle. So I've tripped less since then. Not never, because sometimes my hands are full or something, but less."

"But I haven't gotten visibly hurt from tripping since second circle."

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If Belmarniss seriously thinks 'I, personally, became better at taking falls with experience as I became an adult' is any kind of evidence, Tanya will have to further downgrade her opinion of Belmarniss's beliefs!

"And your theory is that this gain in toughness just goes on forever?"

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"Not forever, I think once you're basically a god there's other stuff going on probably."

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"I don't know how tough you consider your gods to be." 

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"Well, I've never met one in person and tried to stab it so perhaps they're made of paper. It makes it pretty unrewarding to talk to you when you're like 'oh, I see, you've been reading books for a hundred years, but do you actually know anything' whenever I make a claim."

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"...you've been reading books for a hundred years? How long are the local years?" Tanya is momentarily distracted from her point.

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"Three hundred sixty-five."

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Together with the Earth-like day lengths (Tanya can't be sure, not having been to the surface), and its approximate size according to the atlas, this planet is suspiciously like Earth. (Maybe all planets are Earths in some sense, even if the continents are different?)

Belmarniss is - or claims to be, but Tanya has no real reason to disbelieve her - over a hundred years old. (Probably not much over a hundred, but maybe she picked up reading as a hobby in mid-life?) Well, there's no reason other species (or even 'races') can't have lifespans much longer than those of humans, but - but what? Tanya's instinctive reaction is 'she really doesn't come across like that' but she is from an alien culture and is in any case not in the social position of an honored elder. Put that way, it makes a kind of twisted sense? (Who doesn't leave their city for a hundred years? Maybe someone who expects to live another thousand...)

Is this important? Well, Tanya ought to respect her and her knowledge more, but if that knowledge is fundamentally based on foreign books then it remains true that she might be no better informed than a European who'd spent a hundred or even a thousand years reading about China and still ended up believing Herodotus and Marco Polo and everyone in between. (Did she even have access to enough books to spend a century reading them?)

(Also, it puts in context Belmarniss' earlier claim that she stopped bruising when she tripped and fell. With more than a century of experience, she probably has excellent technique for handling pratfalls!)

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"...I believe you that you know very well everything other people in your city know - and drow territory more generally - and everything in the books available to you. I do think the books themselves may be wrong sometimes. If the books on this world are almost entirely correct without effective long-range communications or mass travel I'd be surprised, very pleasantly so. That doesn't mean I know what particulars they might be wrong about, and I very much do not think you don't know anything, but I do distrust a few specific claims. They're not impossible, because frankly after arriving in this world I have no idea what's impossible anymore when you have magic developed to the point of automatic universal translation, but people nonmagically developing skin tougher than steel seems very implausible. If it does happen, my best guess would be that someone somehow causes it to happen, and powerful rich old people" (she's guessing here) "who are likely to need personal defenses are likely to have access to magical or other means of enabling them, and also likely interested in spreading stories that the defenses have no external cause that could be tampered with."

Tanya especially distrusts books whose described scale of toughness goes up to 'literal gods', but arguing religion with people is never productive.

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"The books are absolutely wrong sometimes. I do not think they are systematically wrong in the same coordinated direction except where they're all using the same sources, which isn't actually invisible behavior, and I definitely do not think they are specifically wrong in the direction of reality being more similar to what you're used to."

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"That's a good point and I shouldn't assume things are more similar to my world than some third possibility, but a thing not existing at all is still more likely if there isn't a general principle explaining why it should exist..." She pauses to consider. "You have a general principle, a law of nature, saying that - everyone gets tougher over time, more so if they do some specific things, and stronger and faster too. And as far as you know there's no ceiling to it. It follows that men of steel can exist, if rarely." Isn't that more absurd than a world where the progression does cut off at a more a reasonable point? Tanya isn't sure how to reason about this. "If the principle is commonly observed - at lower ends of the scale - then I have no logical argument or reason to deny your claim that they likely exist, even if they are not an everyday phenomenon." Universally believed books and theories have gotten so many things wrong throughout history, including claims about reality that people could readily observe. Tanya doesn't know if spider-men and steel-men are like mercantilism and the four humors, but she'll keep an open mind on the matter. As long as they're not rumored to be right around the corner, it's not terribly important.

"Can you tell me which - creatures - in this book are people, and which of those you're confident exist or might live nearby?" The entry after 'dragon' is the Spider-Man drider.

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"I can do that... uh, first, I'm going to be kind of pedantic, not recreationally but because I don't know when what you say is a sloppy summary versus a genuine misunderstanding. Not everyone gets tougher over time. It doesn't happen if you just hang around farming mushrooms and nothing much ever happens in your life; those people live and age and die of something eventually without ever being tougher than they were when they were a hundred. Or the equivalent age. People getting stronger and faster, separately from tougher, is mostly about their performance in fights, specifically how hard they hit and how many times they can creditably go for it - if you had a footrace with an un-buffed archmage, you might win, but you'd probably lose against a first-circle priest of Socothbenoth in particular because most of those get a power that makes them faster on their feet and don't have to cast anything to use it."

If there are no further questions prompted by this pedantry she will go through the book while they walk, but to Tanya's presumable dismay, both the spider-man and the mushroom-woman are in the category "I've seen those myself a couple times".

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Aaaaaah why do they have spider-men and mushroom-women! How do they even work!!! Where are all the mushroom men and how are they related to the mushrooms Tanya has been eating Honestly the only thing weird about the men of steel by comparison is that ordinary humans can apparently grow into it!

Alright, but they are fellow sapients to be welcomed and traded with or at least passed around in cordial cold silence, not casually killed like the giant bugs, right? ...who is she kidding, most drow probably hunt them for sport or something.

Tanya will do her best to commit to memory which creatures are people, especially any exceptions to the apparent rule of 'anyone who looks vaguely human-like is a person, even if it's only from the waist up or if they have an animal head or something'.

 

"So what do people do - or need to do - to get tougher over time? You've mentioned it includes adventuring and fighting and taking risks but I don't understand what category is implied by those examples."

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Things that look at least vaguely humanlike have a pretty high peopleness rate. "Stakes. Things where if you don't succeed at them, you - or, optionally, someone else, who you'd rather be okay - may die."

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"...would it be at all a sensible question if I asked how this works?"

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"The question is not insensible but I don't know nor believe it to be known. I don't think gods are doing it manually, it does not particularly astound me to hear that it's not the case on all planets and if Golarion's the odd one out it might have something to do with Rovagug, attempts to cheat the system by magically making people terrified while they do safe combat exercises don't work."

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But what if they -

Tanya obviously isn't going to invent a way to take advantage of a law of nature that the residents of a planet never managed and she just heard about!

"It sounds like it might incentivize risk-taking, which might be bad on net? Who or what is Rovagug, is that one of the local gods?" 

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"I'm not sure if it's bad on net. It might be - adventurers who are doing it on purpose rather than because they live in interesting times are signing up for the death rate, but powerful people fighting each other does have knock-on effects on people who didn't opt in; then again it's nice that you can save up to, like, cure your completely ordinarily-acquired blindness or whatever, and that requires a third circle cleric. Rovagug is a god, yeah, of destruction, imprisoned by the other gods within the planet. Uh, a lot deeper than we are at present and possibly not in a spatial sense at all, not sure."

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God-war creation myths, another human(oid) universal! Was Golarion created from Rovagug's cut-off big toe or less mentionable parts? (Tanya isn't going to ask it, obviously.)

"When this mysterious process enables the acquisition of higher-circle spells, what exactly is it about the body or mind that changes?"

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"...if you cut me open you're not going to find a Sorcery Organ in there. Arguably casters who prepare spells are growing the scaffold itself but that explanation doesn't generalize to sorcery, so I guess the answer is 'we don't have a word for the thing that is growing there which generalizes well'."

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"We don't know where magic comes from either, or how to measure or predict someone's mana capacity, so I didn't expect any particular answer, it was just - interesting. In what it might imply about the world, but I don't know what that is yet." People taking risks to grow stronger feels like it might be an important piece of the puzzle of how this world works, but Tanya definitely doesn't have anything close to a full picture yet.

Tanya is very eager to see what some surfacers from a different culture think about the world.

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They can make pretty steady progress even when they get out past the area with the farms. There are, not more than twenty minutes after they saw their last farm, some minor non-person monsters Belmarniss could have handled herself - she has a chance to prove that when she's the one awake on watch, which she agrees is a necessary precaution even though it cuts down their hours of travel time per day down a lot. (She was not able to source a scroll of keep watch and is not optimistic about getting it qua sorcerer before the end of their trip through the caves.)

The first serious obstacle they run into is the remnants of a camp - "and it's not a drow camp, look how close together everything is. Kobolds probably, could be runaway halflings."

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Tanya is very glad Belmarniss can handle herself! But she should keep waking Tanya if anything happens, just in case. Tanya's a professional soldier, she doesn't need her sleep to be completely uninterrupted.

...

She is completely unable to tell anything by the signs of an abandoned camp made by an alien culture with alien tools in alien terrain! She can barely do it on Earth, she's not infantry and doesn't have any specialized training. Who was here? How many, how long ago? Did they leave traces of any particular weapons or other technology? Was it a long-term camp, was it positioned to do something beyond provide shelter for one night, is there anything odd or unexplained about it? 

"What does this means for us, besides that we should be on alert?"

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Belmarniss isn't an expert on any of that either. "Well, that we should be on alert for kobolds in particular. Might or might not be able to talk past them. In the event they fancy themselves toll-takers we should have in mind how much we're willing to bribe them before we turn it into a fight."

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"I don't have any money, so you'll be the judge of that. Could they have any legitimate claim to tolls, like maintaining or securing the road, or that it leads through their settlement and travellers pose some risk from them? I expect you'll laugh again but I want to make sure."

"If we can't reach an understanding - and they don't attack us, only demand a toll we're not willing to pay - I would rather not attack people with lethal force just to get through. It would be justified, you can't let bandits just block roads, but a last resort if they're only extorting other travelers and not robbing them." Tanya can't exactly arrest people here, there's no-one to bring them to anyway, and while fighting brigands is a public service she has a low opinion of what passes for the local public, who might thank her and then take up the freed-up robbing spot, apparently?

"So we should consider our options in advance. A route around them would be best, but presumably they'll set up at a chokepoint where that's not an option. A show of force to scare them to stand aside without actually killing them, maybe by wounding one or two or by temporarily blinding them - I'm not sure what would make the best psychological impression? If we're very sure they have no magic that would pass my shield, and there's room, I could just fly through and knock them aside - and put you in the bag for a minute - but I don't see how we'd be certain of that in advance. If you're going to negotiate with them we'd be in arrow range anyway, even if the cavern allows otherwise. I can stand in front of you so my shield blocks any arrows but that's not a perfect defense if they have a wide enough firing line, or if they succeed in surrounding or ambushing us."

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"It's not especially funny but no, it'd really surprise me if they were doing useful maintenance, and if it leads through their settlement it's because they parked there on purpose. We cannot be very sure that they do not have a low-circle sorcerer or cleric with an enchantment or something that could faze you. I'm bad at enchantments even the non-sketchy gentle ones that make for a good nonlethal show like Sleep and Hold Person, though I do have those written down, they'll just take up stupid amounts of scaffold space. I can take an arrow if I've gotta, they're probably not going to have any really nice equipment. I find it pretty unlikely that they will actually just stand there without attacking us and continuously demanding money for, like, ten minutes? So we can burn ten minutes on talking to them till they shoot first, that works for me if that's what you're getting at."

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"I don't want to do something that predictably leads to them attacking us if there's a better option! If for some reason we're absolutely sure they'll attack us we should attack first, it's not about having a - an excuse to present in court that they shot first." There being no courts the natural law obtains, which is that people may not impinge on others' freedom of movement, but that doesn't make it alright to preemptively kill over it.

"If you can determine quickly they won't let us through for a price we're willing to pay, or that we don't trust them to let us through after taking our money, then if we have no better option we should - back off if the terrain permits, if they'll let us do that without shooting, and then announce we're pushing through and fire warning shots and try to scare them, escalating if that doesn't work. Or fly over them quickly if there's enough vertical room, which is unlikely. I've made my peace with assaulting and potentially killing any people who illegitimately try to stop us on our way, but that doesn't mean I won't try to avoid it if there's a reasonably safe way to do so. ...and if they do start shooting but pose no danger to us, we could still try to scare them into giving way and not just escalate directly to killing all of them."

"We should also consider how to make sure the road is clear of further ambushes and traps, if they represent that we may go ahead. If they allow parley and don't just attack out of ambush that's a good sign, but it could also mean they are stalling for time to move more troops into the right position because we were advancing on their trap too quickly, or something like that."

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"...I don't think they are very likely to understand the concept of a warning shot separately from an attempt on their lives that missed. Remember that their baseline expectation for casters is the limited number of spells per day thing, you don't usually burn those if you're not going to commit unless it's a cantrip and if it's a cantrip it's not very intimidating. Kobolds are not likely to have parties larger than ten, maybe as many as twenty."

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"The warning shots can hit them, the only problem is calibrating them not to maim or kill, I haven't practiced that. I could start low and ramp up to a mild burn but only if we have time to do it safely, which again requires range. Or I could blind them, either targeted or wide-angle, assuming sunlight intensity will force them to close their eyes but won't permanently blind them, that's what it would normally do to humans but I don't know if dark-adjusted people are the same. And then slowly increase the heat output until they surrender or retreat, I guess."

"...I could also try to hit their weapons, or any other objects they have that would serve, maybe start a fire in their camp if they have something burnable although smoke underground would be dangerous to us too. But if one of them twitches at the wrong moment it would be potentially lethal."

"As for understanding what we mean and want and that those are warning shots, couldn't you just tell them? Including ahead of time if applicable?"

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"I don't think sunshine would permanently blind me, so probably not a kobold either. If they have any casters at all they've probably got Chimney, the cantrip for getting smoke to fuck off. They won't necessarily believe things just because I tell them but - shining light at them brighter and hotter till they surrender seems like a good baseline approach and I can supplement that with verbal explanations. I assume you do not want to take their stuff once they surrender."

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"...if they attack us first, or if they very clearly looted it from someone else, then taking things seems fine. We could also take or break some or all of their weapons if this is likelier to stop them from attacking other people than to make their neighbors kill them in the night, I don't know what their society is like" but she has formed some very low expectations. But hopefully other underground people are not as bad as Noctimar's drow, and maybe Belmarniss would know this and trust that information?

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"They probably looted anything they have that'd be worth us carrying it. I have only the vaguest guesses about what kind of relationship they'll have with their neighbors."

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...Tanya can rely on the civilian to express opinions on what violence is locally understood as appropriate or acceptable, but that doesn't mean she should let her dictate the terms of engagement. After all, the whole point of this journey is going somewhere with a more functional society. Tanya needs to reason this out for herself.

Germanian rules of engagement...  aren't relevant here, she's not acting as a military officer. She's a private individual about her private business, not the state's emissary, and she can recall the Germanian law for civilians with a bit of effort. A (legally) armed civilian who is unlawfully accosted or has an illegal toll extorted by threat of force on public land is allowed to shoot first in self-defense, even self-defense of property. The response ought to be proportionate, but if the robber is armed and employing his weapon as a threat it is legitimate to shoot first. That does not mean it is best to use lethal force right away; preserving the robber's life is commendable if it does not come at your own expense. As for taking their property in recompense, that is definitely illegal; the courts will determine the appropriate compensation, and furthermore if you killed them then that property may go to their next of kin.

In the absence of any courts in the land, this doctrine needs to be adjusted. Since there is no legal recourse taking the robber's own property is appropriate, both as a punishment suited to the crime and as a deterrent threat. However, if they only threatened you and you wounded them in self-defense then it could be argued there is less damage to recompense, Tanya doesn't know the legal precedents here. Taking or destroying their weapons in particular might serve the public good, although there is no local concept of firearms licensing or forbidding convicted criminals from carrying arms again.

What balance of actions would serve the public good? Travelers should challenge and drive off bandits. Killing them might even be a public service, but more will take their place, so it might be better to leave weak and wounded bandits around... In general, though, if private persons are compelled to defend themselves they should do it with more force than the police might employ, because they need to appear a bigger threat to achieve the same effect on would-be robbers.

"Then I think - in summary - we should negotiate passage, and if that fails threaten them, fire warning shots and escalate as the situation permits. If they attack us we should use lethal force, and if they explicitly threaten us and it's too dangerous to leave them the opportunity to attack us we should shoot first. After a fight we should take or destroy their weapons, both as punishment and hopefully as a service to other travelers. We should not take their other property if we don't actually know it was looted, unless they succeed in harming us in which case we may take them as recompense."

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"I can work with that. When you say 'negotiate passage' do you meant that to cover giving them stuff or not."

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"Yes, if you think it's a fee worth paying to avoid bloodshed. I leave that up to you, it's your money and I don't know how much it's really worth and nobody has the right to demand it of you."

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"I mean, I don't really trust them to not decide that there's probably more where that came from and I look squishy if they can get a few silver out of me, if I were alone, so I'd probably just have it out rather than show them where my pockets are, but I'm not alone, and you can do your escalating light thing, we can do the more elaborate thing and take back whatever they got if they decide to go that route."

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"That sounds very reasonable. And it's important not to fall for a second ambush or a pincer attack if they pretend to let us through."

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"Yup, though that's a little more tactically advanced than I'd expect by default. Times like these it'd be useful to have a familiar to scout but I haven't, alas."

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"What's a familiar?"

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"A magically bonded animal."

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"An animal that can scout does sound very convenient! We should proceed, with caution."

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"Yup."

On they go.

The kobolds are not very tactically sophisticated; they catch a glimpse of one turning literal tail and skittering off down a side tunnel too small for them, a few minutes later.

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Tanya debates whether to block the tunnel with an explosive shot. Normally she wouldn't hesitate, but she doesn't know when she'll get more bullets and it might take a few to do the job without endangering them. Also, they haven't been attacked yet and collapsing someone else's tunnel with possible collateral damage is a hostile act. Maybe she can heat the rock in it red-hot... no, it would take too long and could cause harmful outgassing.

She'll settle for watching the path behind them very carefully (with a mirror, of course she won't take her eyes off the path ahead).

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"Just passing through," Belmarniss calls mildly after the kobold. No response.

There are a few more of the little side tunnels but they don't have anybody in them when they check; the next time they see a kobold, it's standing right in their path. Just one with a toothy grin of bravado.

"Halt!" it exclaims like it's always wanted to exclaim "halt" at somebody.

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Are they armed? Threatening with a deadly weapon?

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The kobold has a spear but is not, at this moment, pointing it at them.

"Like I told your pal, we're just passing through," says Belmarniss.

"What's in it for me?" chirps the kobold.

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Tanya will let Belmarniss take the lead on negotiations, as agreed. She keeps her attention away from the fascinating alien talking humanoid(?) lizard(??) and on everything else.

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Looks pretty lizardy, yeah, maybe crocodilian, and about halfling-sized.

"Well, let's see," says Belmarniss. "I can tell you about where we've passed through, in case you want to know what we met and what we took down and what got away."

"Pfffft," says the kobold.

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Belmarniss will let her know when it's time for Tanya make threats. ...admittedly she has no idea if Belmarniss is any good at this, but Tanya isn't exactly experienced at threatening or bluffing a spear-wielding sapient crocodile either! 

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"Well, if you won't settle for that you might want to see my friend's neat trick where it gets so bright it's hot. I don't like this trick, personally, because of the bright part, so I'd sooner just walk on by, but maybe you'll think it's fascinating."

"Doesn't sound like a 'what's in it for me'."

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Is that her cue? Tanya focuses on the kobold. "Let us pass, or be blinded and then let us pass," she says flatly.

Tanya never learned how to physically menace people, because she never before in her life encountered someone she could physically menace, but she flies higher in case that does something. Most of her attention remains on everything else she can see through her array of mirrors; a single kobold with a spear couldn't extort Belmarniss even without her, so there must be an ambush of some kind.

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"Penumbra," adds Belmarniss.

The mirrors show some kobolds swarming out of the side tunnels behind them.

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Tanya speeds up and positions herself between Belmarniss and the larger number of kobolds behind them.

Any kobolds who are holding ranged weapons have their arms severely burned; their clothes may catch fire. When she's done with that (i.e. in a second or two, although not all of the kobolds are out of the tunnels yet) - assuming they don't have ridiculous toughness or fire immunity or something and react as expected instead of shooting Belmarniss anyway - she surrounds herself and Belmarniss with opaque mirrors (she can't do half-transparent), and lights up an illusion of the sun outside. 

Illusions aren't meant to be used offensively, but if you're putting one between someone and the sun then you need to make it as bright as the sun it's obscuring, so it's as bright as the sun on a clear day; you can't look at it directly, and you really shouldn't look at it directly with dark-adjusted eyes. In addition to that, she'll send wide-angle heat everywhere there were targets, adjusted to be painful but not immediately debilitating for the nearest kobolds in each direction (this is not an exact science). The heat is an optical ('sniping') spell, not an illusion, so it comes in rapid bursts and doesn't match the feeling of a real fire (or sun), but the targets probably don't care.

(The defensive mirrors are probably unnecessary, because the sun-illusions are facing outwards and the reflections from stone shouldn't be blindingly bright, but a tactic the enemy can defeat with a mirror is a bad tactic.)

After two seconds of this she takes it all down; not seeing what the enemy is doing is risky. She can detect any magic they use and snip that in the bud, but she can't let them have a chance to somehow target Belmarniss with arrows or thrown spears. What are the kobolds doing? Hopefully they'll be blinded for a few seconds, giving Tanya (and Belmarniss) time to react or to further threaten them into retreating, but if any of them are still attacking she will swiftly teach them that that was the low setting.

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Kobolds don't go in for a ton of clothes and what they've got is mostly hide. They're yelping, but they seem to subscribe to the "why would you not shoot just because you've been set on fire" school of thought - they are, though, mostly aiming at Tanya, and some of them are distracted by rolling on the ground to be less on fire. A couple of them maybe are retreating, at least for now, though. Belmarniss hits the spear-kobold who greeted them with an Admonishing Ray and they go down.

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Anyone who's still shooting (or trying to shoot) is immediately shot dead. Tanya will not tolerate attempts to use lethal force, for both safety and game-theoretical reasons, and these kobolds used up their second chance. Extra toughness or not, arrows are potentially lethal force and indicate a willingness to kill.

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When she's killed a couple the retreat option picks up more support; the last retreater yells something in a language Tanya doesn't have shared after the departing others, maybe angry at them for breaking, but the end result is the same.

Once it's quiet, Belmarniss'll sigh and go through the downed kobolds' limited possessions, but she doesn't find anything good besides one shiny rock that she says she's not qualified to appraise.

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Killing people for shiny rocks, bleh. 

"What a stupid, pointless, unnecessary waste." Tanya will break any weapons that remain on the battlefield, as she said she would. Presumably the other kobolds will come back to bury these ones; Tanya has no idea what's appropriate or possible in a cave.

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"I hope a repeat performance won't be required, but some of them or their friends might be out for vengeance, so we should keep being careful." ...some of them might be in hearing range in one of the side-tunnels, so Tanya yells as loud as she can. "LET US PASS. APPROACHING KOBOLDS WILL BE CONSIDERED HOSTILE AND KILLED." 

In a more normal tone of voice she adds, "we should also do an after-action review, but better not to do it where they might overhear."

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"...please do not do that, the kobolds weren't being especially quiet so it's probably fine but there are monsters that are attracted to noise."

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That's the kind of intelligence it would be very useful to hear ahead of time!

"Do you mean people or beasts? Would the latter be after food and prefer the dead kobolds here? Either way, we should move on." Carefully.

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"Either! I thought you read the book! Kobolds aren't very good eating, we're meatier."

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Sigh. "The book noted some non-people 'monsters' which are likely to approach sound, including burrowers like bulettes and purple worms, and also a kind of people called, uh... Destrachan? However, I think differentiating between intelligent adversaries and beasts is important. People would be able to understand the words and decide whether to follow us or the kobolds and not just approach any sound blindly. And the fight itself wasn't very quiet," what with the screaming kobolds on fire. "I suppose if this area is sufficiently frequented by kobolds that any local predator is already able to find them, they might investigate any novel prey."

Belmarniss has a valid point, really, Tanya just isn't used to mage fights being at all stealthy unless great care is taken and she was not told in advance. What if she decided to fire an explosive shot? The vibrations would probably travel much farther underground than her voice can.

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"...why do you think everybody who might be able to hear you randomly yelling can understand specifically Drow through six bounces of echo just because they're bright enough that they can have picked up some language at all? We're lucky the kobolds didn't speak exclusively Draconic and you could follow what was going on in real time instead of me having to translate."

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"Because someone understanding us is potentially worse for us, and we should prepare for the worst case." Are they ready to move yet?

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"...if you don't want to be understood it makes even less sense that you yelled." Yes, Belmarniss is ready to move now.

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"I wanted the kobolds to understand me!" Tanya also wants Belmarniss to understand her but it seems she's somehow failing at that?

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"They use Draconic amongst themselves. Though it's pretty different from academic Draconic."

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"At least one of them spoke Drow and it was reasonable to assume more would, he could have had someone to learn from or practice with. ...the important part is whether making noise was a serious error, not whether they were likely to understand me and so make it worth the cost. You may be right that it was in error and if so I wish you had mentioned it earlier, for example when we were discussing possibly using explosive shots to collapse tunnels which would be much much louder."

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"I think voices attract a different and worse subset of possible creatures than explosions."

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See, now that's actionable! "What kinds of attention, and why?"

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"Again, I think the kobolds would've kept it down if there were local hazards attentive to yelling. But in general you're looking at - any monster that prefers to eat people, there are some of those, and any monster that's around as a deliberate hazard for would-be thieves like undead or something, any intelligent creature that knows that if it talks it might have loot."

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...if Belmarniss agrees that the kobolds would have been quiet if noise was a problem, why is she complaining so much about Tanya not being quiet? 

"I understand that it's best not to raise our voices going forward." This isn't productive. "Let's discuss the fight itself. We would have benefited from being able to blind them while seeing ourselves. I can't make half-transparent mirrors or illusions. How good is your penumbra spell?"

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"It's fine for light and is rated for at least full sun, won't protect me if things heat up."

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"How many times can you use it and could you apply it to me? If you can, I want to test if it would prevent us from being blinded by an illusion light source as bright as the sun, like the one I used earlier."

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"I can only have one up at a time but I can use a Darkness for myself, if we're far enough apart and I'm not too close to the enemy."

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Darkness is the single-purpose illusion that blacks out everything around the caster, right? "Then it's worth testing. I'll increase the illusion brightness gradually, tell me if I should stop. I won't create heat; bright sunlight can feel hot in itself but that part's not dangerous."

Tanya will start with something appropriate to lighting a cave and definitely isn't blinding and ramp it up to sun-brightness over a minute, to let her own eyes adjust. It's pointed at Belmarniss and away from herself so she can maintain situational awareness, but she still has to squint by the end.

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Niss in her penumbra does eventually squint but doesn't report being blinded.

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(Tanya reruns the test with the penumbra on herself to be sure.) 

"Good, that expands our non-lethal options. Our lethal ones too, since I can blind the enemy while shooting them if you're in Darkness or can stay out of the fight." Tanya wonders if the newly deployed C-rank infrantry mages have already discovered this tactic. Wishes she could write it up for HQ. 

Sigh. "I wish there was a credible way to demonstrate we can kill someone without actually killing them." That's not a problem that comes up much in the army, because in the army you usually do want to kill them if you can. Whereas this was just senseless slaughter that didn't benefit Tanya or anyone else.

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"Even the ones who are people are sometimes just stupid."

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It is the responsibility of government to ensure stupid citizens don't become criminals. (Also to reduce the number of such via public education.) Tanya doesn't know why a state hasn't formed here, or moved in from the outside and taken over. Are Taldor and the other neighboring polities uninterested in ruling this land or busy with other wars? Are they deliberately destabilizing it to keep their borders secure? Are the local equilibria different because of magic and technology (or the lack of them) which Tanya doesn't properly appreciate yet? Do the locals just lack the relevant cultural traditions? Are they in a century-long interregnum between periods of better government? She doesn't know nearly enough to even guess.

"This problem is solved in other places by states, with public schools and good labor laws and police and - many other things - I don't know nearly enough about local cultures and shouldn't comment on whether or how it could be done here. Maybe Taldor is better run, in which case I'd ask why Taldor doesn't expand downwards or export its culture or something."

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"Taldor used to be a big empire and it declined but I'm not super clear on exactly why it declined, that's one of the things where every writer has their own theory and there's probably a lot of censorship affecting which ones get printed."

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"An empire can be less efficient and prosperous than the same territory broken up into multiple states. Empires risk being run by their less competent members, extracting value from some regions to the benefit of others, or having the richer parts prop up the poorer ones. And they tend to try to conquer more of their neighbors, because their national identity isn't tied to a well-defined area or group of people. Of course, I don't know if or how any of this applies here; on Earth the biggest empires of my age were the result of people with advanced technology conquering those without and then deliberately keeping those regions poor, but that's hardly a universal..." Why modern technology, once invented, failed to spread quickly worldwide is the biggest question of economic history, insofar as history deals with what-if questions.

"I suppose the important question is how the the countries formerly part of Taldor's empire compare to Taldor as it is today. Is Taldor, no longer an empire, richer or more advanced or better run than other countries?"

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"Not that I know of. For awhile one of its breakaways, Cheliax, was a big empire, but when I was a baby a ton of shit went down all around the same time and one of the things that happened was that Hell conquered it and the news is since then it's been losing bits."

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That's a weird name for the translation spell to give something. "I don't recall seeing Hell in the atlas."

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"Atlas only covers this plane, I used to have what purported to be an atlas of the Abyss but I sold it and I've never had a Hell one."

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"...what is a 'plane'?" Presumably this isn't referring to the geometric concept.

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"...well, those ones in particular are afterlives? And the elementals are from their corresponding elemental planes... and my spellbook hangs out on the Ethereal... it's all the stuff you can't get to by traveling in a direction long enough."

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"You're right, I forgot about the elemental planes." Oops. Tanya looks suitably chastened. "So there are more planes besides the four elemental ones, and people from one of them conquered Cheliax. And they're... afterlives?" This possibly answers one question about the translation of 'Hell' and raises several others. Is this like the people who say some political enemy of theirs is the Antichrist?

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"Yeah, there's nine afterlives. Hell's the Lawful Evil one."

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That doesn't mean anything to Tanya but she isn't actually interested in local religious beliefs and it sounds like Belmarniss isn't either. 

Transit between planes being easy enough to bring over an army and conquer a country is probably an important fact about this world, but not one Tanya can properly understand yet beyond making a mental note that the political as well as the literal map is not limited to what she saw in the atlas.

Something about 'planes' tugs at her memory. Something Belmarniss had said?... no, she can't recall whatever it was. 

"I suppose we'll see for ourselves."

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"Uh, you can go to Cheliax if you want but I don't want to, on account of the ruled by Hell thing, seems bad."

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"I didn't mean I wanted to go there, just that we might find out more once we're on the surface. There's no particular reason to go to Cheliax." The Commonwealth's national church says the Ildoan one is ruled by the Antichrist in the service of Hell and this is presumably something similar.

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"Yeah, news takes a while to filter downstairs and it's spotty."

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Then they can proceed on their way! While being wary of kobolds and anyone or anything else that might waylay them.

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Some critters, nothing else organized or sapient, for the next while. Tanya may or may not be fazed by a zombie halfling but it's not very difficult to put down since it's already got a broken leg somehow and is really bad at compensating for that.

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It's definitely not a person anymore, right? It's a body being animated by a fungus long-duration magic for... no observable reason on part of the caster? Was it just abandoned because its leg broke? Animating dead bodies sounds very useful but then you have decomposing, stinking and presumably infectious bodies, a walking health hazard. Maybe you can set them to working in the fields far from living people?

Are they even allowed to destroy it, it might be someone's property if Belmarniss thinks it's dangerous to other people even if not to themselves then fine, they'll destroy it.

The most disturbing part of that is that the long-lasting magic isn't detectable, but if it's no more capable than a living body then that's not a huge tactical problem, although you can presumably do various tricks by fitting zombies (or parts of them) into places where humans don't fit, or use the fact they don't need to breathe and can stay hidden forever.

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"Oh, it might not've been made on purpose, zombies sometimes just pop up naturally. Zombies are the mindless kind of undead, nobody's home in there."

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That raises more questions than it answers! "How can someone - or something - be dead but still... in there? And why do zombies sometimes - do they just come into existence out of nowhere or do you mean dead bodies become zombies? Is there a known cause for this?"

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"I mean dead bodies, they don't spontaneously generate. Happens more often if you don't handle the body, obviously, that halfling probably died in a way that made it inconvenient to get to or so nobody noticed or someone would've eaten it and used the bones for something and then if it left anything undead it'd be a ghost. Liches and vampires and stuff are undead but still have their souls present and operational."

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...so it just happens sometimes, the locals don't know why, and the only defense is destroying the body beforehand? Well, cremation is better than burial anyway, it's not so much a concerning fact about Golarion as it is a weird one.

Cannibalism feels instinctively wrong and Tanya needs to train herself out of thinking that; not only is it culture-specific, here they have completely unrelated sapient species including some carnivores which presumably see nothing wrong with eating a dead halfling. The fact that he was probably a slave in life, and then died with no-one noticing or caring, is the actually problematic part. 

"I don't think liches were in the bestiary, is that because they're not local or very rare or some other reason? Vampires are, mm, powerful humanoids with various abilities but they're not immune to fire and are actually extra vulnerable to sunlight. What does their being undead mean, in practical terms? And the entry on ghosts said they're intangible and can only be hurt with spells and magic weapons, so I should pessimistically assume I can't do anything to them" which is frankly terrifying, "can you?"

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"They're rare and it's possible the author was one. The generalities of being undead are that they heal with negative energy and are hurt by positive, which isn't really relevant to us because feeding one a healing potion is not a practical combat action, and that they don't do being alive type stuff like breathing or aging. I wouldn't be sure your spells wouldn't work on a ghost, you have concepts of them ceasing to count as spells at a distance in a way that is not square with what I know so it could go either way, but I know force effects do work fine, I'd try a magic missile first if one cornered me."

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"If I push something around with my flight spell, like I do the rod for your hammock, I'm applying physical force which is created by the spell. I don't know what it would mean to apply force in a way that is more magical than that. An explosion or a bullet apply the same kind of force; as far as I know force is just a single concept... I suppose I could try pushing one away if nothing else works, although I'm pessimistic that that would work either." Enemies immune to physics are such an unfair and ridiculous concept.

"...I also have my weak healing spell so I suppose I could try that but I don't even know how I'd target something insubstantial with it. I don't know how to translate the terms positive and negative energy, we may not even have discovered them on Earth or they might be referring to some exotic physics I'm unfamiliar with."

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"Force effects that are more magical are like the floating disk, you saw that? Though the floating disk is not a combat spell so that in specific would not harm a ghost. Not all healing spells are positive energy based and yours probably isn't. Positive and negative are both elemental planes, if that helps, spells that use those energies are drawing from the planes."

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"We - that is to say, Earth doesn't know about any other planes. Or not as far as my admittedly limited knowledge of physics serves. I thought the disk was similar to my shield, which also stops physical objects from going through it and does so by applying the appropriate counter-force to stop them, but the underlying principles might be different. It would be interesting to know if my shield can stop your magic missile, if we could test that safely; it's a globe so you can aim at its boundary parallel to my body without risking hitting me."

More interestingly though - "you said that dead people whose body is destroyed sometimes leave ghosts. Are the ghosts still those same people?" Except now intangible and unaging and not needing to eat or breathe, which is a strict improvement for someone who was a slave in life and possibly for everyone who'd otherwise die of old age! Tanya hadn't seriously considered the implications of some of the bestiary entries, because... well, because she wasn't considering them seriously yet, and insofar as she was she focused on the combat aspects, and this was in retrospect an error.

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"Next time we settle down to camp and I've got spells left we can test a missile versus the shield. Ghosts are - hm, I've never really met a ghost, do you in fact want my, like, cultural impression."

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"Unless you want to disclaim that it's likely wrong, yes, of course."

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"My impression is that a ghost is the dead person but under extremely warping and impairing conditions and stressors that make them bad to have around almost all of the time even for their historical friends and allies in the long run, and that by and large one would rather not be a ghost unless one is expecting a bad afterlife and maybe not even then. This is also my approximate impression of vampirism and lichdom."

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"Huh. Because - having one's soul attached to a dead and decaying body, or no body at all in the case of a ghost, is unpleasant in ways people aren't designed and can't train in advance to handle?" Tanya guesses.

Vampirism seems self-limiting since vampires need the drink the blood of the living - Tanya isn't clear if animal blood works but in any case there's much less blood in a cow than there is meat - and she doesn't know how liches work, but if being a ghost was a generally acceptable state then there would probably be many more of them around.

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"Or there's something inherently trippy and bad about running on negative energy and it's like trying to function while high on a bad batch all the time, or because the body's usually doing more - support for being a functional person? - than the soul can pick up all the slack for, yeah, something along those lines."

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"That makes a lot of sense; body and mind aren't really separate." It sounds like the ghosts mostly don't want to stop being ghosts and go to an afterlife. Tanya can get behind this; until she met Being X she hadn't believed in afterlives and becoming a ghost probably would not have changed her mind. "And it's not known why this happens sometimes, or how to predict whether it will?"

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"Liches get that way on purpose, vampires make more of themselves and have automatic control of whoever they create as a vampire spawn till they're destroyed, ghosts seem to mostly happen when people have certain attitudes about how they died or are remembered afterwards so you get practices like letting dying slaves decide what recipe they'll go in or something though I don't know if that would look helpful if you took lots of statistics or not."

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Don't dying people usually have diseases or old age or something that makes them very poor eating Tanya sternly tells her brain that bequeathing your body to a purpose is a noble tradition, and keeping other people fed is a noble purpose, and really the only problem is that they were slaves up to that point.

...well, no, there is also the problem that people might kill and eat their slaves in a famine. But that's priced into slaves having no rights; slaveholders will stop feeding their slaves in a famine, even if they don't get to eat their bodies later.

Ghosts being created when people have a certain attitude in mind as they die makes as much sense as anything, which is to say it doesn't really explain anything but Tanya doesn't know what would have. She is certain ghosts don't exist on Earth, at least, unless they're all obsessed with secrecy for some reason, because it would be very easy to prove someone really is a ghost (or some other novel phenomenon) and the evidence wouldn't just go away like a convenient end to a parlor magic session.

Focus. What else matters about this? She can keep thinking about novel uses of her magic against intangible ghosts but without a way to experiment she probably won't get far. Liches are - whatever happens when someone deliberately sets out to become undead when they die, possibly as an intelligent zombie or a more true-to-life ghost. Any deliberate process people iterate on is bound to produce better results than the natural one they're imitating, so liches are presumably the most prosocial undead; unfortunately they're also the rarest, at least around Noctimar. (Not that the local baseline for sociability is very high.) 

"Can you say more about vampires having 'automatic control' over other people they turn into vampires?" If there's a magical spell for controlling other people, somehow, then it's rational for vampires to apply it in exchange for making other people undying (because they don't have contract law!) but it would also be rational for everyone else to use it whenever they could get away with it. This is a scary thought but the world is clearly not a pyramid of magically 'controlled' people so Tanya must be wrong about something.

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"Oh, uh, it's like a - do you remember when you were flipping out over Charm Person and I said, Charm Person doesn't do that, that's Dominate Person, or something like that? Vamipres have that on tap and they also automatically get it if they drink somebody's blood and turn them into a vampire spawn."

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"...what exactly does it do, and why hasn't this led to everyone important being mind-controlled by someone else, concentrating power with one or a few rulers? Regardless of whether they are vampires."

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"I've never been Dominated but I think it's basically total control of and insight into what the subject's up to? It's not everywhere because it's fifth circle, a first-circle protection spell will prevent it if anybody sees you coming well enough to time that, you have to re-cast it periodically and beat a save both to land it and to get the subject to do anything especially objectionable to them, and also I think it doesn't work if you're on different planes but there might be a trick for that, which matters because really heavy duty casters spend more time on other planes."

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Tanya rotates this in her head to try and fit it to the observed world.

Only rare and powerful spellcasters can do this. However, all vampires can do it, and they can turn other people into vampires, and then those other people can do it too without having to become powerful. Vampires may have some limits imposed on their numbers due to requiring blood, but Noctimar doesn't seem to be ruled by even a small vampire clique. (They're also vulnerable to sunlight, which is why you'd expect to find them in Noctimar!)

It's possible that a small group of vampires can't outfight the somewhat larger group of people who can defend against their magic. However, the thing about vampires is that they can make more, they're like a species that breeds almost infinitely quickly. As long as there's even one vampire left they can find a defenseless village and tomorrow you have a hundred vampires again, and under that original survivor's control to boot. And that survivor doesn't care that a hundred vampires can't support themselves off the local population; he will keep creating more and sending them into combat as long as he can find defenseless people.

Against this, count the fact that the domination spell can be 'thrown off' whenever the subject is given a 'particularly objectionable' command, and being sent to fight and likely die for a stranger must qualify. And then you have an uncontrolled vampire, putatively with all the powers and magic you have yourself (seriously, they can just grant magic to people? Tanya has to explore that - later -) ...this is clearly not something you'd want to risk. (But is everyone here truly so rational as to not take stupid risks that end with a hundred newly uncontrolled vampires?)

Similarly: assume you start with a hierarchy of mind-controlled people, or better yet a reinforced lattice. Sometimes some of them throw off the mind control. (Assume they throw off all the controllers at once, otherwise this would be a perfect counter and Belmarniss would have mentioned that.) Most of them are then motivated to escape, and some to sabotage or take revenge. Some of them might control large sub-organizations they could use against you (although here, lattice control does sound like it would help?) or that they could simply order to self-destruct to hurt you. Sabotaging operations might not count as a distasteful order because everyone is being mind-controlled and wants them to be sabotaged?

Building an organization purely out of mind control is the antithesis of everything Tanya believes in. It's worse even than a chaotic world of universal non-cooperation, because islands of cooperation can arise and spread in chaos but the mind-control organization will organize to wipe them out, like magical communism on steroids. Tanya is enormously grateful that such a thing clearly doesn't exist, even as her mind insists on trying to come up with ways to make it work. If mind control follows a symmetric graph that doesn't have a head you can cut off, not even in a sub-organization, and any one person throwing it off is attacked by the entire rest of the organization, and they can all check each other for mind control and fix any lacks... Or maybe a decentralized network of cells, each too small to matter much but using mind control tactically to enable shorter-lived operations - that probably wouldn't work, you'd need the cell leaders to be loyal anyway -

...

Alright, now she can do some mental screaming about the existence of absolute mind control and reading magic aaaaaaah!!!!!

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"I have several questions but the only urgent one is how likely are we to encounter someone with that spell, what does it cost to use the protection spell you mentioned, and whether there are ways to make it permanent in your magic system." 

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"I think the vampire has to bite you to land a Dominate that way, so your shieldy thing is probably very good in that way; if one gets me, killing the vampire should do the trick but if it doesn't for some reason, try stuffing me in the bag of holding because that's extraplanar and might work. A non-vampire caster is not necessarily harder to talk past than any other sapient we run into. I don't expect either, it's the sort of thing that attracts adventurers if someone's setting up as a warlord bloodsucking or otherwise and I'd most likely have gotten rumors about it if not actual party recruiters sniffing around the wizard school. I don't think you can make Protections permanent on people - maybe you can build them into hallowed ground or something but you can't just walk around with one on forever. Might exist an item that has expendable reactive charges that go off when someone tries something but I've never seen one for sale so it's probably hard or obscure or both. The spells don't have expensive components so it's just one of my wizard slots, but it only lasts a few minutes."

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"Oh, the vampires can only mind control people when they bite them to suck their blood? That's much better than I feared. In that case the only danger to me personally is normal mages." And fifth-circle mages are very rare, which might enough to explain the state of the world.

"I'm still not sure why there aren't many more vampires around. Especially since it seems rational for them to live underground. Any one of them can create many others very quickly, if they don't care about being certain to maintain control, some people might use that to sow chaos and others might just be stupid. And they live forever. If there are too many I suppose they might starve for lack of blood, but the non-vampire population would go extinct first."

"Also, if a vampire can make another out of anyone, that sounds like a shortcut to giving someone extra toughness and magic abilities for free, and I'm not sure how that could be used reliably but I suspect that with enough thought and research and testing something might end up working. And then, again, we'd see a lot more vampires. Does this not happen because vampires, like other undead, are not quite the same people they were before and don't follow plans or agreements they might have made before and are likely to hate the vampire who made them one even if they didn't mind-control them? For example, is it definitely not a winning strategy for an army, or just a company of men, in an otherwise unwinnable scenario to all become vampires?"

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"I think that is the case but have not specifically studied vampires and nothing actually stops a vampire from also being a caster. It would make sense for vampires to live underground but if they make it obvious that they're around, somebody will go kill them, so the ones that want to take advantage of the immortality are not super obvious or else try to have a buffer of neighbors who for whatever reason want them to be around. Like, they're not unkillable, they'd ruin my day but there exist people who can wreck them and call it Toilday, and building up a power base is inherently a somewhat stationary activity so they don't get to choose the time of such engagements. Everybody volunteering to be vampires to turn the tide of a war and then abide by their preexisting arrangements sounds like Lawful behavior? So maybe some Lawful people somewhere are doing it but drow're Chaotic. You would definitely need one of them to already be a vampire to start with. I'd read a novel with that premise though."

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"...when you say someone would kill them, do you mean because they're vampires and have mind control or because the drow tend to assault all outsiders?" Tanya doesn't want to once again mistakenly assume that mind control is frowned upon in local culture, even though how could anyone tolerate any chance of that happening to them.

('Lawful' and 'Chaotic' translate as approximately those words, but with much more cultural weight behind them. Like they have and need and deserve capital letters. Which makes sense, and drow society certainly doesn't seem at all lawful but at least they have the concept of it, and books.)

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"...because they're scary. I think a vampire who used to be a drow could be tolerated on that axis, one who used to be something else less so, but they're scary and unless you can predict one reliably you probably don't want it next door and if you can predict it reliably and don't want it dead the rest of the way, that's because it's got a track record of behaving in a way that does not include for example mind-controlling you and yours. We do not at this time have an openly vampire resident with a tolerable track record, nor rumors of a newcomer vamipre people are scared of, in the environs of Noctimar."

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It sounds like they wouldn't band together to kill a powerful drow wizard just because they were therefore scary. This isn't material and Tanya will leave it be. It does mean that the only thing that stopped them from killing Tanya in her sleep was that they (even Belmarniss) didn't realize how dangerous Tanya could be, but that's not an entirely novel realization. (They probably didn't realize Tanya has no reason to slag their city and so can be relied on not to do that. 'Attack your neighbors for being too powerful' is how the War started.)

"All right. It's very unfortunate that there's no permanent protection or hard counter to mind control spells, I expect there's a long history of failed attempts to create such since everyone who could afford it would buy one... In the longer term I should find opportunities to record these spells so I can recognize them and react before the casting completes."

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"If you can find someone to let you watch them land a Dominate, sure."

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"I'm not under any illusions that this would be easy or cheap. Which is a good sign since it means it's unlikely to be used against me, but best to be prepared." Tanya wants to become a peaceful civilian with all her heart and also isn't going to give up any means of defense against mind-control magic.

...if she finds a useful and profitable civilian niche, she might want to give up (or sell?) her orb, in order to stop being either a threat or a valuable mind-control target to anyone. But it would be very hard to make sure everyone believed she did it, since local mages don't depend on implements they can give up or destroy. Also, she has a duty to go back to Germania if she can, and as far as she knows she can't but she doesn't know everything.

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"Cool, same page there."

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Good! They can proceed upstairswards on a course that takes them upwards on net.

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When they're setting up to camp, a lone bat flaps into the cave where they're doing that, and then out again.

"We don't want any trouble," Belmarniss calls after the bat. "- suspect it's a familiar," she adds to Tanya.

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"I couldn't detect it as magical. For what it's worth. ...so familiars understand language? Does that mean they're people, I thought you said they were animals?"

There's nothing in particular Tanya can do about this except follow the bat and she can't even do that without lighting herself up. She'd become alert, if she wasn't always alert when awake in unsafe territory.

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"Familiars are people but most of them can't speak, only understand - this one will probably be nodding and shaking its head at its caster. They start as normal animals but become smarter in the familiarization process."

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"Do I misremember you calling them animals or is this a translation problem? I thought 'animals' excluded 'people' but that might be a cultural assumption. ...How can I avoid killing someone by accident if they look like an animal? Aside, yes, from not killing animals without need, I meant in a combat situation but actually it might apply more broadly, is there a way they can quickly demonstrate being a person regardless of what they look like? This might be a badly posed question if they become people gradually, I'm not used to there being gradations of people since we only have humans."

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"I mean that they start out as animals. I would also idiomatically say that someone who has a shapechanging spell 'turns into an animal' so as to avoid having to say 'assumes the outward appearance of an animal but is of course still a person the whole time'; familiars are animals sort of that way. I have never had a familiar so I don't know how gradual it is while it's happening, but they'll usually be with their casters, or doing something kind of weird for a normal animal like in this case scouting, and I guess if one is a spy it might be deliberately hiding among other animals of its kind but then it's kinda taking its chances, right."

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Someone who pretends to be an animal invites the treatment due to animals. The problem is that some of the actual animals are also people! Well, Tanya already had to watch out for animal-looking alien people, she might as well be careful of pigs and horses too. ...and bats apparently. She doesn't need to deal with animals in her daily life anyway, she can just trust anything she's served at a restaurant is fine - UM.

...maybe she should temporarily become vegetarian until she's better oriented? 'Farming slaves for meat' sounds horribly plausible, you can get them to follow orders easier than farm animals!

Tabya puts that thought firmly out of her head. It is a future potential problem, revisit in a week.

"I was worried about - suppose I concluded centipedes were useless and dangerous vermin, and started shooting them on sight, and then it turned out I killed someone, or even just someone's familiar. Now I need to check if every animal is actually hostile, which - is good practice, really," because Tabya is not at war with the animal kingdom and is not working for animal control and needs to start adjusting to civilian life! Seriously, 'shoot on sight'? She has a lot of work ahead of her.

"So there may be a wizard within quite a large range of our campsite. I don't see anything we can or should do based on that alone, do you?"

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"That is certainly a problem you invite by shooting at random things but if you pull your hits a little you might not kill a familiar, they get a little tougher than the source species. The caster could be a sorcerer or something weird, familiars aren't wizard-exclusive. And no, I think we should wait here and obviously not want any trouble."

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Tanya is dubious about her prospects of exactly calibrating optical shots for every individual member of every animal species known to man drow. She will take Belmarniss comment about 'shooting at random things' in the spirit it was intended, even thought Belmarniss was earlier asking her to shoot any giant centipedes that came close and it clearly falls within Tanya's duties as the professional security guard for the trip.

They will make camp and one of them will stay on watch and not invite any trouble and hope trouble doesn't seek them out.

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Belmarniss will take first watch; she's got an acceptable number of spells, and the bat's caster is likely to come sooner than later and she is somehow the diplomacy specialist in their group.

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Tanya is not aware of Belmarniss' opinion that the bat's caster very likely exists and will come soon, or she might have chosen to stay awake.

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They take about an hour to show up! Belmarniss nudges Tanya with her foot while she says, "Hey there, like I told your bat we don't want any trouble."

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Tanya takes a few seconds to spin up her orb and start casting, but then she lights up the cave and starts flying and creates mirrors around her head for wrap-around vision. Anyone with Detect Magic up will see a Strong Universal aura on her.

She smiles and does not point her gun towards anyone. Who are the visitors?

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There's four drow, one with a bat hanging from an appropriate contraption mounted to her shoulder, and an orc. One of the drow startles a little when Tanya casts; Belmarniss says "she just does that when she wakes up," and they calm down a touch.

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She also keeps doing that until she goes back to sleep!

Tanya will let Belmarniss talk to them. She's only here in case something goes wrong, so hopefully she won't have to do anything but smile and nod.

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There is some silent staring, and then Batdrow says, "Seen here says you're not too scary."

"I imagine something was lost in the translation, what I told it was we weren't looking for trouble."

"What are you on your way up for?"

"I'm a wizard, I wanna do wizard shit, hit a library and stuff. She's a human and wants sunshine for some reason."

"What's got you palling around with a human?"

"Well, you see, she can just do that," gesture, "whenever she wakes up, that's pretty neat, isn't it."

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Tanya will continue to let Belmarniss handle the talking and not inquire whether it would help the discussion for her to become more legibly scary. Belmarniss knows she can ask her to do that if she needs to.

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"You learning how to do that?"

"Maybe."

"Your human going to make a fuss about our stuff when we march it through?"

"Don't think so. Tanya, you going to make a fuss about their stuff when their stuff walks through here?"

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Ugh, slavers. The prosocial thing to do is to disable or kill them, free the slaves, take them back home (i.e. to the surface with them) and get brownie points from the local humans. This doesn't have the normal slave-freeing problems of having nowhere to put them or that the slavers will enslave someone else as substitute, so it's really the best possible situation for freeing them.

However, she hasn't coordinated this with Belmarniss (and can't right now), and shouldn't do this if Belmarniss is strongly opposed. The reputation will attach to Belmarniss as well as Tanya and Belmarniss will want to return home eventually. She might also have other objections that Tanya would appreciate once she heard them. Also, taking responsibility for the freed slaves might involve hard work and/or danger on their way up, and failing to safely escort them back to their homes would reflect poorly on her.

...they can always go back and attack the raiders after they have passed through, if they conclude they should after talking about it in private, and that's probably the winning argument.

"I won't," she confirms. "Don't start any trouble."

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"We talking little stuff, big stuff, stuff with feathers...?"

"Struck out on the feathers. Little stuff," shrugs Batdrow.

"Shame, everybody loves stuff with feathers. Better luck next time."

This appears to be enough pleasantries; extremely quiet whispering ensues and the drow pull forward a string of halflings, plus an orc who is apparently trusted not to run off because he's not attached to the string, into the cave, and begin to walk through to the far end, giving the camp plenty of space.

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Tanya will be very alert for any sign these drow or anyone who still hasn't come into the cave is going to attack them, take any sudden use of magic as hostile, and otherwise let them pass.

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Nope, they're warily watching right back but they have an uneventful quiet shuffle on through the cave, and then they're gone. The halflings don't even entreat them for help.

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Tanya waits until their footfalls can't be heard anymore, and then quickly flies a little ways after them to check if they left the bat to eavesdrop.

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The orc, not the bat, is bringing up the rear, and looks over his shoulder when he sees the light.

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She's not coming after them or going far from the camp at all, she's just checking that they are indeed going on their way and aren't leaving the bat behind.

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No bat. Just the orc, who waits to be called before advancing into the next chamber.

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Alright. She flies back to Belmarniss.

"We can free the slaves and return them to their homes. It would be the prosocial thing to do, disincentivize raiding and slavery, and gain us goodwill on the surface. However, even if we kill all the slavers word might eventually get back to Noctimar about your involvement, and this would be a problem if you return home. And they might be difficult to protect on the way up, and slow us down, but on the flip side they know the way up and will have seen any other people we're likely to meet, so it's likely a net advantage in those terms. What do you think?"

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"They keep halflings as slaves upstairs too. If they were trading in humans you'd have some amount of a point."

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...oh. 

It's good for Tanya, personally, if the humans upstairs limit their slavery and other objectionable practices to halflings and other non-human races. It's still bad and wrong but she can't do anything to change a whole slave-owning society (except try to sell them on the rational virtues of capitalism and cooperation). And she can't do anything for these particular slaves either so she can put them out of her mind.

"That makes sense, if you strongly expect that they were slaves on the surface, and can't and wouldn't want to be brought back up and set free without further help. Are all halflings in Taldor enslaved?"

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"There are plausibly free ones but those'd be more of a hassle to get ahold of and train and there's no real commensurate price increase unless you can convince some gullible buyer that you have on your hands a genuine halfling princess and you can just as well bullshit about one who was a slave when you got them. If they got somebody free it was by sheer accident."

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That makes sense. "What about the orc? He didn't seem to be enslaved."

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"No, he was. Just isn't new and they don't think he's a flight risk."

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Oh well. "Then there's nothing we can do." And Tanya can go back to sleep, after waiting a little longer just in case.

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Yup. Belmarniss'll wait for her to wake on her own.

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She set her alarm for eight hours of sleep, as agreed, minus the hour and change since she first went to sleep.

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"Nothing else happened."

And sleep for Belmarniss.

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Tanya will stand her watch.

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And then they can get up and move on. And again, and again. (There is actually a slightly reduced monster density on the rest of the trip, maybe courtesy of those raiders.)

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And eventually reach the surface before running out of food?

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Yes, though it helps that Belmarniss knows which cave animals are edible.

When they pop up on the surface, it's night, and there's trees obscuring the stars, but there's fresh air, and green smells.

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Finally. They climbed so far up they might as well be on a mountain! But then, wouldn't it be easier to make horizontal tunnels? What made these gigantic cave systems?

"We should make camp inside the tunnel one last time and wait for daytime to scout."

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"It's pretty like this," Belmarniss remarks, but she sets about it.

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"I appreciate it too" (after the endless caves the breeze of fresh air is very literally that) "but we have no idea which way to go. Once the sun rises I'll be able to fly up and see for many miles around to find the nearest settlement or road or river."

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"Yeah, makes sense."

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Tanya is relieved, and hopeful, and anxious, and she can manage however long it is to sunrise. 

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It's four hours. Belmarniss is grouchy about the light, but quietly. She'll retreat into the cave to pack up while Tanya flies.

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"You don't want to come on the flight? Doesn't the penumbra solve this?" If Belmarniss prefers not to be in sunlight they won't work well together, but their journey might be almost over.

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"Isn't that tiring, bringing me up that high? I didn't prep Feather Fall."

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"I can do twenty minutes without noticeably tiring and that's enough to go a few miles up and back down. ...I can also cast an opaque illusion to put you in shadow if that helps."

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"Penumbra covers enough that it doesn't hurt but I'm still not used to it... but yeah. Sure." Hammock thing?

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Hammock thing with complimentary sun-shade!

Going up at a gentle one gee for ten minutes can get you as far up as you could possibly want. What is there to be seen?

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Sunrise is coming up from thataway so that's probably east! Their aperture is on a mountain slope, and the trees around the aperture look younger than the ones farther away - maybe raiders fill up whatever carrying capacity they haven't managed to exhaust on other stuff with wood on their way back in. The nearest town is about four miles to the southeast and on the other side of a river and looks very small, surrounded by farms. There's another a bit farther away and a bit bigger, east by northeast. More of the same in the mostly-easterly direction (not much is visible past the mountains to their west), but farther southeast, maybe forty miles, there's a town that might have two-story buildings and things like that. It seems like it might be spring, depending on the usual climate here.

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Tanya commits this to her orb's memory.

This works by mentally creating an illusion matching what she sees and, without casting it, having the orb remember its spell parameters. It's good enough for a page of text or an aerial overview but it means she won't be able to zoom in on little details later, the way she can by creating a foot-wide lens right now. (She zooms in on the towns while she can and records that too, of course. Belmarniss can also have a look through the lens.) "Anything you want a closer look at before we go back down?"

Tanya can make a very large lens but she cannot increase the amount of light that comes through it, which means the highest useful magnification factor is x1000 or so. But if she illusions a dark box all around them with the lens the only source of light, and waits for their eyes to adjust back to the dark, she can zoom in a million-fold. She could identify people in the town forty miles away, if she knew their faces and knew exactly where to point her magical camera instead of painting the whole town on a one-foot-diameter objective.

(Why yes, aerial mages do wonders for surveillance. The only real counters are poor weather and your own mages. ...or living underground, that would do it.)

However, whenever she adjusts the zoom level (e.g. to point it at a closer town) their eyes have to re-adjust, and if something nonmagical flies at them while they're in the dark-box she won't see it coming. If there's something that deserves extensive surveillance, Tanya can do it on her own after she takes Belmarniss down.

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"Bulette," Belmarniss identifies, pointing north at a nearby bit of mountain. A monster is trundling along. "- I don't care about getting a look at it, just thought I'd point it out. Are we stopping at the little village before we go on to the city? Looks like the road goes that way... if we look close enough and the angle's good I might be able to identify the symbols on their churches."

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Tanya can spend a minute zooming in on the churches if Belmarniss can point out which buildings those likely are, or just on big central buildings if that helps. (Ugh, but this is legitimately important in understanding local social dynamics and is half the reason Tanya has brought local social expert Belmarniss along.) And then they can start descending.

"The close-by villages are likely to be the ones recently raided and unwelcoming to drow," she observes. "But if we can peacefully learn where we are on your bigger map, we can determine if we want to go towards the bigger town at all or if we actually need to cross the mountains or something. And that only requires asking questions, not staying there, so I can go in alone if you think that's best."

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(Belmarniss identifies the nearest villages as having Erastilian symbols and spots an Abadar, a Pharasma, and an Iomedae in the bigger town too.) "I can look like a surface elf for twenty-four hours at a stretch if I want, if I want to blow a third circle spell on that, but I'm not actually sure how much that helps in practice. I think the big town would be on the way to the coast by the shortest route, loosely, so if you want a big port city that'd be the direction to head."

The atlas confirms this, and tentatively identifies the big town as "Jaru".

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"If I'm by myself I can fly fast enough to cross the whole country in a day" (in an hour and a half, really, counting only the densely populated western part) "so it's mostly about where you want to go. I don't know how far I can fly you horizontally in a day without tiring, we'll try and see - say, ten or fifteen minutes of flying every hour, see if I can keep that up all day and not wear myself out in case of a fight." 'All day' is still only eight hours long if they're camping in the wilderness. "We might be limited more by what speed makes the wind too uncomfortable for you or the drag too much for me. If we can only manage fifty miles an hour for a total hour of flying per day, that's still much better than walking but it could take a week or more to get to a particular city."

"Do you have any specific plans beyond going to libraries? I don't know enough to make plans for myself yet."

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"I don't know a lot more than you, not confidently. I probably want a big port city. They'll see more exotics there and I'll benefit from seeming like I might be from farther away and less like what they expect from drow." Sigh. "Plus the libraries'll have stuff from farther afield. Though I could imagine wanting to stop in a town we visit on the road if it's hospitable enough. Since traveling by river doesn't help us basically I think I want Cassomir, not Oppara. But I'm guessing, could learn anything once we're talking to people. Next Share Language should be Taldane, I've probably got an accent and you'll pick that up but it'll get you started."

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Cassomir is on the border with Andoran and on a major river. "That makes sense. We'll want to follow the mountains south and swing west when they end, going over won't save us that much distance so we need not risk it." Those are some impressively tall mountains. "And I should start learning the local language. I can't buy a dictionary to a language I actually know but I can at least buy some paper and start writing things down. When the language spell ends I remember syntax much better than vocabulary." Tanya didn't have any downtime on the way that she could spend being distracted from her surroundings, and once she's around more people who speak Taldane it will hopefully be easier anyway. She'll have more time to talk to Belmarniss in the next few days than she has before if they spend most of their time waiting for Tanya to rest from flying. (She could double the pace but she'd be tired in case of a monster attack. As long as they can buy or at least hunt food she doesn't care if the journey takes a few days longer.)

"If we stop in towns I can probably spend some time profitably talking to locals, if only to practice the language, but we'd need to pay them. You might be able to sell spells, although small towns might not have enough of a market. I'm not sure what I could do to earn money short term. I can kill bulettes but I assume towns don't normally have dangerous non-people monsters nearby, let alone Cassomir once we get there. ...although I can quickly fly out to somewhere that does have one, if I knew where to go."

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"...I'm not sure exactly what kinds of conversations you're envisioning having that you need to pay for. I do expect to be able to sell spells to anyone who'll do business with me at all. Towns are probably low-monster but might be generally aware of what's cropping up in the general neighborhood and be able to send you on hunts for whatever's bothering their farmers."

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"If I wanted to talk to someone for a few hours just to learn the language, I imagine they might want payment or some favor just for their time? Maybe I can find someone old and retired who doesn't mind talking to strangers, although I can't tell them any interesting news or stories. I don't know that I'd be much good at hunting down monsters unless they're detectably magical or easy to spot from the air like that bulette was at the time, I can't do much if they're in a forest or even just sleep in a burrow and come out at night, but it's worth asking about and trying. ...I can fly letters or small packages to towns a hundred miles away, if someone happens to urgently need that, but it might be best to keep a low profile and not reveal too many of my abilities until I'm better oriented, and visiting all the towns around delivering air mail is the opposite of that."

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"I guess I was imagining a smattering of short conversations and not sitting down with one person for hours, you might indeed have to pay someone to sit down for hours. I do speak Taldane, to be clear, I just have an accent. I'm probably better at Taldane than at any other surfacer language because when new halflings come through they speak it and we can get updates on how it's used."

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"I'll use available time to talk to you, if you don't mind being my language tutor, but you might be busy some of the time," or she might not like it. "It's not very important. ...do any of the neighboring countries speak Taldane?"

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"I think it's popular throughout their former empire, which is most of everything to the west of here."

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"Good, that's useful."

And after a short rest they can try out horizontal flying. It turns out Tanya can fly and carry her at a hundred fifty miles an hour (any more and the air resistance is prohibitive) for ten to fifteen minutes every hour for eight hours a day without tiring too much. It helps for Belmarniss to be tightly wrapped in a blanket so she doesn't have to feel and hear the wind. And Tanya isn't sure the hammock or the rod it hangs from can keep taking those forces, so ninety miles an hour is safer until they get Belmarniss a rigid lightweight container to lie in, or forty if she doesn't like the blanket option.

"Do you know what transportation technology is available on the surface? All I've seen so far is horse-drawn carts, but this is a remote and rural area."

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"I'm not sure what else you were expecting, I think horses are standard if you can't teleport and aren't going somewhere accessible by boat."

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"Teleports are very rare and expensive, right?" Otherwise the world would run on them and they'd have teleported to the surface and also everything she knows about logistics and transport economics would be wrong because price would no longer be a function of distance or route. "Are there no known ways to move carts - or anything on wheels, or ships for that matter - faster or cheaper than horses do it, whether mechanically or magically? We invented at least two ways to do it mechanically on Earth, as long as you have something to burn as fuel." Railroads need building out, so maybe steamships are an easier first step? Tanya is going to be SO RICH if she can only remember how to build a modern efficient steam engine and not just a toy demonstration of Watt's design. Internal combustion engines are simpler in principle, but they require an oil supply and possibly better machining or something? Definitely something to try reconstructing once she has short-term funding. She only needs enough to convince a real engineer the venture is worthwhile, but she has no credentials and her story might be laughed off..

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"They are fifth circle. Everyone who can learn it does, I believe it to be the single least obscure fifth circle spell, the occasional cleric can also get it - but yes, it's rare and expensive. I do not know a lot about carts but don't know of a way to move them without some kind of creature hauling them."

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"Long-distance bulk transportation is enormously valuable and benefits the whole economy. I'll have some reading to do, once we find a good library."

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"I continue to think maybe you will like Abadarans."

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Hmm. Well, it's possible to like Abadarans without liking Abadar, in theory. "What are they like?"

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"I've never met one! But you keep reminding me of how they come off in books. Very big on trade and the economy and stuff. I believe they're one of the kinds of clerics that can get Teleport."

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Tanya isn't sure she likes the sound of that. "Do you mean there just happens to be a lot of overlap between Abadarans and economists, or that it's part of the actual religion?"

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"I expect it's some combination of Abadar choosing economists, economists worshiping Abadar, and people who wind up interested in Abadar even by sheer coincidence being inculcated into economism."

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Well, at least it's not nearly as bad as having dogma about economics. If you can't change your mind and create new theories you end up like the Marxists. And even if you get your economic dogma right, your schismatics will change it just to show they're different.

There's probably still some amount of chilling effect from the faithful of other faiths deemphasizing economics or refusing to accept Abadaran theories because religions can't just agree on things, it makes them look silly, but hopefully it's not very bad and sensible governments will adopt good trade policies even if their population doesn't worship Abadar.

"I hope they're good at it, then." The world isn't actually as simple as 'economism', because many people aren't rational, but economics are a crucial part of the picture.

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"You can stop in at a temple sometime. Their symbol's the key."

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Tanya really hopes she won't have to deal with a temple to participate in trade and the economy!

Are they stopping at the nearer village to ask questions or pushing on?

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Belmarniss is pro-stopping! They might decide to take her money and sell them food! Plant food!

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Tanya is also in favor! The main downside, after all, was that they might be hostile to drow. Does this mean they're going into the village together? And should they fly all the way in or should she let Belmarniss disembark sufficiently out of sight and then walk the last mile or two?

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Definitely together. Walking the last mile seems good, gives Tanya a little recovery time if there's some kind of overzealous guard situation.

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Tanya is careful not to get noticeably tired, she's not flying Belmarniss nearly as much as she could if she wasn't keeping herself ready to fight. She was thinking more about what it might look like for her to fly in carrying Belmarniss in an improvised hammock, she has no idea what impression that might give and Belmarniss is the cultural attache. Anyway, they can walk in. Does this place even have guards? Or any magic signatures anywhere nearby?

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It's a little slip of a farm village but there is a guy walking around with a spear and a set of leather armor who does look like he's not thrilled to see Belmarniss. "Hey, we're just adventurers passing through, where should I go pay twice the going rate for a loaf of bread?" she offers in Taldane.

The spear guy looks at Tanya.

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Is that an agreement to standing discriminatory pricing or merely the starting offer of a negotiation where 'twice the going rate' is merely the bottom? ...no, she's being sarcastic, obviously she's not negotiating the price of bread with the guard.

What does he want from her, does she look like she's Belmarniss's minder even if she's not flying the locals might want to talk to the token human as if she was Belmarniss's patron/owner/license/guard/spokeswoman the way people talked to Belmarniss about Tanya back in Noctimar. Bleh.

"We're passing through and want to buy bread and possibly other food and supplies. Could you please direct us to the bakery?"

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"You trust this drow, miss?" he asks.

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"I do." With her life, in fact, every night she sleeps and leaves Belmarniss on guard. "She is a trusted ally and her help has been invaluable." Tanya hopes this guard's faith in human strangers is well-placed, because the alternative is worse. Well, it's not news that ethnic tensions are ugly.

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"Bakery's down that lane on the left."

"Thank you," Belmarniss tells him, and she gives him plenty of room on the way past.

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Tanya walks into the bakery before Belmarniss, just in case.

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There's bread in there, and some kind of local thing that's like a pretzel shaped like a figure eight. Belmarniss pulls out some copper and hands it to Tanya.

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Seriously? ...Tanya will pretend to be Belmarniss's commander here to buy food for both of them, how about that.

"Hello. How much for -" she names an amount of bread they can reasonably eat before it goes stale. Does this place sell pastries or anything or is it just plain bread?

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You can get a figure eight with a quail egg cooked into each hollow and there's a kind of roll with honey and raisins in it.

Belmarniss hangs back by the front door. The baker stares hard at her before returning his attention to Tanya and naming a figure for a loaf and an egg-eight and a roll all together.

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Tanya has absolutely no idea what prices are reasonable, so if Belmarniss gave her more than he asked for she'll pay the asking price. (If she didn't want her to pay that much, she shouldn't have given her that much money!)

Tanya has absolutely no idea how to haggle, let alone with cultural aliens, and she's making a small one-time purchase and has no alternative supplier, so.

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The copper covers the asking price! Belmarniss looks pretty excited about bread, when Tanya comes out.

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She is welcome to the fresh bread! Tanya also appreciates it after the endless mushroom monotony.

...wait, is this - "if this is your first time trying bread, this isn't bad but it can get a lot better! Should we buy something else, maybe smoked meat or cheese or something? I didn't buy any more bread because it goes stale after a day - edible for a few days, but doesn't taste nearly as good - but I don't know what else might be cheap."

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"We have meat downstairs - I guess they have different kinds - I would love to try cheese and I also hear good things about fruit."

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Of course! Fresh fruit and vegetables! Tanya is too used to the front where canned preserves is all you can get. Does this place have a market - probably not, going by the village's size, or just not today - are any other stores marked with a sign or something?

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Looks like not today. There is an apple tree in that yard there, and a little general store.

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They can't just take the apples from someone's tree! Or the village's communal tree, as the case may be. (Are apples even in season?) 

What does the general store offer? The fact it exists implies there's enough traffic through this village to both supply it and keep it in business, so hopefully they offer wares useful to travelers and food is definitely on that list.

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The apples are not ripe, and she might wanna warn Belmarniss of that, since she is looking speculatively at them.

The general store has things like rope and nails and candles and cloth, and some animal feed. There is, if they look hard enough, some jerky and nuts and dried fruit and travel biscuit.

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It can be hard to tell if an apple is ripe! They come in all sizes and some kinds just stay green and Tanya doesn't know this one! Also, apples can keep ripening once picked, so it's really best to find a seller you can trust - ahem. She'll warn Belmarniss.

The travel food is more exciting. Dried fruit and nuts are nutritious and have vitamins (if not as much as fresh fruit), and meat is essential to a growing girl's diet. The biscuits are the kinds of rations you save for last, but it's still important to have.

How much is Belmarniss ready to spend here and how much does that buy them? They can also stop to buy supplies at other towns en route, one or even two per day, so they can be somewhat picky about prices and also don't have to carry that much.

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"...seems overpriced compared to the bakery," she remarks. "Is that because it's dry and it'll keep? How long does bread keep? We aren't going for a six week wilderness hike."

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Tanya is glad she can be the human food expert!

"Bread starts getting hard and not as tasty within a few hours of being made. It's edible and nutritious for - three to five days, depending, I don't know what the local bread is like, but you don't normally buy bread if you expect to eat it days later. These biscuits probably use the same flour and last for weeks, but they start out hard and not that tasty. Biscuits do require more preparation than bread" (that's why they're called twice-baked, right?) "but I have no idea how much it really costs to make either one in this particular village. Maybe travelers coming through are rich enough that the sellers just price traveling food higher. Meat will always be more expensive than bread and other wheat products like beer; the fruit and nuts are probably expensive just because the locals grow wheat as their staple, and grain keeps but most of the fruit is eaten fresh and not preserved."

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"Travelers are probably usually rich," Belmarniss agrees. "If grain keeps why doesn't bread, isn't bread made from grain?"

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"Bread is made from grain. I don't know why exactly bread doesn't keep - I assume Earth scientists do - if I had to guess I'd say part of preparing it is to make it easy to digest, and then if you don't eat it it's quickly digested by - um. Tiny omnipresent lifeforms, like I mentioned with the disease, except the bread isn't alive and can't defend itself. But it might be some other purely chemical process. Bread goes hard long before mold grows on it, so it's probably something I don't know about."

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"Huh." Munch munch bread. "What're those?" The nuts.

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"Nuts. They're - like fruit, in a botanic sense. They're crunchy and may or may not be to your taste, they usually keep for months and are very calorie dense."

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"Sounds exciting."

Belmarniss will shell out for some travel food but not the hardtack. They're not going to be that long between towns.

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"I expect there will be more variety and quality in a city. And lower prices, hopefully, since there's more competition and bigger markets. If we're sure where we are on the map then I can't think of anything to ask that's not better asked in a bigger town closer to the coast."

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"I think we're sure to within the accuracy of the map, which isn't perfect, but there's roads and that helps."

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"We're going to the second biggest city in the country on the estuary of its biggest river. As long as we're even approximately correct we'll be fine."

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"Here's hoping."

She likes nuts, it turns out.

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She can buy more of them if she likes them! (Tanya thinks harvesting wild nuts and fruit is a bad idea; unfamiliar kinds of nuts might be poisonous.)

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"Reminder that Detect Poison."

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"Does it work on anything that's bad for you to eat, even if all it does is cause diarrhea the next day? ...are exactly the same foods bad for drow and humans and other kinds of people or are there variants of the spell?"

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"I don't think there's variants of the spell but it may well refer to the caster, so if you're really dubious of something wild I'm having then by all means don't have it, but I have never specifically heard that drow are better at tolerating anything edible than humans are or vice-versa except insofar as there's some stuff you can build up a tolerance to if you introduce it carefully and we have longer to do that in."

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"At least on Earth there are differences in tolerance even between humans. Some humans can't even drink milk!" Tanya couldn't drink milk in her first life and that might actually be the (only) legitimate benefit to her new body.

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"...how do they survive infancy?"

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"Everyone can digest milk in infancy, but some people stop being able to later. It's much more common on some continents than others. Drinking animal milk - without turning it into cheese or something first - apparently wasn't always practiced, although it must have started well before historical times, and the - aptitude for digesting milk as an adult is heritable and it's had time to spread but some people still can't."

Tanya is going to have to recall everything she can from her first life's general education. This is probably good preparation for trying to sell the locals on steam engines or something. A pity that Belmarniss isn't interested in economics or, probably, military science, but those are admittedly much less immediately practical for most people.

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"Oh, neat. Drow aren't that far removed from surface elves so if they can have milk we probably also can but I don't know if they can."

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"Do halflings and orcs also eat all the same things as drow and humans?"

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"Far as I know yeah. With, like, different tastes, maybe."

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This feels a bit weird for unrelated species, but Tanya doesn't know how weird she should consider it to be. She still has no idea how all these weirdly-humanoid species came to live on a single planet which also shares humans and some but definitely not all kinds of animals and plants with Earth. Maybe they all share evolutionary ancestors?

"Well, then, if we happen to spot any wild fruit or nuts or berries you can test them with Detect Poison. We can also hunt if we want fresh meat for variety and spot something, but only if you know how to dress game because I don't." Probably you remove all the parts that aren't meat and then put the meat on fire? Tanya has mage blades and lots of fire so she'd definitely try it if the alternative was going hungry, but she's not terribly eager to experiment.

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"I know how to do fish and bats but not the kinds of animals they have up here, but I'm willing to guess."

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"If I shoot fish I'm not sure if they'll sink or float afterwards. And we'd need to find a river or lake. Maybe we'll spot wild deer or pigs or something, we can't eat a whole one anyway and cutting out some of the meat should be much easier than doing the whole thing properly." Are they done shopping?

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"Just warn me before you hit a fish and I can Mage Hand it up as long as it's not a really big one." Belmarniss has nothing else she wants to shop for right now but they could try their luck getting a room.

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Do they really want to get a room here with these obnoxious people? Sleeping in a proper bed for once would be nice but not so nice that it'd make it worth while dealing with someone who refuses to talk to Belmarniss.

...

Why is she reacting so strongly to this?

The locals have a legitimate security concern with drow, and they possibly shouldn't trust a human stranger to assuage their worries - for all they know, Belmarniss is coercing Tanya! Tanya doesn't even look like an adult! - anyway, it makes sense that people would resent and fear drow even if they think a particular drow isn't a threat. It's not entirely rational, but humans are just like that. Some Germanian soldiers can't be trusted to deal fairly with Russy locals even when said locals are perfectly polite and do everything the army asks of them. Tanya just isn't used to being on the receiving side.

...well, but she isn't on the receiving side, Belmarniss is. So why is Tanya taking it so badly? Did she start treating Belmarniss as one of her men, just because they were together for a while and trusted each other to guard their sleep? Tanya hasn't had any relationships outside the military since she enlisted, so her subconscious seems to have slotted Belmarniss into the closest available category. And Tanya would be furious if someone treated, say, Lieutenant Serebriakov this way because her family were Russy immigrants, not that Visha would need Tanya's help in putting someone like that in their place.

Alright, but this kind of overprotectiveness for a civilian associate is ridiculous, inappropriate, and possibly even insulting. Belmarniss is a capable young woman and if she chooses not to take offense then it's certainly not Tanya's place to do so for her.

 

"If you don't mind the locals' attitude. Do you think it will be better in the city, because it's much bigger and has more immigrants - and presumably different species - or just because it's farther away from drow territories?"

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"It might not be farther away from drow territories, I don't know if they've got apertures there, but it'll be more cosmopolitan, more adventurers from all over. I was not expecting to be welcomed with open arms the minute I stepped into the sunshine? That would frankly be weird."

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"Maybe I have higher politeness norms and they don't think they're making a big deal, you're not reacting like it's one."

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"Nobody has attempted to stab me!"

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It takes Tanya a few seconds to realize that Belmarniss is joking.

"I hope it will be better in the city." After all, Tanya is also a foreigner who must depend on the locals' goodwill and welcoming attitude.

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"That'd be nice."

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Tanya will (very politely) ask the store clerk if there is an inn or similar establishment in the village, and if not, whether he he can recommend anyone who might be willing to rent them a room for the night.

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"...there's a pub," says the general store clerk, looking dubiously at Belmarniss. "Got a couple rooms."

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Then they will proceed to the pub and ask to rent a room for the night. And if there's a private bath, Tanya would like to use it. They don't need to heat the water, she can do that herself.

(In order for dubious looks not to make her uncomfortable Tanya has to keep in mind that the locals are wrong and she is right, and this might be readable from her face.)

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"You can have a room, miss, but your drow I don't want in here," says the woman behind the bar.

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Tanya was braced for something like that. She swallows down her first response, and the one after that.

Being visibly angry won't help. Implicitly threatening someone in, a tiny village a thousand miles away from the capital, is beneath their dignity and also won't help.

Shaming her in front of the other people in the room... might help, especially if this woman doesn't happen to own the place and isn't supposed to be making decisions like that, and from a social perspective Tanya has nothing to lose here since the alternative is to leave the village entirely. But even if that somehow works, she doesn't really want to pressure the woman into accepting them because then she'd have to sleep here. A comfy bed isn't worth much if they still have to stand watch in the night.

"If my friend and I are not welcome here we will leave. When we pass other travelers on the road, I suppose we shall have to warn them of the poor reception we were met with. The baker and general-store clerk were perfectly polite" (in comparison) "so it's only the pub that justly deserves censure, and perhaps only the barwoman. Is it your policy to turn paying customers away from what should be a place of hospitality?" This presumably won't get her to change her mind, but maybe it will make her feel bad enough that she'll hesitate next time.

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"Miss, I don't make my paying customers share a roof with a drow and there's no two ways about that."

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If the other customers really are like that, there's nothing Tanya can do here that will make a difference. (What is she supposed to say here? 'You are bad, and should feel bad?' To a woman who claims she is respecting the will of the market?)

"A pity." She glances at Belmarniss. "Let's go, then."

However, Tanya is going to casually start flying on her way out of the pub. Just in case that makes someone regret turning away rich travelers, or offending powerful ones.

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Well, the regret is at any rate not profound enough to get a "wait, come back".

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"Must not get a lot of assholes throwing their weight around, hereabouts, that has to've taken nerve."

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That is a good point. "I respect their courage, but I wish" - what? That it were in service of a better goal? The stated goal was respecting and fulfilling customer requirements!

"I wish people here were not biased against drow," she amends. "I expect the ones paying them for a night's stay aren't the ones raiding them, and if they are then denying them lodging is not the appropriate response. This serves nobody."

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"I mean, it'd be sort of neat if I could go around with an alignment certificate, assuming perhaps incorrectly that I'm not officially Evil, and have that count for something, but most are."

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A certificate that Belmarniss is not officially evil???

"Are the certificates issued by Taldor's government? They... legislated that drow as a group are 'evil' and award individual certificates to those allowed to stay in their country?" Tanya hazards. That is basically immigration control, just with a much worse name. The names given to laws and government programs often matter much more than they should to the electorate and are chosen accordingly, and this one isn't really a surprise considering what Tanya knew about Taldor's relationship with the drow.

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"As far as I know there is no such certificate and if there were it'd probably come from a church, not the government. It'd just be convenient if the certificate existed and I could get one."

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Ah. That is indeed worse. "Do you know anything about Taldor's immigration control or border enforcement? We didn't exactly come in through a border checkpoint..."

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"Not really, no."

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"Well, we can't help it. I suppose we shall find out in Cassomir, since it is on the border with Andoran."

"We can fly far enough today to reach another small village, if you're optimistic that some will be more welcoming and don't mind occasionally being turned down." Tanya minds but it's not her place to decide their plans based on that.

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"We can also just camp out under a Tiny Hut but I'm up for trying another village if you are."

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"I don't particularly look forward to trying other villages. And it's pleasant to be outdoors again. The accommodations will be better in bigger cities anyway, and we'll have enough time to enjoy them then."

When it's time to make camp, Tanya can look for a place that inquisitive night-time animals won't be able to reach easily. Something on the mountainside they're traveling along, maybe? Flying makes it easy to choose good camping spots. And the Tiny Hut provides shelter from the elements, so they don't have to look for somewhere out of the wind or rain.

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They might still want a place that has not recently experienced rain so the ground won't be wet but otherwise yeah. They can find a good spot in the hills; might be traversed by sheep, but probably only during the day.

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While Tanya's on watch she will endeavor to spot any aberrant night-time sheep long enough in advance to frighten them off before they can wake Belmarniss and cost her her spells.

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No sheep, but a really quite remarkably giant wolf wanders near!

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Shoo. Go look for sheep or something. Will it go away if she -

- actually, Tanya remembers to greet it and ask it to nod if it can understand her, first. And if it doesn't react, then she will try to frighten it away with very bright lights.

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This wolf does not appear to respond intelligently to Taldane.

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Well, will it go away if she (temporarily) blinds it? Tanya can kill it but there's no reason to.

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That makes it mad! It snarls and lunges at her!

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Sigh. Even the beasts are irrational here. She blows its head off with an optical spell.

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Now it is headless and falls down dead.

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And that's the problem Tanya was trying to avoid: the smell will attract more scavengers. She could set the body on fire, but that risks the fire spreading and will probably stink horribly while burning unless she sets it on a lot of fire which will definitely spread.

Burying the body might work? It would be a lot of hassle, but she doesn't see a better way. So Tanya turns to her old and trusty friend: the military shovel. Cutting through the earth with a mage blade at its edge and throwing or carrying loads of earth using the flight spell is a marvel of efficiency compared to ordinary spadework in exercises where the use of magic is forbidden.

She dumps earth on the stump of the wolf's neck and the remains of its head until it's as covered as she can get it. Hopefully this will help. (Also hopefully, the gore explosion earlier didn't spatter Belmarniss? Tanya didn't have time to calibrate her shot very precisely.)

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Apparently blood spatter is similar enough to rain, dust, and sandstorms to have slid down the shell of the tiny hut without getting in there.

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Tanya hasn't seen its rain-warding in action yet, so it's good to have confirmation. Her barrier certainly can't separate 'drops of rain coming in' from 'living creature coming in, dripping water as it goes'.

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No other monsters encroach on her watch.

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Then she hands over the situation to Belmarniss's watch. She can wake her if she needs any more wolves' heads blown off.

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"Will do, thanks."

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Tanya will go sleep in the convenient shield Tiny Hut, for as long as it lasts.

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It lasts longer than Belmarniss's sleep cycle but not by all that much; when Tanya wakes up it's at least had some time to warm up in the sunshine, though, and it's not raining. Belmarniss is pacing around, looking at plants and squinting at clouds, not straying too far.

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"Good morning. Uneventful watch?"

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"I saw some critters but nothing that made it into the monster book or came close."

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"I want to take a bath in a stream or lake on our way." She hasn't had a bath in weeks and it's annoying even if she's technically clean thanks to the marvels of Prestidigitation. "If there's a small enough pool I can heat it, but small pools usually aren't clean enough. Normally I'd just get out and warm myself to dry off quickly."

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"...sure, suit yourself if we spot a good one."

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Was that some kind of cultural misstep? Do Belmarniss's people not bathe at all and only use magic? She did imply bathing was for the poor... Well, Tanya thinks bathing is a civilizational virtue and will not be dissuaded from her plan.

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Belmarniss doesn't make any sort of fuss about it. She did her spell prep already and they can pack up and be on their way.

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The voyage of the flying hammock resumes! With an extra bath on the way, and a choice of several villages or towns to try to stay in or at least buy fresh bread if Belmarniss wants to.

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BREAD

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Breadwards then! (Hopefully they'll have chocolate and COFFEE in the big cities...)

How does this village or small town greet them?

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This one wants Tanya to accompany her drow at all times and a guy in robes from the temple of Erastil emerges and lowkey stalks them before they get very far but they can buy bread! The local specialty has oats in it, yum.

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Ugh. "Do you want to ask them to stay the night, considering?"

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"It'd get us more travel time, if we don't need to stand watch all night, but if you'd still want to do that even in an inn no need to bother."

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"I don't entirely trust them, given their attitude. And I'll need to space my flying more if we're moving fifteen hours a day instead of eight, so it's not quite double the range. I'd rather have more safety than save two or three days of travel. The bigger question is whether we'll be able to trust sleeping arrangements in Cassomir; there'll be more and more powerful people there to mount an attack, if you think it's at all likely you'll be attacked on account of being a drow."

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"Well, I can't rule it out but I do go around looking like a wizard what with the constantly casting spells and I think that helps make it look like a bad idea. I'll suss it out when we get there and if I don't like it I can try to find an amenable boat."

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This is such a depressingly low bar that Taldor might not clear. A young unattached woman, of prime age for relocating to a new country and already a valuable and productive mage, whose current ambition in life is to eat bread and visit a big library. All she's asking for is not to be murdered in the night on account of her race. Every country in the world should be competing for exactly this demographic! If Belmarniss can find somewhere better Tanya will consider moving there too. Who'd want to live somewhere that not only turns away valuable human resources but does it by socially-sanctioned lynching?

"Is there somewhere in particular you'd try? Andoran is right across the border, and the atlas said Absalom is a big city."

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"Andoran might be worth a try but they hate slavery so much they wrap around to sometimes throwing adventuring parties who run around underground doing murders about it so I wouldn't get my hopes up that they think I'm their new best friend if I, like, suggest that I would rather my mom not die, or anything like that. Absalom is almost certainly suitable though."

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'Murdering people empowers us and humans drow slavers are legitimate targets' is exactly the kind of dynamic Tanya was afraid of when she heard about this way of becoming tougher! It's a perverse incentive towards fighting and killing and risk-taking that can twist even the best impulses towards irrationality, such as being against slavery. (It's still presumably net better than practicing slavery yourself like Taldor.)

"Have you heard that Absalom is better than Taldor in this regard?"

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"Absalom doesn't have any drow under it - it's on an artificial island. So they won't have anything personal going on, as a group. It's a known adventurer haven and they certainly throw people who go on slave-rescues more or less euphemistically but it'll also throw every other kind of adventurer, ones prepping for the Worldwound or doing merc work or raiding tombs or smuggling or dragonslaying or whatever, and they all coexist there, or so I'm given to understand."

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Half of those are antisocial practices and the other half might well also be, she doesn't know what the Worldwound is or what the mercenaries are doing. Well, that's what you get for not cracking down on otherwise-incentivized murder and banditry. It makes sense that a lot of ne'er-do-wells would gather in an island kingdom (Tanya predicts high-seas piracy is involved). Absalom probably takes the position that it's not officially their responsibility to police actions outside their borders and then levies taxes (or extorts bribes) from these 'adventurers' for the privilege of a safe haven.

Is Belmarniss saying that with so many different factions and private interests all mixed up it's actually a safer place to be, like a thieves' code of honor? She should aim higher!! Unfortunately, Tanya has no idea where, if anywhere, in this world to recommend as being better. 

"It sounds rather - lawless. I take your point that if they tolerate all those people and manage to keep the peace between them then they ought to tolerate a drow, and I obviously don't have any better alternatives to recommend." It's not as if Tanya can build up a better state all by herself, even the locals can't do it. Great individual lawgivers are probably a myth anyway.

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"I believe they in fact have laws in Absalom! More than downstairs, anyway!"

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"...everywhere in my experience has some laws, the question is do they have good and consistently enforced laws. If their laws permit or even encourage mercenaries, smugglers, looters and semi-deniable murderers to be publicly based out of their city - as long as they only break laws when they're outside it - it makes the larger international situation more chaotic and lawless, and I imagine it attracts very some unsavory characters. Maybe Absalom itself is an island of calm, since it's rationally in the adventurers' interests for it to be, but violent people who make 'law-breaking elsewhere' their business tend in my experience to be irrational. They probably attract enemies to strike at individuals based there, too, and risk other states banding together to suppress them, although I suppose that's less of a concern for you personally."

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"...I think there is some concept you're missing that at least in principle distinguishes adventuring-with-a-sapient-body-count from classic murder or indeed lawbreaking in general but I'm not sure what that concept is. I wouldn't necessarily have heard of it if other countries were banding together to sanction Absalom but the thing you just speculated about doesn't sound likely to me."

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"One obvious equilibrium that could obtain is everyone agreeing on legitimate targets. Or everyone powerful, everyone in part of the world, et cetera. For example, granting no rights to people of some races, making war on some nation, declaring that some occupation or action makes people into outlaws. That doesn't seem to be the case. Drow enslave humans and vice versa and you think drow would be welcome in Absalom, and meanwhile Andoran sanctions killing slavers presumably of both races. 'Dragonslaying' is common enough to deserve a name, are all dragons outlaws to be killed on sight when possible? Maybe there's a distinction to be found, people normally have some distinction between what is and isn't socially acceptable even if it's not literally a law, but I don't know what it is."

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"I don't actually think there are humans enslaving drow, at least not in large numbers. I think there's, like... the assumption that certain kinds of people and certain kinds of activities that those or other kinds of people might get up to makes them, not necessarily universally agreed upon as legitimate targets, but they're not... civilians? With some fuzziness. I think of my mom as a civilian and an Andoren raider might not. But there's a sort of a spectrum there. A Good person is going to object to going around slaying a Good dragon but not in the same way they object to, like, sacrificing a bunch of kids to daemons, or something, both acts are Evil but even if the dragon is strictly speaking an innocent they're not a civilian innocent."

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"Because the dragon is individually powerful enough that it might protect itself, even if it lives a completely civilian life?"

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"Yeah, pretty much."

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Tanya works this out. "So the tacit understanding is that people who avoid fighting and risk-taking - and don't learn magic, and aren't trained soldiers, and probably other things I'm not thinking of - and who are consequently unable to defend themselves from random assaults are deemed civilians. Some entire races, like dragons, are innately powerful enough not to count as civilians. Some people, like those practicing slavery or maybe just living in states where slavery is legal at all, are sometimes considered legitimate targets by nationals of some other states. And these limits are enough for states to decide they're alright with this?! Doesn't this end with heads of state being the most legitimate targets of all, or does only personal strength count?"

This sounds like some horrible barbarian saga where honor and glory and all that is good in life come from war, private individuals conduct endless raids on each other with kings being merely the most powerful, and the greatest chieftain is he who slew the neighboring tribe's chieftain with all his retainers in glorious battle and stole all their stuff and probably enslaved all their civilians. Which... might well describe Noctimar, to hear Belmarniss tell of it, but is the entire rest of the world really like that? Isn't it more probably that Belmarniss, for all her learning, either doesn't understand or doesn't believe stories of places that are different, even if Taldor and Andoran and Absalom aren't among those places?

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"...heads of state probably usually have a fair whack of personal power on top of that or they'll get enchanted sooner or later. And there's probably all kinds of jockeying between countries about each other's adventurers; maybe Andorens like to come bother drow about slaves downstairs specifically because we aren't organized enough to hit back in a coordinated fashion and don't have existing trade relations with them, or something, and for these reasons they mostly leave Taldor's citizens with a bunch of halflings alone. I think people can have a little magic and still mostly be counted as civilians, like, a laundry wizard is pretty much a civilian."

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"...but that's a terrible drag on the economy? Mages are enormously valuable workers, and you have a method that anyone smart enough can learn - something that would have been counted among history's greatest inventions if made on Earth - and then you disincentivize it by saying if you learn more than the basics, you might be randomly murdered with tacit social or even legal approval? A state that broke ranks and ensured the safety of its mage population would grow wealthier and eventually have a stronger army! That's just - the basic principle of safety in numbers, banding together against outsiders is mutually beneficial! I expect even drow society couldn't function like it does if drow treated each other the way they do humans. There must be something else to the picture, because what you've described just isn't stable in the long term."

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"I mean, wizards and dragons and so on still have to get someone's hostile attention to get murdered. The kind of person who'll kill a random mid-circle wizard who's minding their own business is probably also not deterred by their target being instead a cantrip wizard who does laundry all day. At some point they decide what to do in ways that respond to the information they have and goals they're pursuing. I think it is often possible to avoid getting in the way of that."

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Tanya doesn't buy that. People who 'attract attention' are likely to be expecting trouble and so better defended. A marauder given license to attack wizards at large will pick soft targets, and if that doesn't work as well in making him tougher he'll just kill more of them. The kind of people attracted by a life of freestyle murderous banditry won't abstain from killing any 'legitimate' targets they can get away with, including anyone they happen to meet without looking. They'll probably claim afterwards they 'had it coming' by 'attracting hostile attention', and who can say that a mage or dragon was really incapable of defending themselves? Obviously we only go after worthy targets that bring us glory and power. You wouldn't want to claim otherwise, seeing as how we're here telling the story of their glorious demise and they aren't. Why, if you said we murdered defenseless strangers you might be considered to be deliberately attracting our hostile attention! Pfeh.

"You're a third-circle wizard and, at least in Taldor, conspicuously a drow. You seem to be saying that if we meet any adventurers from Absalom outside of Absalom, they'll cheerfully murder you if they think they can get away with it. And your plan for dealing with this is to go to Absalom, and while in Cassomir to visibly cast spells in public?"

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"You may have noticed that no one has seriously attempted to kill me here so far! Or attempted so far as we've observed to summon help to put me down, either. Most people need... any motive... other than thinking they'll get away with it, to murder people? Even people who are a locally unpopular color. I'm not planning to start any trouble. I'm not going to go around bragging about eating babies and owning people, I'm not going to steal shit, I'm not going to turn random corpses into undead, I'm not going to start proselytizing for Nocticula. I could still get into a bad spot if someone wants my bag or mistakes me for someone else or is having a really bad day or is themselves looking to turn some people into undead and think I'd suit, but yeah, I'm going to cast spells, both because this makes me safer from the much commoner brand of low-powered assailant and because that's how I make a living."

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"You describe the world-at-large - presumably more so in cities than in the villages we've seen so far - as having a large number of adventurers able and willing to kill random wizards. It sounds like you're expecting a - significant lifetime chance, or even a significant yearly chance, of being assaulted with lethal intent by a stranger who might well succeed and who, if successful, will face no penalties. It sounds like we agree on this and you've just - accepted this as the way of the world? I think that's a terrible way for things to be and a terrible indictment of places that aren't better than that, and - obviously I can't just give you that safety, but." But what? But Tanya aspires to change the world for the better? Absurd. She is, according to Belmarniss, in a world where society does not expect or want to be so changed.

"I hope some places are in fact better than that, if not the nearest countries. Because I do know it's possible to do better."

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"The world is full of people who are able and willing to kill defenseless farmers, too, that's just, like, more understood as not a standard adventuring activity than getting into a fight with - and it'd normally be characterized as 'getting into a fight with', not just randomly deciding to kill - a wizard they've no other reason to interact with. Going after the kind of person who kills defenseless farmers is a standard adventuring activity, I believe. Like, if we stop in at a baron's place on our way through Taldor, there is some chance there will be some monster or bandit or villain activity of some stripe in the area they'd like to hire us to deal with, if they're too busy or it's above their power level, because we are presenting ourselves as adventurers in this sense."

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"If there are at all likely to be people killing defenseless farmers in a randomly chosen barony and this is not a very novel or passing phenomenon then this is a failed state." This is not how the world works! This is not how anything works!!! How many taxes are you going to receive after a decade of murders of random farmers? Do these people even have a police or national guard or some kind of militia? "The first village we went to had one (1) spearman! He did not look very ready to defend against even a single madman who happened to have a lethal weapon and attacked people out of his sight! How can a place like that keep existing if the world is as you describe?" Belmarniss has to be wrong somewhere.

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"I don't know that specific village's arrangements, he might have been tougher than he looked or had a way to call for backup, but the question seems to me sort of like wondering why there's a squirrel over there when we could totally kill and eat it," she says, pointing at a squirrel. "Like, yeah, we could, maybe we will, it would not be a risky operation, nobody will get mad at us for it, and yet squirrels exist."

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"...people don't breed back as quickly as squirrels, and depopulating an area doesn't immediately cause the murderers to starve. There has to be a balance. If people are being murdered rarely enough that it's not one of the predominating causes of death, then it can't be the case that random baronies have murderers in them and know where they are and just don't have the resources to deal with them." Tanya pauses to think about this. "Take a birth rate of thirty or forty per thousand people per year, I think that's fairly high. If there's one murderer among those thousand people, and he kills ten people a year, that would make him the leading single cause of death, ahead of disease and war and hunger and accidents. Murders have to be rarer than that or they'll outright crash your population. What numbers are you imagining here? Maybe the baronies are large and the authorities are very bad at policing and there's a few murderers around who persist without anyone doing anything about it but I find that hard to imagine, active murderers the state isn't handling will draw vigilantes. Local ones, not - waiting for a random foreign adventurer to happen to come by."

"And people plan for their own survival, they don't passively wait to be murdered. If the state isn't fulfilling its core function of ensuring the people's safety - even a tyrannical state does that, because it wants to tax people - then individuals will take things into their own hands. These two villages aren't a big sample but they didn't look like they were doing that. In other words, it would have been easy for a stranger to murder someone if they had no other desiderata. Would they really stay like that if they thought random murder was a serious possibility and they couldn't rely on the state police?"

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"Local vigilantes going up against something too powerful for them to handle will just die. ...also that birth rate sounds kind of low for humans, like, you guys live, how long, call it seventy-five years if nothing gets you, maybe twenty-five years of that are fertile, most everybody gets married, so half of people are having a baby in one third of years by default, and you could cut that in half again for miscarriages and widows and people who don't marry or do it late and years where they're too hungry to get pregnant if that's a thing in humans though I've heard it's not really? That's still about twice as much as you just guessed. Next time we go through a village we can try counting kids though I don't know if humans like to keep the tiny ones inside or something."

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"I quoted the rate per population, including males, so it's twice that for women. It's the standard statistic, I assume because it's convenient to compare to total deaths per thousand people per year. Thousand people, half women, woman fertile for a third of her lifespan, gives birth every three years, that's... it depends on how many women survive to which age, but if all women lived to be at least forty they'd give birth to five babies each and we'd get a birth rate of fifty-something, higher than I said but within reason, I think some places are that high or higher. Alright, so our hypothetical murderer would have to murder twelve or fourteen people per year, I don't think that fundamentally changes my question?"

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"I mean, maybe they are in fact averaging one every three years instead of one every two, though I don't know how they go about it, humans can't do the elf thing we can do and usually have men in charge so they can't even reliably withhold sex. I think among humans men do a lot of the high risk behavior including both committing and being tempting targets for murder, which might affect things."

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"Yes, I assumed a birth every three years. In many cultures women marry later and don't have twenty-five fertile years, and some women die before the age of forty - childbirth itself is dangerous for human women - and these balance out somewhat, I don't have exact numbers but I'm sure I'm not off by a factor of two. Human women generally don't become fertile again while the previous baby is still suckling and that's the main reason they don't give birth every year in the absence of reliable contraception or safe abortifacients."

"You're absolutely right that men, especially young men, disproportionately both commit and are the targets of violence. If all these random murders have a strong norm of not targeting women and children, and if the family or community reliably raises orphans, there can in fact be a lot of random murder, that's what makes large-scale war sustainable. I - suppose that could be the way it works here."

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"I don't think I'd say a norm. I would be a little bit surprised if anyone was like 'you wizard ladies should be at home because you're girls', for example. A tendency, more."

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"Yes, I wondered how that would work when half of wizards and presumably dragons are women. I thought maybe adventurers target men and women equally, and random murderers who aren't socially-approved 'adventurers' mostly target men? ...are half of human adventurers women? I'd be surprised if they are."

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"I don't think half of wizards are women, even laundry ones. Most drow wizards are women because drow are matriarchal. I think the opposite pattern holds among humans, and that there's more human men among adventurers too. Admittedly I do not think this pattern holds at all for dragons. As far as I know, dragons have managed perfect equality of the sexes. You seem to be equating 'adventurer' with, like... 'assassin'? Which is a subtype, not the standard modus operandi. - you might be missing that it is not necessarily unusual for a completely normal military to have attached adventurers, the tactics differ so they don't function the same way but they can still be in the same places after the same strategic objectives as a normal army."

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"On Earth, most societies used to educate only the men of the ruling elite until just one or two centuries ago. Even today, some institutes of high education turn away women. Luckily, Germania and several other nations instituted a very wise policy of testing every child for mage potential and conscripting them for a three-year term of service. Before the war, this supplied industry with a steady flow of trained and highly valuable personnel." And now it has led to the perverse result of most mages above the grade-B cutoff dying on the front. At this rate, total war might breed mage talent out of the surviving population. 

The world of her second birth is so young compared to her first. The industrial revolution is still ongoing in parts of the world. General Zettour remembers when electricity was a novelty. Some of the soldiers under her command grew up without plumbing! Tanya is so used to considering universal mandatory education a bedrock of society that she tends to forget that most of the world's (supposed) modern states, other than Germania, only introduced it in living memory. There are people alive today in the Commonwealth and the Francois Republic that grew up through no fault of their own without being taught to read and write! 

"This is a bit of a tangent, but - what proportion of the population, in the countries you know about, are taught" basic skills "at least reading, writing, arithmetic... and some basic facts about laws and taxes, I suppose? And how many are given a more general education that would allow them to proceed to study wizardry or other advanced topcs? I might have made some wrong assumptions."

"About adventurers, I'm mostly confused at this point. It's possible you meant some things were only true of adventurers, and I took you to mean they were true of all adventurers. Could you tell me again what exactly 'adventurers' are?"

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"I mean, I don't love the sound of conscription on the grounds that I am against slavery in general, but I'm glad it worked out for you. I would not have even a remotely accurate guess about surfacer education. Drow almost all pick up that sort of thing - I mean, we don't have laws and taxes, but we can read and figure - just because it takes a really dim person not to figure it out over the amount of time we have available if nobody's actively stopping them and nobody's actively stopping most of them. Humans do not have this advantage, I think they can just avoid it and then if they do there's less writing around to pick up the idea from. I'd assume their nobles probably can read and their farmers probably can't and I have no clue about random city people.

"Adventurer is a very loose category. Like, you could call a soldier a kind of adventurer, or a sailor, or someone with a trade caravan, because any of those people might run into an adventure. But they also might not, so you might just say 'sailor' and assume whoever you're talking to is aware that there are sea monsters and pirates in the world. An adventurer is someone who runs into adventures regularly enough that it is a defining feature of what they're doing with themselves, on purpose or otherwise, and who therefore can be expected to be on an upward trajectory of power and at an elevated risk of getting themselves killed this way. Adventures means things like fighting monsters, traversing for whatever reason territory that is dangerous for whatever reason, doing assassinations or searching for useful rare materials or taking over a political unit or waging a holy war or weird bespoke diplomacy that's strange enough you can't have a normal civilian doing it... I'm not going to be able to exhaustively list all kinds of adventures. And then eventually adventurers who don't die retire, and they do things that require power but not excitement, like teleport routes and crafting items."

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"Conscription is like slavery in that your basic rights and freedoms are violated, yes. It's unlike slavery because it's not done by private individuals or to their benefit, and is to the benefit of everyone involved by forcing them into a better equilibrium. It's the state's job to solve coordination problems when individuals are incentivized to free-ride but everyone benefits if the problem is fixed." (Tanya would love to speak a language where that is a three-syllable sentence but, unfortunately, she doesn't.) "Of course it would be a much better world if there were no wars and so no conscription, but it would take a world government to solve that coordination problem and we don't have one, at least not yet." A universal state would still need an army to enforce its will but it could presumably make do with a much smaller one. "It is a sad fact of life on Earth that states which conscript a significant proportion of their population tend to win wars against those that don't, even if the other side's voluntary army is very professional and well-trained. Maybe one day technology will advance enough that having many soldiers doesn't provide a benefit... not that that would necessarily be better, considering the implied destructive ability."

"And I think that explains my confusion. I incorrectly assumed the examples you gave were typical of adventurers in some sense. I'm not sure anymore what calling someone an adventurer says about them, beyond a nebulous sense of personal power and willingness to take risks, but I assume I'm missing a lot of nuance and implications since I'm unfamiliar with this - social category."

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"Okay, well, I'm against slavery for reasons that are not closely related to whether private individuals are having fun or not, all else being equal I'm in favor of private individuals having fun but I don't want them to do it by enslaving people and I don't want the state to either even if they are also using it to accomplish things that I would otherwise approve of... anyway there is no reason we need to come to an agreement on this since we're private individuals and agreed on whether that means we should own anybody.

"There's not a lot that's typical of adventurers; one of the things we communicate by saying we're adventurers is that we're weird. I expect people also figure that if they're willing to interact with us at all one interaction they could have is asking for our spell rates, since we're visibly casters in particular as opposed to the kind with swords, and they can ask if we have the time to clear out a zombie outbreak, and they probably should not expect us to stay in a small town for very long, and we might know lots of exotic languages or be interested in news from far away since our implied travel radius is bigger, and also if that one guy with a spear stabbed us this would start, not end, a fight. They might figure we're unusually likely to know our alignments though in fact we don't - you can't read anything off someone who's not powerful enough, and I am but I haven't gotten it checked, no upside potential downstairs, might do it on a lark up here, no idea if you count. We might have cool stuff, we probably have lots of money by farmer standards, we might be on a specific quest and if we're not we might be looking for one, we might have a particular power level we're aiming for before retirement such as being able to do a teleport route, maybe we're plotting to become gods, maybe we have interesting political problems at home we plan to go fix when we're ready..."

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Conscription is not the state owning people, any more than it owns imprisoned criminals. Slave-owning societies can have slaves of the states and some of them even had slave soldiers but Tanya is very firm on the fact that conscription is different. Belmarniss is right that this isn't profitable to argue about, though. The poor young woman grew up (for a century!!) without a state at all. Tanya would probably also be hard to convince of a legitimate state's benefits, coming from such a background.

And - oh. Adventurers are the weird people. The misfits and the outcasts, the wanderers and the rootless, everyone who refuses or fails to accept the strictures of society. And sometimes they're the heroes who set out to slay a dragon, and the ones who succeed.

Neither of those are things normal people do. Normal people hire a band of samurai to protect their village. But Kikuchiyo can still be of benefit to society, even if he starts out by breaking its rules. The other six samurai enact their assigned legal and social role, but he is an adventurer. And so, of course, are the bandits. 

It helps makes sense of why Belmarniss has them pretending to be adventurers in order to scare off would-be assailants. And it underlines the inadequacy of a society whose many problems cannot all be solved by the state or the market, and which must not only tolerate but encourage freelance 'adventurers' - self-admitted weirdos - in hopes they will make things better, at least some of the time. Or maybe it's just that the state does not have the capacity to reign them in, and weirdos left alone will do some good as well as much harm.

"I think I understand better now, thank you. What is an alignment?"

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"Alignment's the two-axis Law-Chaos, Good-Evil thing, like how I mentioned Hell's the Lawful Evil afterlife."

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"...I don't think I'm familiar with that, uh, schema. The terms individually make sense but I'm probably missing some meaning attached to them in the local culture."

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"I am a little undereducated on this because the surfacer books love contradicting each other about it and drow are all like, we're Chaotic Evil and going to the Abyss, so who cares. I think if I were guessing you'd be Lawful something but maybe there are heights of Lawfulness I've never experienced downstairs and in the grand scheme of things you're not Lawful enough to count."

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"...please assume I don't know enough to understand that. Abyss is" - Tanya dredges her memory - "...another plane that contains an, uh, afterlife?" Now she's regretting asking the question but it would probably go even less well if she pretended to know what religious beliefs Belmarniss is talking about.

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"Right, the Chaotic Evil one. The nine afterlives are the Abyss for Chaotic Evil, Abaddon for Neutral Evil, Hell for Lawful Evil, Axis for Lawful Neutral, Boneyard for double Neutral, Maelstrom for Chaotic Neutral, Elysium for Chaotic Good, Nirvana for Neutral Good, Heaven for Lawful Good. Everybody goes someplace unless something has gone wrong somewhere but only reasonably strong people read to alignment detection spells so most folks are guessing."

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Tanya can't recall any similar Earth religion. For all she knows Golarion has the right of it; Being X was definitely something going wrong somewhere. But since the many Earth religions ardently believe in their (contradictory and manifestly false) afterlives, the fact that people on Golarion believe something is entirely unconvincing.

"Alignment detection spells are meant to foretell which afterlife you'll go to? What do they examine about the person?" It would be nice to be able to objectively measure whether someone is a lawful and/or good person, but for obvious reasons Tanya is very wary of anyone (any church?) claiming to do this without a lot of solid evidence. Not to mention that one wouldn't want to take the definition of 'good' and 'evil' from a religion, either. 

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"Their history and disposition, I guess? Some books suggest that giving to charity is a particularly accessible sort of Good to do for folks who get nervous but I can't rule out that it was satire or something."

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That's sensible of her. Charity is a bad idea, but you can't rely on fair afterlife judgements and the beings conducting them aren't interested in letting mortals know the rules.

"I have no idea how a spell could tell the history of a random person in front of it but I suppose that's no more surprising than a translation spell. ...are there spells that can tell more about a person's history, any kind of useful information?"

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"...there's Detect Thoughts, though that's less history and more present. To be clear alignment reading spells are identifying the present, persistently existing alignment of whatever they're looking at, it's just that that's a characteristic determined by your history and disposition as I understand it."

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"I don't understand what you mean by 'persistently existing'." That's a weird turn of phrase. Are there non-persistent alignments, or something?

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"It sounded like you thought alignment detection was like, in the moment weighing the moral valence of somebody's actions throughout their life. It's not, that just already happens in the background constantly and in a powerful person it leaves a readable trace."

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"I see." Religious philosophies and cosmologies always have an endless amount of details, because they accumulate everything their believers ever thought of without any process for removing false and disproven theories. (Well, they do remove the religious theories of their political enemies...) Anyway, if Belmarniss regards it as a theoretical curiosity that she hasn't even checked about herself, it's presumably safe for Tanya to forget about it.

"So, going back to the previous topic - regardless of who is or isn't an adventurer, or called that, you think it's fairly common for bandits or murderers - or other threats, like monsters - to be around, and for the local authorities to know where they are but to be so short on resources that they will ask strangers passing through to take care of the problem. I still don't think I fully understand what a society looks like when that's true, and how it can stay true without either bringing about a reaction - a new kind of government, or a private association, to address the threat - or else the state collapsing entirely. To be clear, I've read about times and places in Earth's history with widespread banditry, but they all involved despotic rulers who didn't care to fix the problems as long as they could keep taxing the population, and who also suppressed any attempts to organize a militia because it might take part in a revolt or civil war. Or else something like war or a drought pushing people off their land, with some of the refugees becoming bandits. That doesn't seem to match the picture where the authorities do want to deal with the problem, and have enough money to pay adventurers to fix the problem, and yet can't permanently solve it by spending that money on a standing home guard or something." It can't be true at the same time that they can pay for a solution, and are willing to do so when given the chance, and yet rely on random chance for that opportunity. That's not how rational people act, state or no state.

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"I don't know what numbers you're imagining when you say 'fairly common' and was imagining a pretty vague idea of 'where they are'. It wouldn't be 'go three leagues west', it'd be 'we're hearing reports from the road to the north' or 'two people have gone missing in the woods over that way'. If you organize a militia and it is made out of normal people and they go fight, like, a dracolisk, they will simply die, if they find it. There is not a way for a bunch of farmers with normal non magical weapons to succeed against many possible things that could be bothering them. They need powerful people, and that means current or retired adventurers, and I bet some places get by by having a not-very-retired adventurer or two happen to live there, and there aren't enough to go around and there isn't fast enough communication for writing to their liege for help to have as good turnaround every time as asking a passing party, if there happens to be a passing party before they've heard anything from their liege."

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"I do understand that a regular militia is only appropriate for some threats. Sometimes you have to call in the army or home guard or - whatever."

"So there's a persistent labor shortage of skilled and strong, uh..." private military contractors "adventurers? That's why so many people try to become adventurers, except too many of them die in the process and also some of them turn to banditry and exacerbate the problem? ...and I assume some of them do it for the personal power and prestige and so on, not in search of a job, but even if they didn't the market demand and social sanction would be enough. Any local administration would be happy to hire one permanently but they can't even reliably get them to freelance. Or maybe most of the adventurers settle in the big cities and there's a persistent shortage in the countryside. Did I finally get it right?"

The word 'liege' takes Tanya a moment to place, presumably it's not the city of that name... Wait, are these people feudal? Tanya had dismissed 'baron' as a word carried over from older times! But of course there's no reason to assume that. Barons were very real in Germania just a century or two ago! She kicks herself mentally for not noticing this sooner.

"Can you say more about lieges and barons, these words imply a certain - organization of society and law - but I don't want to assume anything."

(The speed of communications is a very important subject. Tanya had sort of gotten the impression from Belmarniss that magic enabled faster comms than sending letters! She'll make a note to come back to the subject later.)

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"I don't know the etiology of surface banditry, to be clear, I'm working from books, I am in fact working mostly from novels. Same problem with barons and stuff! We don't really have those downstairs although occasionally you get people styling themselves 'princess' or something and taken more or less seriously. You might be missing that someone might take up adventuring in order to accomplish the task that constitutes an adventure, I think that's probably common."

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"Yes, I understand that ordinary people sometimes have no better choice than to take a lot of risk and try to personally fight some present danger. The ones who survive are dubbed adventurers, and they may feel a social expectation to keep adventuring."

If Belmarniss is relying on on works of fiction then Tanya is going to downgrade all her information about the surface world! (Politely and quietly, of course.) For all Tanya knows, Belmarniss is working off the local equivalent of The Three Musketeers!!! Well, it's not her fault for not having better sourcesbut she really could have said so sooner!

(Tanya of course has not read The Three Musketeers but she has a general impression that they were a less socially responsible group than The Seven Samurai, as well as a less realistic one. And a less capable band of soldiers, presumably; what could they do, form into firing lines one abreast?)

"About communications, I thought there were faster spells than sending letters, by which I assume you mean horseback messengers. ...let me guess, the spells require a high casting circle so only adventurer wizards can do it?"

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"Sending is lower circle for clerics so they probably do more of it but the circle in question is fourth so yes."

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"...I may be able to recreate a nonmagical technology from my world which instantaneously transmits messages up to a few hundreds of miles away. Is this an obviously bad idea for some reason, including attracting attention to myself?" This world may not be full of barons and bandits outside of novels, but Tanya isn't sure what it is full of (dragons?) and should proceed with caution.

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"...it might draw attention to yourself but it sounds nice! How does it work?"

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...does the concept of 'electromagnetism' translate?

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Does she mean "electricity"? Or "lodestone"?

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"The spell isn't translating the technical term, so I'm not sure I can usefully explain what I know of the theory. Our scientists think one of the fundamental forces of the universe is responsible for lightning, magnetism, and light. Does that combination make sense to you?"

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"Not especially. Though it'd be interesting if creatures immune to electricity were also immune to your light spell and not just those immune to fire."

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"I... don't think that's how it works, just going by the word 'lightning', but it bears testing. In any case, it's possible to send electricity through a wire in a way that will make all other wires within range also experience a tiny amount of electricity which can be detected. It might take me some time to remember all the details, and some tools to experiment with, we built little demonstration radios in school but real ones are more complex..." This was decades and two worlds away, but at one point he dutifully memorized all the required details for his exams and this presumably means they can be recalled with enough effort.

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"Oh, it's kind of less exciting if you need that much wire to be continuous between the places, it'd be easy for someone to snip. Might be still worthwhile some places, anywhere 'someone snipped it' is itself interesting information."

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"Oh, no, what you're describing also works - it's much simpler, in fact, it was invented earlier on Earth. But it's vulnerable to sabotage and simple theft of the wire. I meant that a length of wire, say fifty feet, connected to a source of electricity and the right minerals in the right shape, will cause some electricity to flow through a completely unconnected bit of wire a hundred miles away. It's analogous to a kind of invisible light that's generated and received by a specialized apparatus, except it always goes in all directions and anyone with the right apparatus can pick it up so you need to transmit in code if you want secrecy."

Honestly, isn't 'invisible action at a distance' a bit like magic? The 'invisible light' explanation makes sense, there's no reason human eyes would have evolved to pick up radio waves, but Tanya wonders how Hertz felt when he first proved Maxwell's theories. It's a sobering thought to consider that she doesn't know who played the role of Hertz on the second Earth, or his name, but that in all likelihood he is still alive.

"Creating a constant source of electricity might be the biggest problem. I know how to convert mechanical energy to electricity, but there are so many electrical components involved in storing it and making sure a constant, even amount is being supplied... I expect I'll need a local engineer to partner with if I decide to do this, even if I might build a little toy demonstration by myself."

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"...that sounds pretty wacky and there's plenty of things people use wire for other than this so it would interfere with those things, presumably?"

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"That's a very reasonable concern! I don't remember hearing about radio creating any such problems in our world, so there can't have been anything major, but it's possible that various more niche uses will have to start shielding against it. Radio signals are easy to block and the benefits were immense, no government would have opted for making radio illegal even if you couldn't transmit it far across borders. To be clear, most uses of metal wire wouldn't be affected - I'm not sure what you use it for, actually, the only things that I think would plausibly be affected in my world are the wrong kind of electronics, which is the general field dealing with electric signaling and processing, or delicate physics experiments. The energy used to transmit isn't that large in absolute terms, and because it goes out in all directions it's enormously diluted by the time the signal gets to a receiver. You need specialized equipment to detect radio signals, you can't just see or feel a little spark of electricity, it's not nearly that powerful."

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"Wire shows up in jewelry and wands and to secure things to other things."

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"It's not going to affect jewlery and structural elements. I suppose I don't know that your wands don't rely on there not being a tiny induced electrical current, but - anything that doesn't regularly stop working because of a thunderstorm a hundred miles away, or even because of the sun being loud once a decade. ...the sun rarely emits radio noise on a hard to predict schedule."

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"I don't know wands to have problems with these things but if it's the sun and weather that do it I might not and we'd have to ask a wandcrafter from the surface."

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Belmarniss is very reasonable! And has a laudable instinct to avoid negative externalities, despite being raised in the absence of a state.

"That's a good idea, thank you. And I'll make sure to test for interference with wands and anything else I can think of, if I get to the stage of building of working prototype."

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"You might want to talk to somebody who does a lot of Worldwound stuff about this, I bet that's the kind of situation where they want it."

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"What is the Worldwound and why would they want this more than other people?" As far as Tanya knows, everyone maximally wants radio.

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"Portal to the Abyss a little younger than I am, lots of work goes into making sure not too many demons get out past the border, I don't know much about how they have that set up and it may have changed since my last information but I came away with the impression that it was a major motivator for the popularization of Sending scrolls that you can get off on the moment instead of in the ten minute casting time."

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"There's an ongoing invasion from another of those planes?" They're a bigger actor in Golarion affairs than Tanya had initially assumed! She should learn more about their politics at some point. "I can see how radio would be useful, because it's immensely useful to all military operations. The downside is that, no matter who I sell it to, all military operations will have it in a few years." Tanya has never had the chance to personally, single-handedly affect the military-geopolitical balance and she doesn't like the idea.

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"Uh, I think the Abyss one is more directly invasive and the Hell situation is mostly working through mortal representatives if that makes a difference, but yeah. Demons are considerably more chaotic evil than any normal person, so they might have a serious disadvantage in a manufacturing-heavy military technology but if it's that easy to copy then yeah it'd sure wind up in infernal Cheliax et cetera."

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"Even lacking any of the science behind it and treating it entirely as a black box, a competent engineering team with working examples can surely figure out how to reproduce it, even if they can't immediately improve on it. If only big versions are built which cannot be trivially stolen that might gain you a few years of secrecy but I really wouldn't rely on it once a competent military's intelligence agency gets wind of it." Tanya is kicking herself over not realizing right away that radio is the paradigmal dual-use technology. She should keep a low profile and not make herself a target if she's to become a proper civilian! "It was foolish of me not to realize this right away."

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"If it's mostly a symmetrical advantage the fact that demons will be impaired at using it might make it worth releasing anyway."

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"It could affect the military and geopolitical balance of every other war and standoff, depending on who adopts it first and figures out the correct new tactics. It's also enormously valuable in the civilian sector, and will probably prompt many other inventions... All I can say right now is that I can't rule out a bad outcome from releasing this technology. Which to be clear I haven't proven for certain I can recreate, but I expect I can, at least a poor man's version of it."

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"This is probably the sort of thing some people commission Communes about."

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"I apologize for my continued ignorance, but what is a Commune?"

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"Spell for getting advice from a god. I don't know a lot about how they work in practice because I am not very religious."

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"Neither am I, and the gods I know about I left at home," she HOPES. "In any case that is a step beyond asking their priesthood for advice, and if it's best to keep it a secret that's probably best done before that point."

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"Yeah, I dunno what process different churches might have about sensitive Commune questions. They're also probably really expensive, though you'd only need to buy a fraction of the spell and you're not in a hurry."

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Of course in a world where churches have exclusive spells they will pretend (or pretend to pretend) to have an oracular spell for literally submitting questions to their god. (And of course it would be a very expensive one.) 

"I understand." Tanya should stick to reinventing politically unproblematic technology. She just needs to think of one that can be sold on the strength of a technical demonstration without requiring much in the way of professional credentials (i.e. not medicine).

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What is the next town on their route like? (Are the towns growing bigger as they approach the cities?)

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Most people appear to live in little hamlets but they do eventually get on a fairly major route that has a string of medium to large ones.

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Are these bigger towns any more welcoming / cosmopolitan / technologically advanced / richer / beset by bandits or monsters? Do they show any evidence of a State existing? ...usefully so?

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Bigger towns that aren't actual serious port cities are more cosmopolitan in the sense that they can spot a couple free halflings in this one, a surface elf in that one (looks like Belmarniss but with human coloring), here a gnome, there a dwarf - not in the sense that they're colorblind about Belmarniss being purple. They are richer in the sense of having more wealth inequality that leads to greater peak wealth such that some people look and act noticeably wealthy and have servants. The technology is not more advanced - except whatever that nonsense the gnome's fussing with is, maybe. There's a bulletin board in one town advertising a bounty for each bugbear head brought in but Belmarniss thinks it's a lowball and even if they encountered a bugbear at random and killed it of their own accord it would only barely be worth beheading it and bringing it in. ("But that's because we're operating at a high enough level that anything denominated in silver is small potatoes; this is the sort of thing that might see a fresh party organize out of people who are not already adventurers especially if they have their own reasons to tangle with bugbears anyway.") One town shows recent fire damage from a wandering kyrana and it sounds like the local Pharasmin and a bunch of guys with spears took it down with some casualties. The substantial towns have dedicated post offices, and manors associated with feudal nobles (though some of them are out at their country estates at any given time), and churchy-looking buildings that used to be temples of Aroden and are now various government functions in a pretty architectural wrapper except where the Arodenite temples have been converted to Iomedaeanism.

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The amount of humanoid-but-not-human intelligent species continues to be puzzling. Tanya was under the impression that Earth's scientists believed it would be unlikely for two intelligent, tool-using species to happen to evolve at the same time, and if they did then one would probably exterminate the other as humans did the neanderthals. Here there are dozens. She could accept it if it was an utopia of mutual understanding, but apparently most of these races kill or enslave each other on sight!

"Considering the many intelligent species around and the apparent enmity between most of them, have many other intelligent species have been driven extinct? And how long is the historical record on Golarion?"

Also: bugbears are people! However justified their grievance with some particular bugbears, offering a bounty on all members of the race is both wrong and (Tanya assumes) counterproductive. Bugbears will be incentivized to attack any humans on sight; bounty hunters will be incentivized to go after the weakest and most peace-abiding ones, and the ones that were actually (hypothetically) guilty of some crime will probably keep benefiting at everyone's expense. They could put the bounty money towards a town guard instead, or gather a posse to go after the specific bugbears who caused trouble, if they weren't willing to accept random bugbear heads as a token of revenge or whatever it is they value here. Ethnic hatreds are the second most pernicious motive for wars.

Kyrana are one of the thankfully few critters that are immune to Tanya fire. Luckily they didn't encounter any while they were still underground; Tanya would have hated to waste some of her precious bullets on (non-flying, non-people) lizards. Good on the Pharasmin for being useful and not just a priest, though. (Also good that at least some former temples have been converted to civic buildings! May more faiths go Aroden's way with time.)

"I'm surprised they sent spearmen up against a kyrana, that seems like it calls for archers instead? I know they have bows and crossbows around here. Maybe no-one spotted it coming into the town?" 

Tanya would like to ask the locals whether their feudal noble is helping deal with the bugbears or the kyrana, or whether the town organizing the spearmen and bounties from its own budget? How much does the post cost for letters and small parcels and how often does it run? And how often do they, uh, lose postmen, given the general situation?

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"I'm not aware of any species that've been driven totally extinct. There's a bit of a discontinuity in the history seven thousand ish years back from when there was a thousand year age of darkness, which is what drove my ancestors underground, that did a number on everybody; perhaps there were more before that."

The kyrana showed up at night and the nearby people who were able to show up to help before it was all over had spears not bows, go the tavern retellings. The baron threw the surviving combatants a party. Mail is possible to afford for a normal person if you're not doing it all the time but it's slow and, yeah, your postman might die if they try to go without a big group headed the same way for much of a distance.

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"Was the age of darkness metaphorical or, uh, real somehow?"

...what are the postmen paid if that's the case? If everyone pays for some letters, is that enough to make a private messenger risk his life or is it an additionally government-sponsored institution?

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"I mean, it was thousands of years ago so feel free to assume everything I've read is bullshit, but: real, lotta rocks hit the planet and kicked up stuff that blocked the sun."

It does not look like the government is heavily involved in the mail system though there are some hints that the church of Abadar features in the process somewhere.

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"That does sound like something that could have happened," unlike most myths about ancient history.

Being paid an amount that's probably not enough to retire on after ten or even fifteen years will make some men (it's always young men, isn't it) seriously risk their lives? While working far from home, family and friends in presumably often unpleasant conditions? Many jobs are dangerous, but all the other ones have coworkers to watch your back and help you if you're wounded! This society is seriously problematic. Not entirely because they're poor or technologically backward; they seem to have a really inefficient state and also weird individual priorities or something. Tanya keeps feeling like a single competent manager could run any one of these towns much better to everyone's mutual satisfaction.

...which can't be true, obviously, or someone would. People are irrational about killing random innocent bugbears, but they're not (normally) irrational about braving bandits and kyrana to move the post. Well, young men with cultural license probably are if it's a glamorous job (which probably the young women's fault...), but restraining them is what older people are for! Sometimes young people run off looking for 'adventures', and you can maybe build a mercenary outfit out of it, but can you really build something as everyday and humdrum and crucially in need of reliability as the post?

Tanya doesn't understand these people and them being (mostly) humans isn't helping.

Maybe the big city will be better.

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Maybe! It'll take them a while to get there.

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Only a few more days.

Does anything of note happen on the way?

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They pass a town that is in the middle of publicly executing someone by impalement!

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Ugh. This is barbarous. Presumably it is legal, but.

"I should offer him a merciful death. But I - don't understand the local laws and the incentives they create or even what his crime was, and it might be a mistake? Besides that breaking the law and making yourself an enemy of the state is usually a very big mistake that harms everyone, and we shouldn't act differently just because we think we can get away with it." Tanya is genuinely torn about this! Germania would encourage her to put the man out of his misery, but that is meant for a different situation, one where she encountered a lawful execution by impalement as a Germanian soldier in some poor benighted country. Tanya doesn't (yet) want to adopt the attitude towards Taldor that would come with treating it as a poor benighted country whose laws and customs don't deserve to be followed and which might benefit from being colonized by somebody about it.

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"If we want to make some enemies we could pull him off and give him a potion, but it looks like they chopped off his hands and we don't have a place to put him even if he wouldn't slow us down and even if he isn't a piece of work, so that'd be a whole thing."

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...her healing can fix that? Something to ask about later.

"He might have done something deserving of death but - I was going to say Earth decided there's no reason for tortuous death but that's not a rational statement, it's just that enough people were kind and empathetic that we managed to agree to stop doing it. I want to shoot him from far away where they can't know for sure it was us, but I'm worried I might be - harming something important by doing so." Laws exist for a reason. Sometimes it's a very bad reason and the law should be changed, but individuals breaking it rarely ends well. Tanya doesn't want this nearly enough to volunteer to be arrested and stand trial for taking a principled stand. Although they're not locals or even citizens of Taldor, so arguably they won't be harming the local cooperation equilibrium much?

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"Something important other than whether we do our grocery shopping here or in the next town?"

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"...it's important for there to be laws, that people agree on and see reliably executed. It's usually much more important to maintain that, and to go about changing laws according to established procedure, than to break even a bad law in order to stop what you think is an injustice. If everyone did that, there would be no rule of law, and everyone would be worse off. I don't know what the relevant law is, or the procedure to change it, or what he's being punished for. Just because I think, because Earth and Germania in particular think, that torturous execution is barbarous and cruel and not even helpful in deterring crime doesn't mean I wouldn't be damaging the local equilibrium, the trust in law and everything built on that, by killing that man. I'd just be - treating Germania's laws as more important than Taldor's, and that probably serves nobody in the long run."

"But it would be a very minor harm, because they won't know who did it and how and they will know it wasn't one of them, so their trust in each other won't be damaged. And so I'm - tempted."

Tanya maneuvers them into position to snipe at the poor man on the stake. She really hates making life-and-death legal decisions that don't come with orders from above. (Which is unsurprising! There's something wrong with you if you don't hate that kind of thing!)

Is this going to be her experience of being a civilian in a foreign country? It's much worse than being a soldier in a foreign country who is there to conquer it.

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"I'll do it if you don't wanna."

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"You'd have to walk in there and then they'd know it was us and that seems strictly worse." Also, Tanya is a veteran soldier and won't be harmed or haunted by taking a life, so she definitely shouldn't be putting this on Belmarniss's shoulders.

She makes the poor man's head explode, and flies them the other way.

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"Unless this was an aberration, there are going to be more such executions in Cassomir. We should at least have a... consistent policy for handling them. Instead of feeling put on the spot every time."

Tanya doesn't like Belmarniss needing to deal with it. She'd still have to do it without Tanya there, though, she'd just have fewer options. Most people find it much more painful to see someone suffering in front of them than to know abstractly it's happening in another country, even if they could easily take a plane and be there the next day. They even find it worse if it happens on the other side of the city in a specific place they've been and will visit in the future, rather than in some unspecified location within the same city. (That's probably part of why governments schedule public executions to begin with.) Belmarniss would have had a bad time of it when she reached the city, so better to think it out in advance while it's not right in front of them and have a response ready.

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"Well, we don't actually have to have the same policy between us, but it's worth thinking about before it comes up again."

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"...as long as we're together and expect to help and defend each other as the need arises, we should each at least know whether the other one is planning to break any laws in ways that will draw scrutiny. We could have walked into that square and killed that man in plain sight; probably no-one would have been able to harm us before I flew us out, and probably they wouldn't have sent our descriptions to Cassomir's police because of it. Neither will be true once we're in the city, assuming we don't want to leave it right away. And it's always best to plan for the worst. The worst being, in this case, that we arrive in Cassomir to find out that they publicly execute a man every day in the biggest city square. So we should resolve now whether in that case we'll ignore it and if not, what we'll do about it. ...not that I think we can do much."

Or can they? Tanya's mind is too well-trained by her time in the army. "I could if I was operating alone mercy-kill people from two miles up behind an illusion. I assume someone would notice eventually unless I keep my abilities a secret and don't deal with anyone who'd wonder why I'm always absent when public executions take place. And I'm not sure what I'd be accomplishing because I can't anticipate the authorities' reaction even if they can't catch me. Not that I would take that risk; they'd probably set a trap for me after the first few times." (Wasn't there a manga or something about this?) "Also, they could just start doing it indoors."

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"It's possible there's some anti-impaling-people-in-the-square interest group we should be learning about, in the city."

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That is an excellent idea! (Why didn't Tanya have that idea?) 

"You're right, we shouldn't do anything without knowing the public sentiment. After all, there wouldn't really be much point if absolutely nobody in Taldor agreed with us." Tanya doesn't want to get involved with what sounds like politics in an alien culture, it's not an especial competency of hers, but it pinpoints the correct action and the reason why Tanya might not be able to take it. Vigilante action can't solve anything if there isn't even any public support behind it.

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"I mean there'd be the point of skipping however many hours of misery each guy is in for, but if they're even slightly good at identifying actually bad behavior to punish by impalement I'm not sure it's always going to be an improvement, demons are also pretty good at doing torture."

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Yes, but it would be so dispiriting to admit there is no hope of systemic change resulting from their actions!

"Demons are - the ones invading the Worldwound - you think criminals go to an afterlife in the Abyss where demons torture them?" This is depressingly familiar. Belmarniss said the Abyss was the 'chaotic evil' one of their nine afterlives, which sounds like the bottom circle of Dante's Hell. Those who do evil in service to the law are damned, but the worst torment is reserved for lawbreakers; that way both Church and Crown are happy.

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"I think chaotic evil people do and criminals are probably disproportionately chaotic evil to the extent the laws identify bad and disruptive things and make them illegal and the justice system locates people who did those things."

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"And so their response is to torture them ahead of time? ...no, I'm sorry, I shouldn't be snarking at you. I do hope the justice system is doing its job of catching and executing the right people." Probably they're not executing scapegoats, because all the people the locals hate are conveniently of other races Tanya is allowed to dream. Let this country be cruel but just, that is enormously better than the alternative. The belief of torture in the afterlife is, as usual, not actually helping anything.

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"Well, it'd be expensive to let everybody see how they fare in the afterlife and they might take a while to get there."

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Who, us? Put up a diorama depicting the torture of the sinners in Hell the Abyss? Don't be ridiculous, it hasn't been considered edifying cost-effective for centuries! Besides, we might have to wait until the Last Judgement or something to avoid being accused of libel! Not everyone can be a Dante. But don't worry, you'll get to enjoy their suffering when you're in Heaven!

"Indeed," is what Tanya says dispassionately. "Well, there's still hope for better conditions in Cassomir." Civilization and technology start in cities, right?

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"Yeah."

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Cassomir comes into view on schedule after they come through the surrounding swamp. The tallest building is a church of Shelyn and the runners-up are also churches. It's got walls, and sprawl outside of the walls, and a shipyard that smells weirdly sweet, and street urchins, and people hawking fish and vegetables and pocketwatches and hats and candles in the cobbled street, and narrow alleys and free halflings and posh humans and rowhouses.

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Finally, a (small) city! Clearly not a modern one, but it might be well on its way there. Tall churches stay around for many centuries after people stop building new ones, and they are very pretty if you ignore their original meaning.

The sailships are a testament to ingenuity. People who can build something that complex (and also cheap pocketwatches) can surely work out how to make steam engines, once the principle is explained to them. Tanya doesn't have to reproduce the entire thing from memory, she just has to convince them it's possible and worth trying.

Do they have accommodating lodgings for drow guests?

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The first place they try doesn't want them but the second one will look them over and offer an affordable gouge.

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Ugh. "What do you think, is this place safe and merely expensive?" Tanya doesn't really have a sense of prices in the city and is only reacting to the fact that the first place turned them away entirely.

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Shrug. "Probably? I don't see how we'd find out besides trying it. We could shop around more if there's something you're looking for based on knowing more about humans or anything."

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"I don't know the kind of humans who'd attack me in the night. And humans are notoriously bad at understanding foreign cultures. I can tell if they're being rude or hostile, but I can't tell 'we don't like you' from 'we might rob and murder you about it'. As you say, we have to give them a chance or we'll never get anywhere."

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"Here it is, then, the soup smells good."

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All right! And then they can go out and see the sights. Bakeries? Libraries? Convenient guides for newcomers that list the general prices of things and the local landmarks? Government offices and local big businesses or industries (the shipyard is clearly one)? Things that jump out at them as they walk the streets (possibly literally?) Any clues as to how Tanya could earn money more quickly than building a radio?

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The biggest library appears to be attached to a temple of Nethys, which is mostly library by volume and also contains acolytes who are notably curious-in-a-friendly-like-way about Belmarniss when she walks in, though perhaps not everyone would react with such equanimity to questions about eating babies.

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...Tanya takes her words back; she does not know if these people are being deliberately rude, just that they clearly are. But she's not Belmarniss's guard from social dangers and she's certainly not going to tell her to leave a library if she wants to stay. Maybe the acolytes will disperse after a few minutes? If not, she could try talking to them to take the heat off Belmarniss but she can't really talk to all of them.

(Why does every useful social institution have to be attached to some religion or other?!)

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"The last time my family had a baby for dinner I wasn't on solid foods yet," Belmarniss is explaining, "so not me personally. ...Message. Tanya, they'll wanna hear about you being from another planet, you could tell 'em and charge them for answering more questions or something."

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"I don't think it's to my advantage to advertise this to random people," Tanya whispers back. "It will draw attention from the authorities, and perhaps powerful individual actors, and I don't know yet who I can trust or want to work with."

Her orb is active (obviously she isn't going to power down her shield!) and this is detectable at short range by the local mages, but going by Belmarniss's stories Tanya thinks she has a good chance of selling it as 'foreign magic' and not literally 'offworld alien magic'.

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Well, a Nethysian is certainly staring at it real intently now, though he hasn't verbalized an inquiry about it yet.

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In that case Tanya isn't going to verbalize an offer to explain!

(Looking intently at an unfamiliar spell is normal mage behavior outside of combat situations.)

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Eventually, though with a longing look at Belmarniss's offer to trade a downstairs cantrip for a common but higher circle spell she doesn't have, he meets Tanya's eyes. "What is it?"

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"A flight spell, and a personal shield." She demonstrates by moving up and down, quite sedately. The trick (which may or may not work) is to tell them the parts that she can't and won't try to keep hidden, and convince them that's all there is to it.

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"It's too complicated for that to be all. It's gorgeous, did you make it -"

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Ah, well. "Those are the only spells active right now," she says untruthfully. "I'm afraid I didn't make it, I'm not a magical engineer." Letting people look at the Type-97, which is highly classified technology, is technically a violation of her oath of service but she doesn't see any way to avoid it. 

...well, no, that's not true, Tanya could avoid powering up her orb where anyone could see, but her personal safety overrides the dubious interests of the entirely absent Germanian Empire which she can't contact.

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"I see more than two things active right now, is some of this scaffolding for having them so long-lasting, or..."

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"I don't know how you count spells as separate." That much is true. "My own magic detection spell is a bit different from the local style. You might be seeing some of the shared infrastructure for other spells I'm not casting at the moment."

Tanya needs to figure out what she wants from this conversation and to set boundaries, otherwise he'll just keep on asking questions she doesn't want to answer. (Not that he's doing anything wrong, and this is much better than asking about babies!) "It's a foreign style of magic; I'm on Share Language myself, as you can probably tell" (Belmarniss said she had an accent). "I haven't decided yet how much of it I should share, or with whom, but of course I can't object to people looking at it while I'm in public." This is hopefully enough of an explanation but not so much as to draw attention, since she hasn't demonstrated any real capabilities yet.

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"Ooh, can I see your magic detection spell? Where are you from?"

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"The Germanian Empire. You probably haven't heard of it. I'm detecting all the time, it just doesn't count as an active use of magic that someone else could detect in my tradition." (Slightly misleading; she can't use it without powering the orb, and that anyone can detect.) "And I don't want to stop my other spells so it's the only thing that remains for you to see."

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"It's not a spellbook, is it. Is it something more like an ioun stone, or..."

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"It's not a wizard spellbook," she confirms. "I haven't seen an ioun stone to tell if it's similar."

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"I don't have one, they're halfway to mythical, but it looks..." Gesture. "Round."

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"...admittedly my thing is also round but being round is a simple, common and convenient shape. In any case this is not mythical, because it was only invented recently."

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"Ooooooooooooooh. Can I see it -"

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"I'm afraid not, because I haven't decided to share it yet." She shouldn't have given away that she has a physical casting implement and now she's kicking herself about it. This will make it obvious that there's something to be stolen, and that can be taken away if she's held captive! Admittedly, if she's taken captive it would be very obvious, but that's no reason to confirm it.

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"Do you know anything about how we do spells around here, or did your wizard friend teach you everything you wanted to know already?"

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"I don't know how to cast wizard spells myself; I understand that would require a significant investment of time. My friend Belmarniss told me about the spells commonly used around here, and showed me some of them, but I always appreciate seeing more so I can recognize them in the future. And I would like to read a list of spells that are known to exist - just the descriptions of the effects, not the formulae - there might be things Belmarniss didn't know about." A library with a focus on magic surely offers that kind of overview, and it's worth an hour to see if she missed anything important.

(Are they supposed to be paying for the use of this library or is it open to everyone who walks in? If it's free or sufficiently cheap Tanya might spend a lot of time in here.)

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The library is open to the public until and unless they are a nuisance and get kicked out, and the library may be closed to the public unexpectedly if the church wants to monopolize it for a research project, and there's a prominently placed donation box.

"A list of all the spells that are known to exist you might have to piece together from multiple sources."

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That is very prosocial of them and Tanya will definitely donate once she has some actual income!

"Then I'll start with the biggest single index or two. I'm sure there are many esoteric spells, but they must not be very important or they would be mentioned in the standard reference sources. ...by important I mean having a useful effect, not being interesting from a theoretical point of view which I can't appreciate yet."

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"No, that's not what I mean, I'm just not sure the compilation's been done from that perspective. There are lists of cleric spells, and lists of spells that are useful in a military context, and lists of spells by school, things like that."

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...that makes sense. It's like coming into a library and asking to see a list of the useful applications of electricity. Of course the spells individual wizards like Belmarniss might find useful to learn, or might face in a fight, are only a very small subset of what's out there.

Tanya is tempted to ask for the spells useful in a military context, but that's not her life anymore and it would in any case take her far too long to study the tactics and strategies the locals have adapted around their military spells, many of which are going to be secret anyway.

"How about economically and industrially useful spells? Communications, transportation, manufacture, machinery. That's probably still too broad..." Why does she even want to focus on a list of spells? She should be reading up on entire industries' chains of value, or just the final market prices of goods and services and their raw material, labor and capital inputs. Which will probably take her several weeks to master, at a minimum, although she could discover something useful much sooner than that. This is a library which specializes in magic but it's not a library that only has books about magic. 

The efficient approach would be to consult with a local, but she doesn't know who to approach or trust. Worse, she doesn't know how to overcome that. Ah, immigrating to new different country is truly terrifying.

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"Probably, yes. You could maybe get a price sheet from the Abadarans if you're curious what sees the most demand in civilian use?"

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"That makes sense. Thank you." What is Belmarniss reading? Does she look set to stay here for a while, with or without Tanya?

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Belmarniss is bent over a book about drow with one of the Nethysians corroborating or contradicting bits of it as they skim along.

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Correcting the locals' misconceptions is probably valuable cultural sharing!

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Tanya has had a lot of time to consider what she should do once they finally arrive in a city and don't have to stick together all of the time for mutual safety.

Her short-term goals are to earn money and to avoid making waves (and certainly avoid making any enemies) until she knows more. Unfortunately, these two goals are in conflict.

She can't start by building radios or steam engines, because even a prototype would take time and money before she can convince any prospective investors or engineering partners. (She might be able to loan enough from Belmarniss, but she doesn't want to lean too much on their relationship.) She hasn't thought of anything that would be easy and cheap to build and yet serve as a good proof of concept. (A crank generating electricity is easy to make, but its value is not obvious.) She is almost certainly missing something, but the fact remains that she can't think of any better options.

She could explain her off-planet origins, show her novel magic as proof, maybe demonstrate an optical microscope or telescope or something, show them illusions of the things she wants to build, and secure some venture capital that way. The problem is that she doesn't know whose attention that might attract (or be sold to). She doesn't yet trust the local laws and authorities to protect her, but even if she did, someone with knowledge of a superior civilization's technology - who also happens to be temporarily poor and friendless - is worth it to the state to 'nationalize', or to an enemy state to kidnap, if they realize her potential. (Tanya isn't sure she'll make a big impact on Golarion, but the potential is undeniably there.) And then she might be well treated, but she'll never be a free private person again.

She could do as the local adventurers do, and take out some bounties. (Assuming she'd be able to claim them without explaining her methods.) This is probably a terrible idea, but they might have a high-paying job that wouldn't be ethically problematic? Tanya doesn't mind killing some easy-to-find, non-person, absurdly tough but not actually 'immune' (!) to fire monster. But she's not sure seriously dangerous unintelligent wildlife exists; all the examples she's read about were no more impressive than the bulette. (This makes sense; no matter how dangerous a predator, intelligent tool-using people can drive it extinct given time.) And for the ones who are people, she doesn't trust the bounties be any better than 'anyone of that race, five gold a head'.

She could quickly fly messages or small parcels to other cities (or bigger things in a bag of holding), but it would take time to create a market in between teleports and sendings on the high end and regular mail on the low end, and time for her to establish herself as trustworthy. And making her fast flight public knowledge might be enough for someone to target her.

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One thing that can be explained quickly is math. Unfortunately, Tanya is not a mathematical genius. It's possible that some college-level math from the end of the twentieth century will be novel here, but she has no idea how to monetize that.

She does know how one-time pads work, but she can't reconstruct the proof that only one-time pads can provide perfect security. Also, she has no idea how to generate random keys in practice! (Something to do with black-body radiation, she thinks?) A foreigner selling a novel encryption method will of course be suspected of knowing how to break it, even if there seems to be a proof of its security in an unfamiliar notation.

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Tanya doesn't have a good plan with no downsides to execute on. So she needs to gather more intelligence first. Hopefully, something will jog her mind. For today, she'd like to start by finding out:

- What are the prices for food and lodging if she doesn't have Belmarniss with her? Not that she intends to abandon her! But knowing the difference (if any) will be useful, and instructive.

- Is there a stable-ish market price for common civilian-utility spells, like Share Language? (Not that she intends to abandon Belmarniss! But she ought to know how much she costs her in opportunity costs.)

- Is there an... adventurer's center? Bounty board? Assassin's guild? And if so, what kind of requests are outstanding that the normal authorities can't handle? Again, not that she will take any, certainly not without discussing it with Belmarniss in advance, but it's useful information.

- Are there in fact public torturous executions and similar events?

- Does any other technology strike her by its presence or absence? 

- If there are financial institutions (even if they're tied to a church), what is the price of credit enjoyed by trusted locals?

- Are the local police visible and visibly approachable and what are they seen to be doing?

 

She doesn't want to prejudice herself with the library patrons, so she won't ask them for directions to the local assassin's market or public execution. Tanya isn't a barbarian, she's just justifiably concerned that some local people are.

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"Belmarniss? If you intend to spend the day here, I'd like to check out some other places in the city. I do expect to profitably spend a lot of time in the library, later, but I'm not sure yet what I should be reading. Is that alright or do you think there's liable to be a security problem?" The library patrons are rude but seem to be well-meaning, but the next time she steps out for some fresh bread...

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"I think we're good. I'm just trying to convince this person that it will be really academically interesting to Aura Sight me for free in the morning. Do you want in on that, it's area effect."

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Tanya's immediate instinct is to refuse decline. But if the spell is really objective - that is, if it produces the same results every time, and not just whatever the caster wants it to produce - then it might affect how the locals treat her in the future, in which case it would be useful information. And if it's not objective and is merely the obvious scam of making people donate to the church to expiate their sins, then she'd better be there when someone tries it on Belmarniss.

"Alright. It can't hurt to know what people might think of us, if they're going to be thinking it anyway."

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"I mean, they only will if it turns out you read as something and someone reads you."

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"Well, yes, but that might still happen if people take it seriously." If you really believe in a spell that tells you if a person is law-abiding and unlikely to break their word, of course you'd use it in any high-stake negotiations! Which will penalize whatever population the spell disfavors. Ugh. But it's still to Tanya's benefit to learn what the spell reports.

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"Yup. Won't be till tomorrow though, no one has it prepped today."

"I might not decide it's worth it," grouses the guy who's been going through the book on drow with her.

"Yeah, you could just decide to cut costs by finding a Nethysian paladin to stare at me, oh wait."

Grumble grumble.

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Tanya doesn't ask 'what is a Nethysian paladin'; she doesn't want to seem too alien to the locals, and it might be something everyone on the planet is expected to know.

"Do you plan to spend the rest of your day here? I can come back here at or before closing time; if we miss each other we'll meet at our lodgings."

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"Yeah, I'm good to park here till evening. Have fun exploring."

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"Enjoy yourself!"

Can she find a price-quoting service (Abadaran?), bounty board (assassin's guild local government?), public executions (same)? She would also like to spot-check the prices of bread and other food, lodgings, visible police presence and activities, and anything else that stands out.

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The Nethysian temple is in a pretty rich quarter of the city, near the magic shops and adventurer-oriented inns. Some of the temples are in other neighborhoods but the Abadarans are parked here, and they do host a job board including bounties (the safe return of so-and-so; assistance with the clam incursion for the coming season; wizards wanted for an excursion hunting gnoll raiders in the forest), and they have a price list marked up with daily availability modifiers for various spells, Share Language among them, for a fair whack of change going up substantially with each added circle. Public executions are not happening in this quarter, they apparently do those by the docks, but they're usually hangings, they only impale people if they do, like, treason or felony necromancy or something. Bread prices are consistent with this being a preindustrial but comfortable society that eats bread. She can get inn prices way lower than the quote she got with Belmarniss in tow if she asks around. There's guards in pairs in the rich areas and fewer but still in pairs in poor ones, patrolling or standing around.

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What happened to so-and-so? What is a clam incursion - oh.

...

Are the clams possibly people? What season are they expected in? What season is it now, for that matter?

It's good to confirm that spells are openly sold and widely available but, yeah, that's quite expensive compared to the basic cost of living. What is the cost of credit, by the way, for nonspecific loans by locals with a good credit history? It's not what'll be available to her but it might a starting point towards understanding the local economy.

Tanya is briefly puzzled that they'd conduct executions only in certain quarters of the year before realizing it's a location designation. It's a relief to hear that they're mostly doing hangings. Maybe that town didn't apply the legal standard correctly.

She'll mention the prices to Belmarniss. In theory she could make a reservation and later show up with Niss and dare them to turn them away, but she's not looking for social conflict and it's not her money to spend. It might be unsafe, too. Still, they rented a room at the first place that let them and it might have been expensive regardless.

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So-and-so went missing! They're not sure why!

Nobody she asks is sure off the top of their head if the clams talk (that's what she means, right, if they can talk?) Clams are expected in the summer, and not in the city proper but a ways down the shore, but they like to secure advance commitments because there's sometimes a lot of them; it's currently spring.

The acolyte of Abadar she can speak to without an appointment or any money to pay for someone more valuable's time is confused about why she wants to know loan rates for people who are not her. They will check if she's not her before loaning her any significant amount of money, you can't get better rates that way.

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It's an indicator of general economic activity! If it's not public information that's... probably bad for the economy, but good for them as the lenders. Tanya isn't used to operating in an economy without a central bank and a lender of last resort, and that's in fact a useful insight.

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If she just wants to know for purely informational purposes what a random city resident would be able to get termswise that depends on all these things that affect how good a risk someone is, and the acolyte can in fact go through all of the math if she wants to stipulate age/sex/occupation/savings/banking history/marital status/etc. for a hypothetical person but she's not that hypothetical person!

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It makes sense that in the absence of a guaranteed rate all they have is a complex formula. The next step would be statistics but she can't ask him for statistics about the loans they make; without any regulation that's definitely a trade secret. Tanya thanks him and leaves.

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Most of this is objectively good news! There's (almost) no public torture, prices are generally lower than they first assumed, and the financial system seems well-developed (although unregulated).

However, there's no conveniently mindless dragon-equivalent she can kill for a lump sum of gold and no questions asked. Or if there is, it's not a publicly posted bounty and would probably require private negotiations where she'd need to explain her capabilities.

What can she do, though? Her magic and her knowledge from another world are the only valuable assets she has; she could retrain for a normal job here, but it would (presumably) take too long and she needs an income first. Even if she comes up with a demonstration of something like radio, it will become clear to any prospective investors who do their due diligence that she's not from this planet.

She can either reveal this fact or hide it forever. To reveal it, she needs to be able to trust people: both not to turn on her and to help protect her against any other actors. Tanya doesn't want to live such a high-stake life! It's nice to fantasize about uplifting this world until it matches up to her standards, but that's frankly unrealistic even if everything goes well, and she can't even tell in advance whether it would be a net benefit to other people; the nature of technology is that it proliferates. And while slaying a few dragons might be a net improvement Tanya doesn't trust the locals to decide which non-humans ought to die, no matter what they accuse them of, and she definitely shouldn't be deciding it herself.

The alternative is to borrow money from Belmarniss for a period of retraining. Tanya can probably find herself a white-collar career of some kind. It won't pay as much as Belmarniss makes because she wouldn't be using her magic, but it might be an option? Maybe there are career advisors here? ...but they might not want to stay in this city long-term, and any career opportunities will be local, or at least local to Taldor. Certainly Tanya shouldn't make any career commitments after just a few days in a completely new country.

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The only person she already trusts is Belmarniss, who isn't in a position to recommend anyone else on the surface.

When faced with several bad options, one must choose the least bad one and not wait in indecision. In a foreign country where no-one is known to be trustworthy, one must choose the people with the best reputation and incentives and then take an unavoidable leap of faith.

Is the risk of revealing anything at all about herself, likely attracting attention, and moving quickly to secure resources and safety greater than the risk of trying to stay under the radar, going into debt, while unavoidably leaking some information about herself? Tanya can't really judge that, but it's probably greater. Of course, the upside is commensurate. Who dares, sometimes wins.

Preserving herself is rational, but Tanya is aware that her natural inclination isn't to maximize her safety at all costs. She didn't put off enlisting into the army while looking for a way to stay poor and anonymous. And she doesn't want to hide forever in this new world. Other people already know about her novel magic and knowledge; she has a long life ahead of her and it's likely to come back to bite her at some point. Better to ride the tiger so she has a measure of control.

She'll still consult with Belmarniss before doing anything. She values her opinion, and her decision may come to affect Belmarniss as well.

Tanya returns to the library a little before closing time.

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Belmarniss is just re-shelving a book in a language Tanya doesn't have Shared. "Hi!"

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"Hello. Did you have a good day?"

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"Yeah! How was yours?"

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"Informative. I didn't find everything I hoped to, but that also means I have fewer choices to make." Tanya briefly recounts her day. "So we can try to find cheaper lodgings tomorrow, or I could reserve them for two and then turn up with you and see what they say. I don't have a good sense of whether that's actually risking anything besides people being annoying and turning us away."

"Besides that - I know I need an income. And I don't think I can get a well-paying civilian job quickly, because I don't know anything about this country and culture, besides the actual profession I'd need. So I'd need a loan for at least a few months of study and training. Or I can use my relative advantages - my magic and my knowledge - at the cost of revealing my origin and risking a betrayal or someone else trying to capture me to get that value for themselves. I don't have any good way of picking who to trust with something big, and I imagine you don't either although of course I'd be happy to hear otherwise. It's not that I think most people are criminals given the opportunity, but enough might be to present a risk. State organizations might even conceive of themselves as benefiting their country at the expense of a foreigner they have no obligations towards, although I do hope they'd negotiate a deal instead of jumping straight to kidnapping. I'm still leaning towards risking this, but I wanted to hear your opinion first."

"There are two concrete things I want to try. First, if I could find a bounty for a target that's easy to locate but tough enough that others haven't already dealt with it, it might provide enough capital for a while all by itself. Ideally it would be a nonsentient monster, because I really don't like the prospect of trying to figure out whether any particular assassination contract on a person is justified, even if I can finally find one that has a target more specific than 'anyone of that race'. There weren't any such bounties here, but if I'm not carrying you I can fly to other major cities in a few hours and check there too. I could pretend to be an adventurer from the other side of the world, the Nethysians seemed to buy it, but I expect that wouldn't withstand serious scrutiny."

"I don't even know if there are such monsters. Nonsentient, dangerous enough to command a high price, and actually easy to find. And ideally not immune to fire. I suppose if there's a bounty out for, say, a dangerous serial murderer, who clearly committed capital crimes and evaded justice and is still a public menace, I might take it but - there are just too many ways that could go wrong."

"The other thing is building a prototype radio, unless I think of something better within a day or two, and getting an investment or a partnership from someone. If possible, without revealing where I'm from, or at least keeping it close. That will probably require a few weeks and some funds and has a less certain payoff. If I can pull off the bounty, I'd probably use the money to do this next."

"A third possibility is finding someone who wants to buy uses of my non-combat spells, but I haven't come up with any good ideas. I could do flying deliveries quickly, but I'd need to be trusted first. I could record images from the air and replay them as illusions, which is great for map-making, but the people who'd most want to buy that are governments, and I don't want their attention yet because they'd probably want me to do espionage next. I can make lenses that magnify things by a lot but I don't know who'd pay for a microscope... It might be a failure of my imagination. What do you think?"

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"...I think at some point you should be taking some leaps and using some of what you know or can do in some capacity somewhere, but I'm going to be able to make steady money here - like, I'm still working out exactly how and what spell trades I need to do, I'm going to go talk to some Abadarans tomorrow morning, but I will be able to - and I don't think you need to decide who up here to trust with any of that, like, this week, maybe even this month. I think it's possible you should get over some of your resistance to fighting sapients, like, I get why that would be an appealing line to draw but if something's picking off villagers somewhere it's not actually practical to give it a full trial or whatever just because it might be able to pronounce them yummy in language. ...I could front for a courier service ostensibly running on Phantom Steeds if I get Phantom Steed and you could actually run the deliveries yourself but that's a little more, uh, customer-facing, than I expect to have much luck with."

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Tanya doesn't want to go into debt to Belmarniss!

Why not? A month's living expenses loan is a small amount. They hadn't even made a contract for nonessential expenses on their way here. ...maybe that's why, it's because Tanya feels there aren't enough guardrails, if she doesn't make the loan explicit and bounded.

...she's aware there a different social script here, though. At least on Earth, people don't always sign contracts for small loans because that takes them out of the sphere of social relations and into the realm of business, and sometimes you'd rather keep making progress in the social sphere instead. This is essentially the same reason why people give each other small gifts without keeping accounts; you can impress someone or make them feel indebted to you with a gift, but you can also simply strengthen the relationship by signalling that you're willing to keep investing in it without counting the costs.

If Tanya had to guess, Belmarniss doesn't seem like someone who'd rather move their relationship to a more explicit business-like footing. Tanya will just have to adapt to that, and hope she doesn't make any major faux pas.

She will accept this implicit gift gracefully, and look for opportunities to repay it.

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"I don't have a hard line of not killing sapient creatures. I spent half my life as a soldier killing fellow humans. But I need to have some hard line, some rule to follow, and I don't trust the Taldane authorities with setting this rule for me. If I let them convince me to kill some people, then the rule becomes not 'what did the people do' but 'how convincing are Taldane people'." How can she put this better - "it's not just that they might accuse someone falsely. Even if someone is guilty, say of killing villagers, the appropriate response might not be to kill them in return. There might be mitigating circumstances. Maybe they should be captured and brought in for questioning or a trial, or imprisoned or exiled instead. The problem is that I'm not equipped to do any of those things, and I suspect the locals default to asking everyone to be killed without considering any alternatives because they - don't care about individual responsibility. They don't care about justice and equality before the law, or at least that's the impression I'm getting. One of the bounties today was for 'hunting' gnolls."

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"Does it help if you suppose that the gnolls have been failing at internally policing their people in such a way that many of their subjects have committed acts of war and the humans are responding in force to that with regrettably limited ability to identify uninvolved civilians and will find themselves motivated to continue until the provocative incursions stop? I don't know how whatever war you're from started."

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"It started with one nation attacking another. Armies fighting, according to the rules of war. We don't kill noncombatants except as unavoidable collateral damage, and we have to accept surrenders and not mistreat the prisoners, and I don't expect the people taking that bounty will do either. If some people from a group are attacking you, and you have a way to tell combatants from civilians, then you shouldn't target civilians. If you don't have a way to tell them apart, and the enemy is deliberately hiding among its civilians, you should still spare women and children and the elderly if you can. Assuming those are very rarely combatants, which may not hold here. And ideally there should be some long-term solution, other than exterminating the other group or randomly killing enough of them that the next fight will be a generation later. Armed force is a political instrument."

"Protecting one's own citizens is the highest responsibility of the state. I'm not proposing that they should do nothing because they can't tell gnoll combatants from civilians. Maybe killing random gnolls is the best that can be done, and so the appropriate response, but - I'd need to be convinced of that in each case, and I don't trust the locals about it. Or not yet. They have other people handling the bounties, there isn't an enormous massacre going on that I could stop. As far as I know, anyway."

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"I guess organized nations up here that recognize each other might have rules of war. I've seen inklings that there's a treaty about the Worldwound. But I would not expect forest gnolls to be signatories and they would maybe have rules about children but not about women or the elderly who can cast spells if anyone can. I think... they do some things through the state but if you're interested in stuff that might reasonably be the common cause of a lot of countries and a lot of species, you might want to mostly go through churches. I'm getting along real well with the Nethysians but you might be too cagey to have fun with them. Though we're getting the Aura Sight come morning, not quite free but close enough, they want to see me do an Ancestral Regression."

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It's not encouraging to hear that only the extraplanar invaders from the Abyss respect any rules of war on this planet! That just makes Tanya want to stay further away from the whole sorry business, not that she needs any convincing that war is bad.

"What kind of things are you thinking of that churches might be coordinating?" Churches are international organization, so it stands to reason they might be involved even if Tanya privately doubts how much they're improving things by their presence. The standard trick is to get you to compare them to a hypothetical absence of coordination instead of a hypothetical secular alternative. "And what's an Ancestral Regression?"

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"If you need financing that seems to be all Abadarans all the time, for example. It sounds like Shelynites lean kind of pacifist - uh, relative to the surrounds, I don't know if you'll find them pacifist enough, I'm sort of confused about your position there even though it keeps coming up - so they'd be the ones to ask if you want to see what there is prior art wise about less gnoll hunting or whatever. Ancestral Regression is a spell that'll make me look like a surface elf all day. It's pretty widely available downstairs but nobody up here has ever seen it, which stands to reason since it only works on us, the Nethysians are just professionally curious."

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An illusion that makes drow look like elves so they're treated better is obviously a good thing for the individual drow, but its widespread availability makes the human prejudice against (apparent) drow even more irrational! Tanya wonders if she can make an illusion decoy of 'surface elf Belmarniss' come out right before she sees what the spell produces.

"My position on pacifism is that violence is obviously bad but we haven't found a way to eliminate it entirely, and people who personally refuse to engage in violence only shift the burden to others. If you don't defend yourself it's because you rely on the police to defend you against private criminals and the military against other nations. That's fine if that's their job that you're paying them for, but not if you refuse to be conscripted because you find the necessary job personally distasteful. Violence is a crime and most wars of choice are very bad. We'd all be better off if there was less war but I don't see how pacifism can help with that, because we wouldn't be better off if we didn't defend ourselves."

"I do understand the appeal, though. Humans - and I suppose other species here as well - clearly have an instinct towards violence far beyond what is rational for private profit. If only everyone was a pacifist, there would be very few wars! It's a famous philosophical principle that you should practice what you preach, and that you should behave the way you would like everyone to behave. It's the first step towards coordination. But unopposed violence rewards the defectors too much, by giving them more resources and eventually more countries to rule over and people to enculture into being violent, for this to work with pure pacifism. At least that's how it seems to me."

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"That does all sound like a fairly coherent philosophy but I bet the next time I try to guess how you feel about something related to it I will make some kind of mistake anyway," says Belmarniss equably.

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Hmm. "It might be because I'm used to operating in a lawful society, and a fairly specific one that I know well. My philosophy isn't optimized for this world with its bounty-hunting adventurers. I might well be wrong about some things. It might be interesting to hear the local pacifists' perspective, if it can be divested from their religion."

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"Why does it need to be divested from their religion, Shelyn sounds like a nice enough person."

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"...is their religion centered on pacifism or does it focus on other things?"

Calling a god a 'nice enough person' is the best possible way of relating to (putative) deities if you have to believe they exist! (Assuming they are, in fact, nice.) Belmarniss is very sensible about religion!

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"Oh, she's the goddess of love and art. Nethysians have libraries and in the same spirit apparently the nearest Shelynites have a concert hall."

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A religion mandating Theologically Correct Love And Art sounds pretty terrible, if not as much as one managing banking.

"Those seem unrelated to pacifism. There's certainly art promoting wars, including music. So I guess that's what I meant by wanting to, uh, disentangle the concerns." 'Make Love Not War' is a famous slogan but, as far as Tanya is aware, making more love does not actually lead to making less war and only serves to replenish the next generation of young men.

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"I have not gone and visited them to see if they have a religious prohibition on battle anthems."

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"When I have a free hour I'll pay them a visit." The Abadarans and the Nethysians both turned out to be perfectly nice people. Being religious doesn't mean necessarily being unpleasant! Going to a church and asking for an explanation of one of their tenets might be asking for trouble, but if they have one that amounts to more than 'God said so' and if it's a locally respected tradition, then Tanya will probably benefit from being aware of it. Anyway, she can always just leave.

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"Do you happen to have a summary on your opinion on religion like you did your opinion on pacifism all ready to go?"

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Ah. Well. This was probably unavoidable. Tanya really hopes this doesn't make Belmarniss mad at her, but she doesn't want to lie to her either. 

"On Earth there are many religions, and there were many more in the past. They make entirely contradictory claims - about what gods exist and what they want, about magic and miracles and the afterlives, about the right way to live. Many past wars were religious ones, because some religions call to convert other people by force. And although most of them tell stories of past miracles, none of them are granted verifiable miracles today. In the modern era, improved technology has made people richer and safer, and some religions have lost the political power they once had. Many people now believe that all the religions are false; there's a common joke that religious people believe all the religions are false but one. In any case it is obvious that religious beliefs are not caused by being true, because everyone believes something different and which beliefs are more common mostly depends on which people conquered a place long ago."

"My opinion on religion, which is not unique to me, is that it's a complex social force which can do both great good and great harm. Unavoidably so, because it plays such a large part in people's lives and in society. Many specific religions do much more harm than good. Dogma, claims which can't be proven from observed reality but you're not allowed to contradict, are very harmful to rational thought. Churches, like all organizations, try to grow and gain more power and they don't pay society enough for the privilege, because the way they purport to pay society is by teaching religious law which is false. And they encourage antagonism towards countries with majority populations of other faiths. All the good things they sometimes do, like organizing charity and public works, could be done just as well by secular organizations in a society that had no religion."

"I do know that beings exist that can interfere in the world." For personal reasons which she has no particular reason to hide anymore, but which she'd rather not reveal because they're hard to believe and don't actually contribute anything to the conversation. "They are not to my knowledge the gods of any specific church, but I don't know much about them. The thing about religion is that it's built on falsehoods, even if people honestly believe them, and nothing good can come of that."

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"...wow.

"Do you wanna real quick ask one of the Nethysians to create water before we go?"

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"...why?" Is Belmarniss implying Tanya talked for too long, so long she must be thirsty?

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"...that's a classic zeroth-level spell that clerics can do and arcane casters can't, is create water. So you can tell who's really getting spells from a god or at least a really jumped up outsider, and who's faking."

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"I know churches have their own magic traditions with spells wizards don't know, but - are you saying you think their god is doing little miracles on demand for them?"

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"Yes. Divine spells are completely different. I can't even use their scrolls or wands, even if it's a spell that has an otherwise identical arcane form."

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"I don't mean to dismiss your expertise, but how sure are you that they don't just have a different magic tradition with no gods involved? There seem to be many kinds of magic on Golarion, used by people of different races. My own magic is another example."

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"Druids exist, are also divine casters in the relevant technical sense, and can create water too, but they don't channel energy the same way. Also, druids have to learn how to do what they do, and clerics don't. Clerics can just be the right sort of person and get a full spell circle one morning - not like a sorcerer, sorcery comes in gradually."

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So the spells you claimed a moment ago were impossible for wizards are in fact available to a different tradition which can be learned with no gods! This, this is what makes religion so insidious. It can twist the mind into knots and obscure the very obvious.

"So the only thing special about clerics is that they gain magic suddenly and unpredictably? Gods are a possible explanation for this, but gods are a possible explanation for many things because 'miracle' can be just another word for 'something we don't understand'. If that's the only reason to think gods are involved, I find myself a little skeptical. Maybe clerics are a kind of sudden-onset sorcerers for divine magic."

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"Hey Learned, are sudden-onset divine sorcerers a thing?" Belmarniss calls to the nearest Nethysian.

"According to some sources, yes, they are! They're spontaneous casters, the ones I've heard of either which way cast from Splendor, and they tend to have peculiar curses, but can otherwise cast cleric spells and even channel, but they seldom, possibly never, get the ones that are restricted by or circled down for the followers of a specific god. If you come back tomorrow I can direct you to the right books?"

"No thanks - we can get out of your way, sorry for overstaying."

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There are more things in Earth and, regrettably, Heaven that are dreamed of in your philosophy.

Tanya tactfully refrains from commenting out loud.

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"Anyway clerics are a pretty regular phenomenon and they don't all agree on anything else," says Belmarniss as they leave the library. "So it'd be very weird if they were all in on a conspiracy about how they prepare their spells by praying and lose their powers if they get too far off from their god."

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"They could be genuinely mistaken. But what you're describing isn't implausible. Clerics of different religions, who can't agree on anything else, and get magical powers by praying. It's possible the only thing the god or gods agree on, or want, is that they should be prayed to."

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"I'm not sure they'd have to agree on each other getting prayed to, it seems plausible it's just a convenient way to dispense spells and collect intel. Oh, and, there's reportedly a fake god, running a country on Lake Encarthan. I have only the very cursory explanation of this so you'd want to look into it courtesy of someone who'd know, but presumably everyone agreeing that that one specifically is fake has some basis of some kind. It's definitely not that real gods aren't supposed to run countries, theocracies are a thing and Aroden died in the process of trying to come to the Material to rule in his own person and probably would not have been called fake if he'd pulled it off."

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"Oh, yes, that's what I meant, that the gods might only have in common wanting to be prayed to." The one she met certainly seemed to be a disgruntled employee. More importantly: Belmarniss doesn't seem to be a true believer in the local religions' validity after all! Tanya has great respect for someone who has learned to apply correct skepticism even towards things their society considers sacred truths, especially if atheism isn't common here. (Even if she had a whole century in which to do it.) Belmarniss is going to be an incredibly valuable human resource for whoever hires her, hopefully in a country where people are less prejudiced against all drow.

Fake gods aren't news, both in the sense that every religion thinks the others' gods are fake and that plenty of historical rulers demanded to be worshipped as a god. (Did the Roman emperors and ancient pharaohs claim to grant miracles? Tanya has no idea. The Japanese emperors didn't as far as she knows, but then the Showa Tenno had to make a big announcement about not being divine after all, so she suspects even that might have been a slight postwar revision of history.) It's a bit more concerning that Belmarniss implies some other theocracies have rulers whose divinity isn't openly called fake in books, but presumably that means they're more powerful in various ways?

...well, one obvious way in which supposedly-divine rulers are lying is they all die of old age. Ascend into Heaven, sure, but everyone knows they'd rather not do that if they could. "Are there other rulers around who are supposed to be gods? Are they immortal and superpowerful, or - something else someone might expect of a god, that mortals couldn't do?"

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"Apparently the pharaoh of Osirion is, not even a ninth circle cleric of Abadar, but a cleric of Abadar who got up to eighth overnight, which to be clear is not a normal thing that just happens sometimes, and they like to put about that he's an 'aspect of' Abadar but the Nethysians tell me that it won't bother the local Abadarans to say he's not, they have a separate Abadaran church for within and without the country for conflict of interest reasons."

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Pfffft. A Gott in Osirion, is it? Well, that makes it clear enough how seriously to take these claims.

"Going back to the question of clerical spells - I don't want to dismiss the idea that something, or some one, is behind it. I know that external - creatures, or beings, for lack of a better word - can empower mortal spells if they feel like it. This may be the case for some of them, if not all. I'm more questioning their theology and beliefs which presumably claim to be god-given, beyond the brute fact of empowerment. And what they do in order to receive it, the ways it changes them besides just making spells available."

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"So - uh, are you saying, 'just because a god said it doesn't make it a good idea', which, like, yeah, literally everyone knows that, gods come from all over the alignment map and disagree on everything, or are you saying you expect there to be lots of schisms within each religion because you believe they are not being steered coherently by their gods."

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That's a weird way to put it. "Each god has a church that worships them and disagrees with the other ones. This can be described as 'everyone knows the gods disagree and are not to be trusted', but it can also be described as 'almost everyone trusts their god.' That's what I'm used to, but I'm not sure if that's what you mean? I expect schisms are fairly common but more importantly I expect the pre-schismatic church to be just as wrong as the new sect. Maybe they're not being steered coherently, or reliably, or even at all. In my experience, people will make up commandments and beliefs and ascribe them to their gods. It would probably take very determined, uh, steering to prevent that."

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"That doesn't answer my question! If we ask around and discover schismatic Shelynites do you expect them to be just as wrong about what Shelyn has to say or just as wrong about, like, things, objectively, in general."

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"...I expect - better to say that I fear - that they will be wrong about some things, like all people. But that they will incorrectly claim some of their opinions come from Shelyn herself, and therefore are not subject to debate, because she knows better than mortals or because it's the price for their powers or because it's morally right for her to tell people what to do, or some other reason. So the way they'll be wrong about things will be much harder to correct, because they'll think changing their minds means abandoning their entire religion. And they may try to enforce their opinions on others more than they otherwise would, because they're so sure they're right and important or just because they think their god commands their religion be spread. ...that's presumably not a concern for Shelyn's followers, if they're pacifists, but it applies to most religions. The new sect will argue and fight with the mainstream church, wasting resources and reducing cooperation. And they'll both be wrong, or at least both just as likely to be wrong, even if it matters for some reason what Shelyn actually wants."

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"Something about the way you are approaching this is batshit but I am not sure how to figure out what."

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A rational argument from an outside view can often appear that way. At least Belmarniss is engaging and not dismissing her out of hand.

"If you figure out a reason you think I'm wrong, be sure to let me know! I am reasoning from the example of religions on Earth, where these patterns are well known and have many examples; I know very little about religion on Golarion. But I haven't seen anything that indicates otherwise, so far."

Religions that really are guided by Beings might be even worse than the things humans come up with, although that's a tall bar to clear.

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"I think you perhaps should... not... reason from religions on Earth, because of the thing where it makes you sound batshit and we already know this is a very different place from Earth? But this is another area where my being from underground is impairing in getting specific about what's wrong, I'm used to clerics being like, yay various demon lords, and everybody else being like, sure, if you keep the clean water coming and sell us healing spells, and I think people relate to it differently up here even if it boils down to something similar economically."

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"I don't have any context on demon lords besides demons being the ones invading the Worldwound. And I have to reason from something; I'm not going to make any big decisions based on it, but I don't think assuming I know absolutely nothing about 'religion' and 'gods' is better. What specific thing sounds insane to you?"

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"That's the thing, if it were any specific element I could identify I'd say that, but it sounds sort of like... I'm going to make up something stupid, do not over-index on this example, but it sounds sort of, in general pervasive batshittery level, like, what if you came from a planet where rocks were people and ambulatory people still did mining and building with them and you had lots of explanations for why they'd do this and perhaps even delude themselves about rocks not being people as a self-serving belief so they'd feel better about all their various rock ownership and rock usage and obliterating diamonds for Raise Deads and so on, and when you came to a planet where rocks just literally are not in fact people you assumed all of that was going on behind the scenes to explain all the very recognizable rock usage and on top of that decided that mind-affecting spells are all lies because they're omitting to work on rocks?"

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"Are you saying that gods are real, so it's simpler to conclude the churches are mostly right about what their god wants and - that the churches and religions are caused by the gods, the gods shape them, so they're a reliable guide? My point is that, having observed a world where religions are not due to gods, and assuming people behave in broadly similar ways on Earth and Golarion, religions don't need gods to explain them. Specific details like religious commandments don't need a god literally commanding something to explain people believing a god did, because they do it all the time. I can look at the rocks and try to figure out if they're people or not, but if I only look at the humans who think rocks aren't people that doesn't tell me much, because they're liable to think that either way. I think for churches to be broadly correct about the gods, the gods would have to do a lot of continued interventions to keep them that way. If there are gods."

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"Well, right, and the continued interventions are picking out clerics and giving them spells and probably sometimes sending visions or messengers but that's rarer."

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"Picking clerics sounds like a very inefficient method of transmitting information. It might be a sign that someone was right about something but you don't know about what. Messengers would do it, do the gods reliably send messengers who can prove they're from the relevant god?"

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"It's rarer! I would not call it 'reliable'! I guess if we can think of something else the Nethysians want enough to cast a third circle spell for us they might scare up a Planar Inquiry but that's just gonna be a generic outsider of some kind, not a handpicked divine messenger, probably, I might be lowballing the value of Planar Inquiry. Clerics are all, like... a type of person? Not just in the same way wizards are all mathy cunning sorts, like, clerics cast from Wisdom and that's not none of what's going on but they're also per each god a type of person who's lined up right, I think more so with real gods than with demon lords because real gods can be pickier."

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"How do new clerics even know which god's they are, if they don't just assume they're clerics of the religion they already belonged to or most liked? If musicians mostly worship Shelyn, and any new cleric who's a musician tends to assume Shelyn empowered him, you get a church of Shelyn that thinks she really cares about music, but maybe all that's happening is that musicians come together out of their shared interest, with the community being reinforced by religion. I'm not saying I think that's probably the answer, I'm just pointing out that - there doesn't seem to be any definitely clearcut proof, only roundabout inferences. And that's what I'd expect to see if gods weren't actively and unambiguously directing their churches, so people had to come up with all these indirect explanations. What does Planar Inquiry do exactly?"

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"If they haven't been trying for someone in particular I guess they'd... try different holy symbols? Some spells need those for clerics. The Nethysians have that weird mask thing, for instance, wouldn't work if they swapped symbols with another kinda cleric. Planar Inquiry's a calling spell, calling is like summoning but instead of a remotely piloted fake body it's really present for the duration of the spell so it can stay longer."

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"...can you explain holy symbols to me? I'm not sure what you mean. Earth religions have holy symbols but they don't have magic."

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"Some spells are cast with words, some are with gestures, you've seen both. Some of them also have ingredients, but people can learn to do without those if they're not stuff like gemstones or incense, I have done this so you don't see me pulling out a dried glowworm every time I want to cast Light. Actually people can also learn to do without words, or without gestures, but unlike skipping the ingredients that makes the spell a circle higher. And some spells want foci, objects you use to cast the spell but still have afterwards. A lot of cleric spells, and cleric versions of spells that others can also get, want a holy symbol as a focus, and it has to be the right one. They also need them to channel energy. Usually people have 'em on a necklace."

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"By the right one you mean the right one for their church, like a mask for Nethys? If clerics all have the same spells, but each one can only use the ones that need an implement - sorry, a focus - with a particular god's symbol, which also matches a god who would plausibly pick that person according to their church... I assume it's been tested for clerics to try all possible other holy symbols to exclude the case they can in fact use several. That does sound like strong evidence that the - something or someone, which we might as well call a god, is empowering each church's spells. I suppose it's still possible for the same entity to be behind many or even all churches, or for the entities to collude in other ways... But I think that's pretty convincing evidence on that score."

This world is infested by people empowered by alien beings, who pray to them for an hour every day and so have their thoughts contaminated in any way the beings please. It's hard to feel terrified when she's been living in this world for weeks without anything terrible happening, but objectively speaking this is probably some kind of disaster!! And so she really needs to settle -

"That makes it much more important to know what the gods are actually doing or want! You were telling me about their putative messengers?"

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"The putative messengers are I say a third time rare! Do not expect them unless you become really important! - Also I don't know specifically of that experiment having been done but I bet you can get a Nethysian to demonstrate failing to cast Light with a few other symbols tomorrow at no extra charge if they can't point you to a book which says it's been done, because of the kind of person Nethys seems to go for."

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"It's an obvious experiment so I assume someone must have tried it. And some new clerics probably aren't sure in the first moment... unless every new cleric binds to whichever symbol is closest, or to the one they happen to try first, but again I expect it would have been noticed if no clerics ever failed to use a symbol on their first try if they weren't sure." Even confirmation bias has its limits. "That leaves me with two questions. First, how do the churches know or verify what their gods want, and the rest of their theology? What are they right or wrong about? Second, and separately, what do the gods actually do besides empower people they like? Do they - directly affect what their clerics or anyone else thinks and does, do they intervene in other big important ways... How important are the gods, separate from their churches, to people living here, on a scale of 'they can safely be ignored until you die' to 'they run this world for their amusement'?"

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"I believe that unless you wind up in a fuckty sort of regime in a way this one is not, and unless you want to be a cleric, they can be safely ignored until you die, with of course the caveat that once you die your alignment matters a lot and most people are taking cues on how to manage that from some sort of religion pick-and-mix instead of trying to derive it all from first principles even though deriving it from first principles is cooler. I think for big important questions they use Commune spells to just directly ask, that's probably not happening daily but it's just fifth circle it's not a Miracle. For littler more cultural questions the selection of clerics by their - attitudes, personalities - can do a lot. When you say 'what are they right or wrong about' I do not know if you mean 'what do they have ungarbled communication from their god about' or 'what things are gods and churches objectively accurate about, presumably according to you, Belmarniss, arbiter of pure truth'. I think it is not standard for gods to go around mind-controlling their clerics but they might give them nudges or visions or dreams or some shit like that sometimes at key moments."

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Tanya already knows what happens to her when she dies. Or, well, she doesn't really, in the sense that she might luck out and be handled by someone other than Being X and be sent off to a proper afterlife this time, but given how vindictive he is she's not holding her breath. And she doesn't actually know what Being X can or will do to her if he does see her again. One might say Tanya knows nothing, but her alignment (if she were to assign herself one) is clearly lawful, either neutral or good depending on how you view her volunteering for army service and being an exemplary soldier, and very very firmly aligned against Being X getting her to do anything he wants.

"If they can ask their gods questions directly, then I don't understand why you didn't bring that up right away? It seems like it should resolve doctrinal questions, if they do it consistently and get consistent answers in return. I don't know how expensive a fifth circle spell is but presumably it's worth it to check important beliefs and policies, let alone to avoid a schism?" Or it would be, if believers were rational... "Well, you've convinced me that gods are probably granting the spells and also guiding their churches to some degree, if they care to do so. Of course some beliefs and practices could stick around because the god simply doesn't care either way. If this is all true, I don't really know how the - system works and I shouldn't assume it's like Earth's in any particular." She nods to herself. "I'll approach it with an open mind."

Being able to ask gods questions would be enormously useful if only you could trust the answers. Tanya does not particularly trust the answers about things mortals can't verify independently. But if the beings being worshipped as gods here really are guiding their churches, then at least it's possible to know what they want people to do and to believe, what they reward and punish. Tanya doesn't have to like it to admit that legibility is usually a good thing.

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"We've talked about Communes before and you didn't seem impressed, I don't see why it suddenly came to be impressive. Aroden might be a useful control for how much it matters to people that the god be doing stuff, since he's dead. I haven't seen much of a vestigial Arodenite church and he was big here."

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They did? Tanya tries to remember. "I think back then I didn't know gods were empowering cleric spells, so there was no reason to assume anyone or anything in particular was answering the questions. The local spells sometimes seem like they're getting information from nowhere, like the translation ones. I assume it comes from somewhere but I don't know where."

"Aroden is the god who died? His church not continuing without him is a good sign. And yes, you're absolutely right that that's a good control case. I knew the faith was on the wane but I didn't know he died until just now. ...I suppose I should ask how that happened, although I expect we have only the other gods' word to go on." Could she arrange for Being X to die Tanya is a civilian and, separately, a sane person.

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"My understanding is that he was going to show up and rule Cheliax in his own person from the Material and this went terribly wrong. Even downstairs everyone noticed that prophecy spells stopped working. I think it also had something to do with the Worldwound opening but that could just be similar timing on a coincidence."

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"Are prophecy spells the ones that ask gods about things? Why would they stop working if Aroden died?"

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"No, ones that just ask gods about things work fine, Commune still works, Augury is the discount version and works, there used to be spells that just straight up predicted the future and they had countermeasures but outside of those they worked, and they've stopped."

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"I don't understand how a spell - or any mechanism - can predict the future, in full generality. I believe you," because Tanya is capable of noticing that when she disbelieves Belmarniss about Golarion she turns out to be wrong more often than not, "but I don't understand how it can work or what it would look like. But if there was something like that, why would it then stop working? Doesn't that imply that the spell wasn't making predictions all by itself, that it was querying someone - or something - which has stopped responding?" Like Aroden, for instance?

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"I haven't studied these because they were no longer functioning at the time I started working on magic. My great-aunt sometimes said that the one she had - qua sorcery, so she didn't know the underlying math at all - felt like she was echolocating into the future. She does have a weird spell for echolocation so maybe that was just an intuitive analogy for her."

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"...but the future isn't determined, right?"

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"There were countermeasures! You couldn't rely on them if you had enemies who had prophecy-fouling abilities. And even without that the spells would've been pretty useless if you couldn't change plans in response to them, also."

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This is honestly making Tanya's head spin a bit. "If you're sure they no longer work then I guess I won't try to understand how they did." This world contains so much that is frankly bullshit beyond her present understanding. Belmarniss is absolutely right that Tanya should be more humble. Some of the things she's telling her are probably false or exaggerated, but it's not as if Tanya can figure out which ones! Tanya really should rethink her position here and process everything she's been told in the past half hour.

So: there are beings (or one being masquerading as many) regularly empowering people with spells, and being worshipped as gods. Tanya thinks Belmarniss mentioned at some point that there are more clerics than wizards? That implies societal manipulation on a truly massive scale, but it leaves Tanya in the dark about what it might be for.

Well, does she have to concern herself with it? What does Tanya want out of life? Security, comfort, appreciation, making a contribution to society in an expected and encouraged way. Not living somewhere that offends her and paying taxes towards it, even if she personally is in a privileged position, but she won't risk her safety over that. What does any of that have to do with religions and gods?

Belmarniss said you can safely ignore gods (if not, presumably, their clerics) until you die. Belmarniss believes in nine afterlives, with people sorted according to how lawful and prosocial they were in life. Tanya... doesn't actually know that she's wrong? Being X said a lot of nonsense, which means she can't figure out the afterlives (if any) based on that, but if the gods here are telling people something, then - well, obviously they could be lying. Getting people to do you say in order to reach Heaven isn't exactly a novel idea. On the other hand, it's not as if Tanya is opposed to being lawful and prosocial, so she should hear out what they have to say. She'll visit Shelyn's church tomorrow, and maybe Abadar's again.

...getting back to what Tanya wants out of life, though, she still needs an income. Belmarniss suggested she might become (ugh) a bounty-hunter, that she be willing to kill at least specific people on the say-so of local officials if those people are credibly accused of capital crimes and present an ongoing danger to the public. The problem here is that Tanya really doesn't trust the local officials to convicting the right non-human in absentia! They seem more likely to be the kind of people who can't even tell nonhumans apart! If there's clearly just one person of an unusual species in a region, who arrived recently and definitely killed some people, that might be the the ideal case but it doesn't sound very likely to come up. Belmarniss said that churches sometimes coordinate things that are truly in everyone's interests, so that's another thing to ask them when she visits. 

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They have an uneventful night in the inn, and in the morning Belmarniss prepares spells including her Ancestral Regression and they can go back to the library to be Aura Sighted along with anyone else who heard this was happening in time to come stand in it.

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Tanya is curious if she can detect the spell reacting to different people in ways that match the reported outcomes!

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Looks like no.

Belmarniss gets reported on first: "Chaotic Good, fancy that!" says the Nethysian.

"Oh cool, I'm not too purple for that, love to hear it."

"Now go on, do the thing -"

"Sure, sure. Ancestral Regression."

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"And it's gone, like you're neutral - I'd really love to copy that out and see if it can be adapted."

"I'll need to think about that."

"Sure, sure - okay, everybody else, we've got a few minutes on this -" He squints at Tanya.

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Tanya can see the new magic aura around Belmarniss (and records it in her orb). She looks palette-swapped recolored, for lack of a better term? Not really different beyond that. It's not just an illusion, of course, it masks her from alignment detection spells and maybe does other things too. A (regrettably) useful spell.

It's not very surprising, in retrospect, that Belmarniss is 'chaotic'. She hasn't grown up in a society that encourages or rewards lawfulness. But she is clearly prosocial and Tanya has every confidence that if she ever settles down in a society worthy of her talents she'll be lawful too.

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"Lawful Evil," the Nethysian tells her neutrally. (A couple of the people waiting to get stared at wince.)

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...she what?

Tanya swallows down the instinctive protest. It may still be a con, but she doesn't think it's being run by the caster in front of her.

"Does the spell give you any other information?" she asks the Nethysian.

(Tanya is not antisocial! She is extremely obedient and lawful! She put her life on the line defending society!!! Sure, she might not have an empathetic emotional instinct for being prosocial, but don't her actions count for anything?!)

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"Moderate strength aura? And your object doesn't have an alignment aura. That's all I get," he shrugs.

Next person: "Still don't detect, better luck next time."

Next person: "Neutral Good."

Next person: "Lawful Netural."

Next person: "Nothing, at this point I suspect you're just actually neutral..."

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Is she the only 'evil' one here probably you wouldn't accuse a local community member, let alone an acquaintance, of being 'evil' in public? You'd probably let them know afterwards in private that they should go around with a spell like Belmarniss's? Although the spell is detectable, so anyone seen wearing it is probably treated presumptively as evil and/or chaotic - not important right now -

When she gets a moment in private with Belmarniss: "I have to say I'm surprised by this, and - unsure about the implications."

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"I imagine you just, like, got up to some sketchy stuff while you were doing war things, perhaps under orders? I don't know what-all you were doing exactly."

(Somebody else, a young man, does get a "Neutral Evil" reading, and droops.)

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"I don't know what that means. I followed orders and the laws of war. I defended my country and my fellow soldiers... I'm sorry, I shouldn't be bothering you," a certified-prosocial civilian deprived of law and order, "with that part. What does it materially affect now? Are people going to treat me differently on account of it?" Is Belmarniss going to treat her differently? She seems very easy-going, but she can be hard to read.

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"Only if they detect you! Which most people do not go around doing. Paladins will notice, they get at-will Detect Evil, but they have to be Lawful so they probably can't just attack you in the street about it. They might try to... provide you with spiritual counseling?"

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They only probably can't legally attack her on sight for 'being evil'? Joy. (This also underscores why she doesn't want to be taking out bounties for this country!)

"Can you tell me more about paladins, I don't think they've come up before?" Tanya tries her very best to try to convey that all the negative everything she's feeling is not directed at Belmarniss at all. Belmarniss is an excellent person and Tanya is only upset with everyone else whoever designed and runs this place.

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"They're sort of like clerics but they do less spellcasting, more hitting stuff with swords. Clerics can be any alignment and any god, paladins only can be Lawful Good and can only belong to a god who could have Lawful Good clerics - so that's Lawful Good gods and also Lawful Neutral or Neutral Good."

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...

"And you think that what's stopping these lawful, prosocial people from attacking anyone 'evil' on sight is the law? If that's what it means to be prosocial here, maybe I shouldn't be surprised I don't qualify."

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"I've never met a paladin, I could be being unfair to them."

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Sigh. "I'm sorry if I sound harsh. I guess this rattled me a bit." Apparently even the opprobrium of a state and people Tanya doesn't respect has the power to move her? What bullshit. She's not Taldane and she doesn't have to accept their judgements.

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"The Nethysians evidently don't care, so you could ask them what kind of reception to expect if you wander past a Good church and get squinted at."

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"They seemed to me like they cared... But sure, I'll ask them." Why not?

Hello, alignment-detecting Nethysian or a random one if she can't find that one, could you please tell me more about local views on alignments and what I should expect if I go visit the Shelynites or encounter a paladin in the street?

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The alignment-detecting one actually wants to go directly from detecting alignments to grilling Belmarniss about Ancestral Regression (apparently in local parlance it's a polymorph spell, not an illusion, including the built-in undetectable alignment effect which would on its own be an abjuration! fascinating!) but there's a library acolyte she can talk to!

"Well, you know, it's relevant to your self-interest, how Pharasma judges you, and it affects what people can trust you to do, but everyone knows that's not perfect. Or, well, I say everyone knows, but when I say 'everyone knows' something I am invariably shocked by the ignorance of the general population. People who don't read, you know. But anyone who knows anything! Anyone who knows anything knows that even if you've had an abortion - that's what people are going to guess, girl your age, though of course it could be lots of things - that doesn't mean you're going to randomly start raising skeletons and torturing slaves and spying for Cheliax and putting fine print into bills of sale and all that. The Shelynites will want to figure out how you can repent of whatever it was and be Good or at least not Evil! They're sweeties. I dated a Shelynite for a while and we're still friends, only ex I ever managed that with, I can introduce you to him if you want the personal touch... paladins are going to be almost all Iomedaeans. Erastil or Shelyn or Abadar could have them but mostly don't, Iomedae's all about paladins, probably because she was one before her ascension! They are not allowed to attack you just for being evil but they don't have to keep it a secret or anything, if they're not satisfied with whatever you tell them and they think you're doing something evil people oughtn't do like having some kind of... sensitive advisory position? They probably wouldn't want you to... marry their relatives? Till you get sorted out. Which you can. They're doing fascinating research in Osirion about how much it costs, in money, because they're Abadarans, to offset one abortion, and it's not a single amount because it depends on how you thought about the conception and the abortion and the donation to a good cause and maybe also which good cause, I think they have a lot of Sarenrites there so that's the control group? but they're narrowing it down!"

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Abortions being wrong is an idea with a good pedigree. If fetuses have souls (which sounds rather horrible but how else would it work?) then it's correct that you shouldn't kill them, at least if they aren't immediately recycled into a similar reincarnation.

That a fourteen-year-old's most likely (consequential) act of evil was getting an abortion makes sense, if you completely ignore that she's a mage and a soldier! Tanya honestly expected to get mistaken for an adventurer at this point? She doesn't want people to assume she's a child-murderer and irresponsible enough to get pregnant in the first place! 

(Is aborting a rapist's child evil? That's the repugnant conclusion pro-abortionists like to point to, but the other side isn't wrong that it's not the fetus's fault but that of God.)

In any case she obviously can't repent of aborting a child. How is she supposed to know what to repent of, whatever that even means? Tanya has had enough of confessing her sins for several lifetimes.

Paying money to make up for your 'evil' deeds is another long-standing tradition. She should ask the local Abadarans how that works. Presumably she can't afford it right now, but there is some price it would be rational to pay to stop people judging her.

"Can you tell me more about those other gods? I'm not from around here and I only heard about Abadar, Shelyn and Nethys so far."

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"Iomedae is the youngest god known on this planet, only about a thousand years ascended via the Starstone, a magic rock in Absalom that Aroden left behind in the course of his own ascension to let others follow him! In life she was a paladin of Aroden best known for the Shining Crusade waged to contain the dread necromancer Tar-Baphon. Erastil is also Lawful Good and extremely popular, but mostly in the countryside because he's the god of farming and hunting - and also nice traditional family sorts of situations, so he sees some uptake even in the city, but if you go by how many clerics of his are in Cassomir you'll be wrong about how well-loved he is. Sarenrae is a Neutral Good goddess, very similar to Shelyn in many ways but more martial and less artsy, but she's not popular here - not illegal, but people of that general type tend to wind up calling themselves Iomedaeans or Shelynites instead depending on their details, Shelyn if they're more into the redemption and universal love deal and Iomedae if they're more into smiting the undead and fiends and suchlike, because Sarenrae is the patron of Taldor's longstanding rival to the east, Qadira, and in spite of her being Good the Qadirans manage to be an unpleasant lot."

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People can become gods? ...by using a magic rock? Tanya files this under 'doubtful claims'; a thousand years is plenty of time for myth-making. What matters is that Iomedae is a god now and that people believe this about her. (And Aroden, it turns out.)

The gods themselves have alignments! She thinks Belmarniss mentioned this, but Tanya didn't fully reexamine this in light of recent revelations. Of course they're all (claimed to be) prosocial. (What does that even mean, are they helpful to humans or only to other gods, Tanya has seen how supposedly prosocial people here treat other species.) But some of them aren't lawful. What does that even mean? Is there a law for gods? Who enforces it?

...no, wait. Belmarniss said some drow worshipped chaotic evil gods! Tanya... doesn't think she can figure this one out without asking Belmarniss, and she doesn't want to mention it to this acolyte because it's probably very prejudicing, but she can at least ask questions about these gods.

"What does it mean for a god to be or not to be lawful? Is there a law for gods? Does Iomedae follow Taldor's laws when she's here?"

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"Oooh we have some great books on philosophy of law but it's not my main area - Iomedae doesn't show up in person to the Material, but there are patterns like that Lawful gods mostly won't cleric people within areas where their worship is banned and Chaotic ones more often will. That's a 'mostly', though, just because a government passed a law does not always actually make it the only possible Lawful-in-the-alignment-sense course of action to follow it and support others in following it. There's reason to think that there are treaties of sorts amongst gods, but most of our reason to think this applies to Chaotic gods too, and we're not sure how that works out between them! The most common practical upshot of a god's alignment of course is that they can only empower mortals within one step of them on the notional chart - so Nethys, who's Neutral, can empower other Neutrals, Neutral Good or Evil, Lawful or Chaotic Neutral, but not, say, Lawful Good, and clerics can also lose their powers by drifting out of the permissible alignment range. This may fully explain the pattern of Lawful gods not clericing people where they're banned, because they'd tend toward Lawful clerics, and typical mortal implementation of Law does heavily involve cooperation with mortal authority and governance."

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So, religious philosophy aside, it doesn't actually matter much if a god's lawful. It does matter if their empowered followers are, and the lay worshippers probably tend the same.

...it's still weird that people will publicly and deliberately declare themselves unlawful chaotic, or associate with a chaotic temple. Doesn't that have only downsides? Is it a kind of teenage rebellion, or a socially-permissible expression of discontent with government policy? Shelyn can have lawful good followers, so she's safe, and of course musicians wouldn't want to turn away any fans. "Are any chaotic good gods popular here?" (And would any of their concerns match Belmarniss?)

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"Desna and Cayden Cailean both see some uptake. There isn't a full Desnan temple in the city but she has a shrine in the temple of Shelyn. Cayden Cailean's main temple is the brewery the way this one is the library and any bar will have a shrine in it somewhere."

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"Cayden is a god of beer?" Well, that's makes as much sense as hunting and farming, it's just much narrower. "What is Desna interested in?"

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"Alcohol in general and - adventuring and courage - he's a Starstone god too, that was back in 2765, and he was from Taldor in life. Desna is the goddess of travel and the stars and dreams; the travel aspect means you get relatively few Desnans settling in a specific building, though there might be old ones with bad ankles or something doing that in particularly major cities. But you'd run into them on the road now and again, or stopping off on their way in or out of port."

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Brave, drunk murderer-for-hire. Except, you know, a prosocial one, bringing in only non-human scalps. The Taldans were so grateful they made him a god, but they still remember he was lawless chaotic. Tanya will be sure to stay away from the local bars, not that she was particularly inclined to visit them anyway. (She doesn't know at what age Taldor allows drinking alcohol but she's rather fond of having an excuse not to get drunk with the men!)

Desna sounds mostly inoffensive. A patron for travelers is probably a natural religious niche. The implication though is that she might encourage people to ignore the laws of the countries they visit, or maybe to skip out on obligations such as the draft. Tanya supposes she can ask about her when she visits the Shelynites.

All in all, it's encouraging that no chaotic gods are widely worshipped here. (Tanya would like to be able to say it's unsurprising, but she has been surprised too many times recently.)

This leaves the question of which faiths are outlawed, but it might not be reputationally safe to ask. What if people get the idea she worships some lawful evil god? Better to talk to Belmarniss first.

She thanks the acolyte for his help. Is Belmarniss busy?

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Belmarniss and the third-circle Nethysian are swapping spells! They are presently on the step where he copies Ancestral Regression so she's keeping an eye on her spellbook but not otherwise doing anything, as hers is turned to a filled-in page and his to a previously blank one.

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"Everything going well? I've got more questions, but it's not urgent. If you're busy I'm going to visit Shelyn's temple, and maybe Abadar's again, and try to learn more about - everything. I promise I'll keep an open mind and won't get killed by a paladin."

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"I'm not free to move around right at this moment as I don't want my spellbook out of my supervision, but I'm free to talk, as long as you don't mind this guy overhearing. But you can go straight to the temples with the questions too, works fine."

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Her questions for Belmarniss in particular are somewhat private. "Then I'll see you later. Thank you both for arranging the aura sight."

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"No problem. Good luck not getting killed by a paladin."

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Tanya will be very paranoid and careful! 

Shelyn's temple is big and pretty and easy to find. How is it organized inside? Is there anyone welcoming people at the door or written directions or something?

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The front steps lead to a big vaulted sanctuary; everything that can be decorative is, from the floor mosaic to the Continual-Flame-equipped chandelier, the stained glass and the carved pews, the tapestries hanging between each pair of windows. There's not a service ongoing right now but there are a few people sitting in the pews, either praying quietly by themselves or murmuring to robed Shelynites.

One such robed Shelynite doesn't take long to notice Tanya's entrance and greet her with a big smile and a small wave.

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Tanya isn't any kind of expert on the visual arts; she didn't get that kind of education in either of her lives. She enjoys pretty things but she has no idea how good it actually is or isn't. What is legible though is that an enormous amount of skilled work went into making all of this. The labors of love, she supposes; churches on Earth are often the same, even if it does also take very large amounts of money to fund all that love.

She approaches the one Shelynite. "Hello. I'm Tanya von Degurechaff. I arrived in Taldor recently, and I'm not familiar with Shelyn. I was hoping I could bother someone to answer some basic questions for me? I'll make a donation to the temple if it's customary, but I'm afraid I don't have much money right now."

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"Oh, being introduced to Shelyn doesn't cost money any more than being introduced to any of my other friends. She's the goddess of love - all kinds, families and friends and neighbors, not just the sort where there's kissing - and of art and beauty, the kind people make but also birds and flowers and rainbows, and of redemption, through those things or any other means that can get someone to begin their process of healing."

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She'll introduce complete strangers to all of her friends? ...Tanya clearly doesn't understand the local culture enough to parse that.

"I heard she also promoted pacifism?"

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"Well, it's not very loving or redemptive or beautiful to harm anyone. It's not always avoidable, but if you're ever in a position where it's avoidable enough that you're wondering about it, generally we'd say not to."

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"I'm a soldier. I've fought in war, and killed many people. I - volunteered, technically, but only because I'd be conscripted anyway and I saw no benefit to waiting. The war was defensive, we fought to save our people and nation, but ultimately even the most justified war is a business of harming people in the hope of averting harm to people you care more about, or have a duty to. If I evaded army service somehow, I'd be making someone else do the killing in my stead while endangering my fellow citizens. Does Shelyn have some advice here?"

Tanya hopes she hasn't just shocked this (civilian!) woman by turning the conversation to the bloody business of war. Ultimately, though, if the Shelynites deal with war by ignoring its reality and sometimes necessity they're useless to her.

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A sad smile. "It sounds like you were told you didn't have enough choices to make any that would matter besides the choice to fight hard. That might be because you really didn't, or it might not. Even if the people who told you these things deserved your trust they might not have had the time and space to breathe and make sure they were taking care of all of their people, including you. I don't know where you're from, or how the war began - and I still won't know for sure how it began if you tell me because I don't know whether I should trust whoever told you. But you're not there any more, it seems. You can breathe now. What do you want to do now?"

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She has a duty to return to the war, but she can't. 

What does she want.

"I think I want the things any rational, ordinary person wants? Safety, comfort. Living in a society whose values I appreciate, where I can feel proud of contributing to it and where I fit in and do contribute to it and this is recognized. There are many specific things I don't like here, like slavery and bounties on people that don't even specify which people and torturous public executions and prejudice against drow" - whoops, that got away from her a bit; this woman might be a pacifist but she is Taldan. "...I don't know where would be better, but I expect to visit other countries."

"There were two reasons I came to this temple. First, because I need money, and the easiest way to get it would be by adventuring but I - don't trust the people who put out bounties to decide who to target. I'm a soldier, not a killer for hire. And my friend suggested that some really prosocial, international projects are coordinated by churches, so I thought I'd ask here. If, say, there was a very dangerous monster that wasn't a person so I could just go and kill it without worrying - I'm sorry, I can do things other than killing, it's just that - none of the bounties were for capture." Surely a follower of a goddess of nonharm can see the problem with allowing bounties on nonspecific people?

"And then the other thing is that I was told, this morning, that I detect as lawful evil." (She lowers her voice.) "This obviously invites social opprobium. And possibly paladin attacks, I'm still not sure if that was entirely a joke or misunderstanding. And I was told that Shelyn also specializes in repentance, but I don't know what I'm supposed to repent of specifically, or how to make sure it's the right thing. I don't really want to spend weeks recounting my entire life for a confessor to identify the problem, or however that works." Presumably how it works is that the confessor identifies lots of problems all over the place, and then Tanya can theoretically do penance (not that she intends to) but she definitely can't repent.

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"Most of the most dangerous monsters are people, with souls of their own who could make better choices, but who are using their cunning and their choices to be dangerous to those around them instead," says the Shelynite. "It would be better if it were possible to capture them and bring them in so that we could try to talk to them and see their souls to the Upper Planes in a deathbed repentance, at least some fraction of the time, but that is tremendously more dangerous to the adventurers who'd capture them, and the city they'd bring them through having done so, and so it is seldom attempted. It's a good instinct, I think - but if you are already at the point of reading Evil, it is harder, not impossible but harder, for choosing not to do something to budge you.

"You have three concerns: supporting yourself, and the state of your soul, and the fate of any monsters someone might hire you to fight. And any time you have more than one concern, and they're pulling against each other, you have choices. Which can be very difficult, but it's good news - especially if not having enough choices brought you where you are now by way of some vice the war brought out in you or whatever other misstep."

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"If I can't support myself, I won't be able to address the other concerns. I do have other avenues for making money but - none at present that is free of risk or of moral concerns. I expect it would take me months, at least, to learn some new trade, and detecting as evil might also get in the way of that. And I don't have any good way to bring someone in, even if they surrender, short of marching them at gunpoint. ...that's not quite true, I can fly and I have a complicated slightly risky way to take someone else flying with me, but if they tried to attack me in the air all I could do would be to drop them to their deaths." And ruin Belmarniss's hammock. "I'm sorry, that's not the real problem. The real problem is that I don't trust the local authorities to always conduct a fair trial if I bring someone in, or to give me the right target when they sentence someone in absentia. I realize it's not a solution to just refuse to deal with criminals and public threats. But I don't understand how this system works, whether it's working well and I should actively support it. That's why I wanted to hear your take on pacifism" - whoops, no, Tanya can't ask her if she thinks the state is targeting the right people! That might be some kind of sedition or even treason! It's easy for Tanya to talk about not trusting the authorities, she doesn't live here and can fly away anytime she wants! And she can't use Shelyn as a job advisor; she definitely can't retrain as an artist.

"...and whether there were any big projects that were definitely good that I might contribute to," she pivots. "I can fly pretty quickly, so they don't have to be local at all."

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"The classic and obvious solution to that problem," says the Shelynite, "is to go to the Worldwound, and sign on to a fort that will have you fight only demons, not cultists. But if you're not sure even about killing demons, or if you're worried you'll be told someone is a disguised demon when they're not and don't have someone you'd trust to tell the difference, picking up a new job might be just the thing. Not all jobs require a lot of training. There are always orphanages that want minders and households that want maids, if you mean to give up adventuring, and it doesn't take months to learn to do either. They will not pay as well, but it would never come up that you'd have to harm anyone."

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...alright, she is probably right that some kinds of menial job that even a young girl can perform exist and pay well enough to live on. (Possibly barely that, most young girls don't live alone.) Tanya doubts those particular examples would accept a foreigner with no references, even if she hid being a mage, but it's true that there's probably something. Tanya aspired to more because - well, because she's used to aspiring and getting more than living in poverty without a realistic chance at improvement, that's half of why she enlisted early - but. But what? She shouldn't significantly risk herself just to live well, should she? It's a correct perspective, and one she was lacking for some reason, so she's grateful for that. It doesn't mean she'll necessarily do it, but she should keep it in mind as a live option.

"Thank you for reminding me there are always some jobs I can get, even if not necessarily those. That's - something that's good to keep in mind, and I wasn't. Can you tell me more about the Worldwound? I heard it was a place where people from the Abyss invaded this plane, like Hell invaded Cheliax at some point. Do you mean a defensive fight against invaders is more definitely good or moral? Or that the rules of engagement are better, I heard they have those? I really am curious about your view on pacifism, if you'll share it, for people who don't have any - evil to make up for." Do they have good deeds making up for evil ones, or just hardship to oneself undertaken as penance? Besides repentance, and apparently paying churches but that probably counts as a good deed (it certainly counts as a hardship).

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"Hell backed a side in a civil war, partly because it's easier for them and partly because they are specifically interested in corrupting the living so that more of them will go to Hell upon Judgment. Infernal Cheliax is very bad but it is also complicated. The Worldwound is different. The Worldwound is a hole in the world that allows demons straight out of the Abyss to walk through without any of the power they'd usually need to travel so far.

"It may not be impossible for Evil outsiders to be redeemed. Shelyn holds out hope for her brother, not a fiend but a god, who once was Good and may be Good again one day. But the chances are so remote that it is - safe, at least from the perspective of your alignment in the eyes of the Judge, to fight demons just because they are demons. The trouble with doing this - and here we come to the idea of pacifism - is that it is not a thing that most souls are for. If there is a gaping hole in your roof and the hail is coming in, you can patch the hole with a serving platter, something that was never meant to be part of a house like that, something that could have gone on for a century holding fruit and bread none the worse for wear, to protect the children from the hailstones, and it is good to do that, and it may be the best you can do, and you will not have a serving platter in good condition afterwards. The process of shaping yourself to fight, living your life like that, is bad for you. But sometimes, it is good for the world, and sometimes it is more good for the world than it is bad for you, and it is your choice to make, and in Paradise all those harms will have time to heal."

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Tanya ardently wishes for peace.

She was never happier than during those brief hours when she though she had beaten Being X and clawed back peace with her own hands. She was never more devastated than those days after learning she had failed after all.

But Tanya knows very, very well that you cannot get peace by refusing to fight when you are invaded.

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She is not a citizen of whichever country the Abyss is invading. She is not even a citizen of Taldor. She can fly halfway around the world in a day if she has to. She can settle far away from this Worldwound and not let it trouble her.

Nobody wants to fight in an existential, total war on behalf of another country.

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"If the main argument for pacifism is that harming other people is bad for you - beyond the, uh, alignment effects - that makes sense, thank you." Most people run their decision-making and altruism on empathy, soldiers are trained not to be empathetic towards the enemy, and that presumably carries over. It's not a system of ethics or even a decision-making rule; for better or worse, Tanya isn't at any further risk of loss of empathy.

...

The gods, or at least the one who's their god the Judge, apparently hate the Abyss (and Hell and... whichever the third one was) and think everyone there is 'evil' and so it is not ethically problematic to kill them. Apparently it's only ethically fraught to kill people who might otherwise repent? Whatever, Tanya isn't interested in untangling their religious doctrines. 

Does that mean everyone who has 'evil' to make up for (and is an 'adventurer') goes and invades the Abyss (or Hell) and kills some random people, and the Worldwound is just a convenient shortcut for sending people on penance pilgrimage? It's of a piece with everything else she's seen here, everyone defaulting to attacking whole species at the drop of a hat. but something still feels off. Belmarniss told her to question her preconceptions more, so she'll do that.

"Please excuse me if I'm mixing things up. The Abyss has demons, and also the souls of evil people sent there by the Judge, and the demons are in charge of torturing the souls as their punishment? And it's the demons who are invading? And they're evil separately from the fact that the souls sent there are evil - or because they torture the souls, I guess?" This is some kind of Christianity (well, also Buddhism). Those don't usually have invasions by or of Hell, but they also don't have three different afterlives for sinners.

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"There are other reasons but most of the other reasons do not apply very compellingly to specifically Worldwound service aimed at specifically demons," clarifies the Shelynite. "You are... mixing some things up, yes. The souls sent to the Lower Planes are the ones judged Evil, but there's esoteric magic for fouling up the workings of Judgment which can send even innocents there, and within the window of a possible Resurrection it is never out of the question that someone licitly judged Evil could be returned to life and redeem themselves, and I would not even consider it too incredible if I heard a story about someone bodily removing a petitioner from one of those planes beyond that window and enabling them to change without their technically being mortal again. But the planes themselves are malign. A soul too long in the Abyss eventually becomes a demon. The place is invariably tortuous not because demons are diligently doing their jobs assigned by some power that wants every soul there tortured, since although demons do enjoy torture and indulge in it when they have the opportunity they are not that thorough - but because the Abyss, per se, is wretched to be in, bends its occupants towards evil and chaos, and lacks the supports that any but the most extraordinary sort of individual would require to become a better person so that in the end those who are not devoured and annihilated are instead transformed."

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They can magically attach bad karma sins to someone to send them to Hell? And also raid Hell to rescue people? And they can bring the dead to life some other way - that sounds far too abuseable, Tanya has no idea if it's real or what equilibrium it leads to and doesn't really want to admit this publicly so she'll ask Belmarniss later. She is going to have so many questions.

(And they don't have reincarnations by default? Apparently? Tanya isn't sure Earth does either, she has no real evidence it's routine and Being X is a lying liar.)

...

Anyway. Demons are the damned who spent too long in the Abyss, which is an inherently corrupting environment. Putting all the lawbreakers in one place with no supervision will reliably do that even on Earth! In other words, it's an eternal super-prison with no guards or parole except for raiding adventurers, and the older inmates lord it over the newcomers. (Infinite punishment for finite crimes is wrong but religion always does that.)

Now the inmates have managed to escape / invade the mortal world, by opening a permanent portal instead of using expensive one-off spells (because they are not hopeless at logistics) (unlike Hell, apparently) and/or because they have better technology. The locals naturally don't want their executed criminals to come back. The ex-criminals naturally want to get revenge, commit more crimes, et cetera. This war was probably inevitable once someone figured out how to open a portal. 

This does sound like a justified, defensive war. One all the nations of Golarion have an equal interest in, because the demons come from all nations and likely won't settle for conquering just one. That's assuming she takes everything she's told at face value. It's also very easy to interpret this as wartime propaganda, backed by some churches declaring that killing those people isn't evil after all. (Tanya isn't even talking to a priest of god the Judge, assuming he has priests.) 

If it's not propaganda, then Tanya obviously hates this system but at least she's on this side of it - oh. "Can you tell me about Hell? Is it - symmetrical, with people sent there becoming, uh, devils because it's a place that - bends people towards evil and lawfulness?" Being 'bent' (incentivized?) to become more lawful sounds like a good trait for a place to have, but not if the laws are evil.

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"Hell - puts out a lot of propaganda, on this continent," says the Shelynite. "In a way the Abyss does not. So you should be more careful trusting what you hear about it. But I think that like all the Outer Planes it pulls in the directions of its alignment and can eventually turn petitioners there into the corresponding sort of outsider, yes. It is generally put about that it is centralized under a single god-king, Asmodeus, whereas other planes have no single head. It is organized into layers - there's nothing fundamentally the matter with that, Heaven is too - and the popular understanding is that the first layer, where new souls arrive on death most of the time, is mostly just on fire and the soul must take actions to travel deeper and might persist being merely on fire indefinitely if they refuse to do so, such as because they do not want to partake of the workings of Hell."

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Oh, it is "mostly" "merely" "just" on fire.

So it's like the Christian hell after all, except - "you say it is probably propaganda, but why would Hell put out propaganda that it tortures people? I assume that is what being on fire refers to, and not being reincarnated as a new and exciting kind of fire elemental." It sounds more likely to be anti-Hell propaganda.

Tanya has a principled objection to ethical systems that say she should burn in eternal fire. She didn't believe the last one, but she promised Belmarniss to keep an open mind. However, as Pascal demonstrated, you shouldn't believe nonsense just because you're threatened with torture!

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"- well, if they said it didn't torture people, then anyone with Scrying, or who managed to wedge a devil into promising honesty, could learn otherwise. They do say things about it being lesser or more tolerable for favored servants of Hell, I think, but they can't compete with Axis on pleasantness and don't really try."

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Well, there goes Tanya's hope that this woman thought the flames of Hell were likely church Heavenly propaganda.

She can look into the scrying business later. Assuming for the moment that it's true - "everyone who learns they are presently judged evil must hurry to correct that situation. I expect I'm one of many to pass through these halls, and I don't imagine myself special." Wait, is it offensive to suggest Taldor has many evil people? "The recommendations you gave me are probably carefully chosen already and won't benefit from my questioning them. And if my soul is meant for anything, surely it is not for eternal fire." Wait, is she trying to convince the woman or herself? Damn it, she hasn't even gotten her name and now it's probably too awkward to ask.

"I'm sorry, I shouldn't ramble. Can you please explain to me how - or why, if that's the right question - killing demons invading at the Worldwound would make me... not evil anymore? It doesn't seem to involve repenting of anything in particular, or - is the idea that it's so good to kill them that it doesn't even matter what rules of engagement it's done under? That - it doesn't matter what I think is good or even lawful, right, only what the Judge does?"

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"It is cheap and works fine to repent of Evils you have done. I recommend it," says the Shelynite. "But it doesn't sound like you have a very clear sense of what they are, to repent of them, so the other thing you can do is to shift the balance of what your life has worked towards, and present yourself, at Judgment, as someone who was firmly resolved to working on the side of Good, to protect the people those demons would have harmed. It does matter what you think is Good and Lawful - to a point. It matters what you intend. To a point. But not to such an extensive point that people cannot damn themselves while full of very fervent explanations for why they could not do otherwise."

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That's well and good, and has a clear symmetry to it, but. "I served in a war I thought justified, to protect my fellow soldiers and countrymen - and myself, had I been a civilan - who would otherwise have been harmed. But now I learn I'm apparently condemned for something I did during the war, and I don't even know what or how the judgement is made. You can see how I'd be wary of signing up for more of the same, without even the benefit of military college to teach me the rules of engagement this time." Not to mention that the recommendation comes from supposed pacifists! 

...there's no reason to be upset with this woman. Not only is that shooting the messenger, Tanya didn't give her the information she'd need to give any other answer. If the temples coordinate international projects that benefit everyone, and Tanya presents herself as a soldier, naturally she'll be directed to the international military coalition.

Tanya hasn't decided yet what else to share about her knowledge or abilities, that might earn her a reference to another project, but this woman isn't the right person to share anything with; Tanya doesn't even know if she's an ordained priestess or what.

"I'm sorry. I asked something of you that you couldn't give me. I came here hoping to learn something about - a socially acceptable approach to pacifism, but the only skills I told you I have are for war. I will think about what you told me."

"In the meantime," Tanya has actually thought about how to try to recompense and/or leave her with a good impression! "Your temple is very impressive. I can fly, and I took the liberty of making some recordings of how it looks from the air." Behold, detailed illusions of the temple of Shelyn, by itself and as a small but striking part of the city! Tanya even sets a small sun on its daily cycle to illuminate it from different sides. (She had to infer most of these angles, so they may catch her out if the west side does something unusual when sunlit.) Artists love to admire their own work and to see others admire it, right?

"If this interests you, or anyone else here, I can stay a while to show it to people. I can also take someone flying; I don't have my usual gear for carrying another person but I could come back another time if you're interested, or we could rig something up." Hopefully a simpler contraption than a hammock; she just needs a sturdy platform with railings to move up and down.

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"Oh, that's so lovely, thank you!" beams the Shelynite. "We'd love to have it up for as long as you'd care to stay. I'm only acquainted with the kind of taking someone flying where you'd cast the spell on them, yours sounds different...?"

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"I can't make someone else fly. I can fly myself" - she demonstrates - "and I can lift someone or something, but it's difficult and unpleasant for them if I try to carry them. But if someone stands on some kind of lightweight platform with railings, I can lift that. ...or if they just sit on a chair, if it's sturdy enough and ideally they're strapped in to prevent accidents. If a passenger falls off the chair I could catch them in time but it'd be bruising."

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"...Huh. I'm sure someone would try it as a novelty but if we had a chair set up that was sized for grownups I suppose we couldn't offer it to halflings and children."

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"That's a very good point. I should have thought of that." Indeed, one does not build an amusement park ride without consulting accessibility guidelines as well as workplace and public safety rules. Tanya is still thinking as a soldier, proposing quick and risky solutions. She's even less qualified to be a civil engineer than she is a military one!

"Well, I can at least show images of things I saw while flying here." Sunrise over mountains. A river winding its way through an endless procession of little villages. The view from two miles up, once the plains opened up, with all the kingdoms of the world dukedoms of Taldor laid out before her.

Tanya is willing to stay for a little while. Maybe she can overhear something that gives her a new idea, or a new perspective. Maybe someone will come talk to her and do this more efficiently.

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People coming through the church pause to admire her illusions! Somebody does a sketch of one, with scrawled-in notes on the colors, perhaps for a later painting. A little girl is very loud about wanting to be the one to put the coin in the offering box but most people are pretty quiet, or at least go to other rooms to do loud things like choir rehearsal.

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This gives Tanya time to think, which she clearly needs.

It's a lovely church (shame about the religion) actually even the religion seems fine? Tanya didn't try to find out anything about it, but - Belmarniss keeps telling her not to assume everything here is as on Earth. Maybe someone figured how to have a religion promote socially cohesive, positive, inoffensive, nondividisive values without paying the devil's price. Maybe the being granting spells to priests doesn't actually create destructive incentives for anyone, or maybe they do but they're no worse in the grand scheme of things than promoting modern art. Tanya isn't trying to join this church, so she's allowed to dream.

However, man cannot live by art alone, unless he is third circle.

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Tanya needs an income source. She needs to clear her name, or Akashic record or however that works. She needs to settle down in a long-term, safe, stable, respected, high-earning, socially approved and beneficial career. And to visit enough other countries and cities to decide where to do that, which feeds back into all the rest  

What order to put these in?

Judgement isn't a problem, until it is. It become a higher priority if she leads a risky life. She only needs to take risks if she wants to quickly earn a lot of money. She only needs a lot of money to pay to clear her name. It would be better to take the safe and slow approach, and especially not to commit to fight in a dangerous war which might well see her killed before she actually achieves her goal, in an army for whose conduct her only reference is Taldor (Tanya is aware it probably isn't representative, few nations are, but that just means the next one might be worse, or at least differently bad.)

On the other hand, the very slow approach - working jobs that don't need training or a grown man's strength - probably won't see her make progress on any goals beyond subsistence. There's nothing wrong with being a servant, but it probably doesn't do much good with the Judge unless he's really into humility.

A middle path would be great, if only it existed.

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When in doubt, consult the experts. Tanya needs to figure out how much would be safe to tell about herself, her knowledge and talents and spells, without drawing the wrong kind of attention, and while preserving at least the appearance of a cover story. 

A talent placement agency works primarily for employers, not job-hunters, because employers are few and permanent and the agency must cultivate good relations with them even when it's technically the job-hunter who pays for the service. Venture capitalists work for themselves (or each other) but they need a short legible pitch, not a bunch of questions. Tanya needs something else. 

She doesn't know what form the something else night take yet, but that is also a question for experts, and an innocent one. Any answer would have to stand on its own merits to convince her or anyone else. In other words, she has (future) value and she needs a present service, and it's up to the market to figure out how to provide it.

So after a while entertaining the Shelynites with illusions, Tanya goes to market. Which, on Golarion, means she goes back to the Abadaran church.

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"Hello. I have spells, and knowledge, not generally available here." (Half of this is obvious to anyone with Detect Magic and the other half can be inferred from that.) "I would like to consult with someone local about the most economically productive use of them. ...it doesn't have to be a very local use, I can easily move to the capital or a nearby country. However, since I am selling both knowledge and potentially abilities that noone else has at present, theft and even coercion are a worry. Anyone I consult for advice would have an incentive to sell the information to a third party. Do you have a recommendation in this situation?" 

There is also the problem that Tanya herself apparently appears untrustworthy, but one step at a time.

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"...I recommend putting down four gold for a meeting with Fiducia Accorsi. Or you can go on the waiting list but his appointments only go to bids of zero on fewer than half of days."

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"Who is Fiducia Accorsi and in what capacity would he be meeting with me? Is he a general advisor, a specialist in establishing trust in situations like mine, or in finding uses for novel magic? Also, how much fewer than half? I can afford to wait a few days."

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"Fiducia Accorsi is the investment manager for this branch of the Church and he's qualified to keep your information confidential and authorized to handle large amounts of money and if you need more than this bank can arrange he can get you a recommendation letter to the church in Absalom, or wherever else it might make sense for you to go where Abadarans operate. You could expect the four gold back if he's suitably convinced by what you have to say that it's worth his while, to be clear, but he doesn't give out free appointments just for the asking. You might have to wait until tomorrow or the day after if you don't have the four gold but probably not longer than that."

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"...I'm sorry, there may be a misunderstanding. I'm not looking for an investment into a specific venture yet, although I may need it eventually. For now I need advice about what work to perform, where I have the greatest advantage relative to existing services and who to approach about it." An investment manager has some overlap with an entrepreneur, but she won't make it 'worth his while' if she's only there to pay for his advice. Assuming he keeps to his confidentiality, so she really ought to pay him to align the incentives. Is this a reasonable use of Belmarniss's money?

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"You don't need to have a specific venture in mind, if you as an individual are sufficiently promising to be likely to pay back investment in your person, and this would align you and your advisor on finding the most lucrative appropriate employment. But I can recommend someone else if you prefer to just have a confidential conversation with inexpensive advice."

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Oooh. They have aligned career advisors by also making them investors! But "how does that work if I end up not needing investment at all? Say, if the best option for me is to be employed by someone else, or to start a joint venture with a local partner who can also supply capital."

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"If the best option is to be employed by someone else or cofounding a business that involves you earning money at some point, so the investment agreement would cover paying back the Fiducia for those cases."