Candlemass 6, 6104 RTR (21 Mar 2000) Esther rescues Tahir from Tarsus Sky Island.
(Airship) (Esther) (Spheres of Magic)
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Tarsus Sky Island
Partially shrouded by a swirling surrounding wall of mists that seem to glow in the Procession light, Tarsus Sky Island floats above the eastern reaches of Nordika, just large enough to support a tall tower rising from a boulder-like base, surrounded by a walled courtyard – walled more as insurance against someone pitching over the edge to certain doom below than any sort of defense against invasion, though bow-slits can still be seen in the battlements. Some kyootcumber vines cling tenaciously to the underside, and a few scraggly plants can be seen growing here and there on the rocky island, but it shows no signs of being able to support the sort of micro-ecology that a sky island of the size of Rephidim could handle.

Esther's rescue force glides toward the remote island, shrouded by the cover of night and wispy clouds. Already, the ships are being buoyed by the envelope effect of the sky island, and the bitter cold and sparse air slowly gives way to something more comfortable, though still chilly at this altitude. Three ships approach the island – one chosen for speed, one specialized for close-in fighting, and the other configured for heavy fire support.

A lone patrol vessel can be seen circling the sky island, holding perhaps a crew of twenty at the most. So far, it shows no sign of having spotted Esther's force, or of changing its current route.

The Arch-Inquisitrix is dressed once again in her battle attire: a full suit of glossy black chitin armor with a green Star-and-Anchor design on the front, forest-green robes, and a helmet with breathing apparatus. She leans on her iron-shod staff as she peers out into the night.

A Guardsman salutes the Arch-Inquisitrix. Stating the obvious, he says, "Tarsus is now in sight. We see only one defending airship. Are there any orders to relay to the other ships?"

"Captain, prepare to bring us in fast," Esther commands, just loudly enough to be heard. "Shimei, signal the Crossbow and the Arquebus to capture or destroy that patrol ship post haste, by the numbers. Crossbow will then break away and cover the Selona as we make our landing."

The Jupani salutes. "Yes, Arch-Inquisitrix!" He rushes over to the signalers. Before he makes it there, one of the other Guards barks out, "They're changing course!" Sure enough, the patrol craft is turning on an intercept course, though it's still out of firing range … and, truth be told, it might not even be able to see the approaching ships all that clearly yet.

Standing on the deck, several Lancers prepare for battle. The two Magenta Lancers, a token Amber Lancer, and the untested (and unofficial) Crimson Lancers await commands, along with a small group of Temple Rangers. A Dream Mage is somewhere aboard the vessel, along with an Aelfin Life Mage.

Arquebus and Crossbow adjust their positions, moving to interpose themselves between Selona and the patrol craft.

The Selona continues toward the island, while it appears that the patrol ship is changing course … to try to evade the Crossbow and Arquebus.

A few moments later … some shots from the Arquebus make short order of the fleeing patrol ship. It slowly drifts downward, its envelope aflame, a few parasails glimmering in the firelight as the crew abandons ship.

The Selona continues its ascent to the sky island … and the courtyard below looks for the most part empty, save for a few silhouettes of guards that can be seen scurrying for the relative safety of the tower.

As the Selona approaches the sky island and its courtyard, the Crimson Lance takes flight off of the deck, lightening the craft considerably, and flies alongside the craft. It would seem that the island is not housing any mages or artillery … or, at least, none that it is choosing to use at this time.

"Ladies and gentlemen," Esther cries to the members of the rescue team, "prepare to debark!"

The troops scramble to their positions … and the Selona glides over the courtyard, then sharply descends, as the Temple Rangers, Guards and Templars rush out into the courtyard, while the Crimson Lance circles nearby, the Crossbow moves in to support, and the Arquebus holds back at a distance.

No guards meet them in the courtyard, but an amplified voice calls out from the tower, "This is Temple property! Any attempts at invasion will be met with harshly by the might of Rephidim!"

Esther and Shimei hop off the gangplank, the former with her staff at the ready, the latter bearing a heavy crossbow. "Fall in!" Shimei cries out. "Formation Aleph and in we go!"

As the invaders charge in, the popping of gunfire can be heard from the tower, and puffs of black smoke issue forth from the "arrow" slits and windows of the tower.

The Crossbow lets loose with its own fire on the higher windows of the tower, in its version of suppression fire. Bits of broken stone and debris rain down, and the stench of gunsmoke fills the air.

The Guards use their shields rather than returning fire, as trying to make a shot at the arrowslits while running would be futile at best, and the Crossbow is far better at suppression.

After a lot of running and dodging, and evading gunfire, Esther's group reaches the door. Casualties have been suffered, but the bulk of the force is still up and running. The door, sure enough, has been barricaded, and is quite secure and sturdy.

"Against the walls! Spread out! Shields up!" barks Esther. She nods to Shimei, who draws a pistol and fires once into the air, signaling air support. Then the two of them dodge to one side.

There's a loud boom … and then a cannonball comes sailing in. With marksmanship to be proud of, the projectile smashes into the door, taking with it some of the surrounding masonry. When the dust clears … there is now an opening into the base of the tower.

Shimei gives the order, and the troops charge in! There is a clash of steel against chitin, as the defenders (those who weren't leveled by the blast) fight back the invaders … but it's a losing battle against Rephidim's elite, as it seems that the defenders are a motley bunch, hardly the cream of the Guard.

The troops make their way through the side corridors and passages, securing each chamber methodically – After all, a map of Tarsus was among the many records that Esther has access to as Arch-Inquisitrix.

Shimei salutes Esther. "No more resistance on the first level. We have access to the central elevator, but we need to check it for possible sabotage. We should have its safety confirmed shortly. The concentration of defensive forces seems to suggest that they are focusing on protecting one of the uppermost levels … and we can't easily access them from outside without making an 'alternate entrance' and seriously jeopardizing the safety of the Captain-Astromancer."

Esther unrolls a map. "How well-guarded are these stairwells?"

"Not terribly. The defending troops seem to be ill-prepared for our attack. We may have severely taxed their defensive forces already. It's mainly a matter of caution – the stairwells are steep and unwieldy, and a single warrior can hold back several," Shimei answers.

Esther rests her helmeted chin on her hand for a moment in thought. "Rangers to the stairwells for reconnaissance. Lancers stand by. Confirm the safety of the elevator and return the Guards to formation," she says.

Shimei salutes, and heads off to give the warriors their new orders. The Rangers move to the stairwells, while a small group of Technopriests hurriedly work on the elevator. Several minutes later, the Technopriests give their report: "We should be ready to ascend, Arch-Inquisitrix. We have checked for all reasonable possibilities, and it would appear that we caught them by surprise, such that no traps were arranged, and no defensive mechanisms were apparently already in order."

Esther sets down a small backpack on a nearby table, and pulls out a piece of paper and a writing pen. "Good, good. We will ascend shortly." She then turns back and begins writing large letters on the paper.

The Technopriest bows, and goes back to the others near the base of the elevator. The Lancers look to Esther, awaiting further orders.

Esther slings her pack back on and points to a cluster of Guards. "You there," says the Arch-Inquisitrix. "Drag a few of the enemy dead into the elevator. See if one of them has a knife." She heads over to the elevator.

The Guards bow and immediately set to dragging some of the fallen onto the elevator. One of them hands a chipped dagger to the Arch-Inquisitrix.

Esther props the corpses up in a slumped sitting position against the back wall of the elevator. She then pins her written message to the center body with a wet *thump*. It reads, "GIVE US TAHIR ARCHELAUS UNHARMED, OR FACE THE CONSEQUENCES. ARCH INQUISTRIX ESTHER OF REPHIDIM TEMPLE."

A thin line of red runs down from where the dagger pins the message in place. One of the Technopriests grimaces at the grotesque message, then says, "Shall we send them up?"

Esther exits the elevator. "Not yet. I want to wait for the Rangers' report."

Some minutes later, the Rangers finally come back with their report. "The second level has been pacified. There may be a few soldiers left in the lower levels, but it looks like we have full access of the areas that the stairways reach. The upper levels, however, are only accessible by the elevator."

Esther finds Shimei. "Gather the troops, Captain," the Arch-Inquisitrix orders. "Leave a detachment here along with the Life Mage and the Rangers." She turns to the Lancers. "How many of you can fit on the roof of that elevator?"

"Safely? Four," estimates one of the Crimson Lancers. "Six at most."

The Arch-Inquisitrix nods. "Crimson, secure yourselves on the roof and accompany our calling card. Get off if an opportunity presents itself and position yourselves. If you hear them start to cut the cable or threaten the Captain-Astromancer, attack. Bring crossbows. Bring Amber and Magenta at your discretion."

The armored wolves nod, and clamber up into the elevator. The Amber and Magenta Lancers squeeze in with the dead bodies … ready to hop off a floor or so early.

Esther looks around to see that everyone is in position. "Send it up."

The Technopriests send the elevator up, and the Lancers (and the dead defenders) disappear from sight. The elevator slowly rattles its way upward…

Esther peers in vain up the elevator shaft, waiting for a reaction.

Some time later, the elevator rattles to a stop up at the top. There's a momentary glimpse of reflected light from one of the lower elevator doors … a sign that some of the Lancers got off a floor early. Then, there are some loud curses and cussing … and a short while later … more shouting … then sounds of fighting.

Esther motions to the troops, and to the Dream Mage. "Stand by," she says, obviously nervous. Esther waits another long moment.

The fighting dies down … and then, after another long pause, there's a creaking of machinery … as the elevator rattles on back down.

Esther steps out of the elevator's way as it descends.

In the elevator is a lone Crimson Lancer. He whurfs, "Level secured, except for a chamber they've holed themselves up in. We scent the Captain-Astromancer in there, and maybe six defenders. Hard to be certain. The rest of the Lance are holding the level."

Esther sighs with relief. "Excellent work, Crimson! Men, drag these corpses out of there," she says, waving an arm. "Extraction detail, you're with me on the elevator."

The guard haul the bodies out of the elevator. The Dream Mage double-checks her held spell, and the Life Mage (considerably smaller) squeezes in between a couple of the Guards that join Esther on the elevator.

"Oh, one other thing, Crimson," Esther adds after a sudden thought. "Do the defenders appear to be making use of any of the technology?"

"No, Arch-Inquisitrix," responds the Lancer. "So far as I can tell, it is still stored away."

Esther says, "Just the same, I would feel more comfortable with one of your Brothers with me," indicating the Technopriests. "Guard, give place, if you please."

One of the raccoons squeezes on … and then the elevator rumbles upward.

As they go up, the Amber Lancer and the Magenta Lancers can be heard to hitch a ride on the roof of the elevator … and then to hop back off on the top level shortly before Esther and her entourage arrive. Several dead bodies have been neatly arranged to each side, and crates and upended tables have been set up as barricades next to a heavy door that seals off the last bastion of the tower's defenders.

Esther turns to the Khatta Dream Mage. "Madame Crescentia, what do you need in order to be able to put everyone in that room to sleep?"

The Khatta nods, holding out a hand above which drifts a faint, gray phantasm that bobs about. "Please, step aside, and away from the door. The boundaries of my spell are not always … distinct," she purrs.

Esther waves everyone back. "As you will," she says, stepping into the far corner.

Once everyone has cleared back, the feline closes her eyes, slowly lifting forth the hand holding the gray phantasm, and, with her other hand, cups it gently, whispering an arcane word to it as if it were a secret command. Then, she opens her hands wide, letting the little flitting wisp freely float away … and toward the door.

It bobs along … then disappears inside.

A moment later, there is the sound of breaking glass, and several hard thumps.

Esther points at the Crimson Lancers, taps her ears, and then points toward the door.

The wolves rush up and press their ears to the door. After a moment's study, one of them reports, "All quiet." The others nod agreement, and check their weapons.

Esther moves toward the door. "All right. Let's get this open." She turns to the mage. "How quiet do we need to be… ?"

The mage says, "As long as you do not touch them directly, you should be fine. But if you try to attack any of them while they sleep, the spell will immediately break. That will not apply, however, to breaking the door … or rescuing the Captain-Astromancer."

"Good," the Arch-Inquisitrix declares. "Find tools, if need be. Quickly, now!"

The guards scramble to action, and the Technopriest rushes over to the locking mechanism on the door, instructing some Guards to rip off the access panel for him. He begins tinkering with the lock, jamming at it with his picks and other tools.

After a bit of work … there is a satisfying click … and the Technopriest nods to the Guards … who bodily wrench the door open. Beyond, several warriors can be seen slumped against some makeshift barricades … and the prone body of the Captain-Astromancer can be seen sprawled out on a canopy bed. The chamber looks hardly like a prison cell … more like the opulent retreat of some wealthy lord … but there's no doubt that the door the Technopriest just opened is just as capable of keeping someone in as out.

Esther motions to two of the Crimson Lancers. "You two, get the Captain-Astromancer and set him down out here. Then the rest of you bind the guards."

The two Lancers haul the Captain-Astromancer out of the room. Once the others start binding guards, they start to awaken … but it is quite a simple matter to overpower them in their current state, even if the spell does wear off. Tahir, however, remains unconscious.

The Technopriest secures a pillow, lying it reverently under the Captain-Astromancer's head as he is set down.

Esther waves to the Aelfin. "Here, is he all right?"

The Aelfin kneels by Tahir, and lets loose with a "generic" held spell of healing. (Better safe than sorry.) The Aelfin then goes through more mundane procedures of checking the Captain-Astromancer's vital signs. "He is alive and well," the Aelfin reports, "but he has been heavily sedated. I will need to treat him on the ride back to Rephidim."

Esther nods. Unnoticed beneath her helmet, the Arch-Inquisitrix sheds tears of relief. "Very good," she says in a low voice. Then, louder, "Very good, everyone. Let's get out of here."


The survivors of the defenders are hauled out to the ships, and the wounded and dead of the attackers are ferried out to be tended to. The Selona, however, is reserved for the Captain-Astromancer and Esther's extraction team, with no extra "baggage" to hinder a swift return to Rephidim.

Aboard the ship, a Guard reports, "The Captain-Astromancer is doing well, Arch-Inquisitrix. He's not fully recovered, and it's asked that he be allowed to rest at least as long as our journey back to Rephidim … but there appears to be no permanent damage from the sedatives or the ordeal of his rescue."

Esther busily strides to and fro, exchanging further plans with the captains of the three airships. The Crossbow is to hold the bulk of the prisoners and casualties, while the Arquebus is ordered to keep pace with the Selona to the best of its ability, and join in the assault on Faraon's Dome once the Selona is safely landed at the Temple docks. Esther also makes a point of having the names of the dead and wounded Guards recorded for special recognition when all this is over.

By the time the airship returns to sight of Rephidim, the sun has risen, and airships can be seen swarming about the base of the great stalactite where the Jade Palace is situated. It seems like there's hardly any action going on. Perhaps just clean-up now.

Esther stands in the wind on the deck of the Selona as it dives in to the Temple's private docking facility. She looks down at the workers and Guards moving about frantically, grabbing rigging and preparing to fully dock the ship. Soon, she and her contingent will move the true Captain-Astromancer back to his proper place on the Bridge. Perhaps then she – and Rephidim – will prevail.

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GMed by Greywolf

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