Chapter Ninety-Two
Chapter Ninety-Two
Tarl eventually calms down and heads home to recover. A good cry, er rain shower can take a lot out of someone, but its good to let it all out sometimes. I cant blame him for having complicated feelings about Hullbreak. Honestly, when he started his story, I was making vague plans to kick in Hullbreaks door and give it the Neverrest treatment.
But in the end, its a bit more clear what the situation is. Neverrest was rabid and had to be put down. Hullbreak is a wounded and starving beast. I might have to put it down, too, but thats the last resort. Theres still hope to get it fed and healed. But how?
Focusing on the reports and stuff he gave me, the details dont really give me anything to go on. Almost every delver inside when the accident happened were killed by the sharks and other denizens of the dungeon. Any that managed to get out were able to survive, but its pretty clear that Hullbreak doesnt want anyone from outside coming in.
Im also starting to suspect I might be part of the reason why its starving now. The seagulls that Ive been dealing with for a long time are probably from Hullbreak, or at least some of them are. The wasps were mostly from Neverrest, after all. I still have some wasps, but not nearly as many. I think Hullbreak was basically sustaining itself on Neverrests wasps, and what raids on me it could get away with.
But now with Neverrest gone, and my defenses much improved, theres not a lot of profit in raiding around here. So how can I fix it? Raid it right back?
Maybe? I have the excess mana to spend on failed raids, but what would I actually raid with? Itll probably figure out that something is weird if I try to send spiders or snakes or other things that clearly dont belong in the ocean. Im sure itd still take the mana, but itd also keep its guard up, which I need to avoid if Im going to help it.
I need information, too. Everything the ODA has looks to be at least a decade out of date. I dont want to try something like this with old information. Ill probably only get one chance, and then have to resort to the Old Yeller treatment if that fails.
Although I wonder. If we have old info on it, how up to date is its info on whats been going on around here? I could pretend to be Neverrest, at least as far as raiding goes. I dont have the wasps, but I do have undead. Skeletons would probably be the best to try to raid Hullbreak with, if I want to do that kind of act.
Ill need to be careful about it, though. Too many, and itll put its guard up even more surely than if I sent random stuff against it. But if I send a slow stream of skeletons, it should assume Neverrest has graduated from wasp harassment and into undead harassment. And with it focussing on bigger invaders, I might be able to slip in a few that are sneakier.
I think I have two options with that, but Ill need to do a bit of testing. I might as well get the skeletons in on the testing, too. Just because movies say skeletons can walk around underwater without much issue, doesnt mean they actually can. I mean, that same movie thinks two guys can walk a rowboat upside-down under water without a bajillion pounds to help weigh it down. Buoyancy does not like having big air bubbles under the water.
Anyhow: testing. I dont want to use the underswamps or the aquifer for this. I dont need to go stirring up the scythemaws before their mating season, or migration season, or whatever it is they actually are going to do. So that really just leaves the hard gauntlet for testing. Thats not too bad, though. Its pretty deep, and if nothing else, my denizens can be lifeguards while theyre practicing in there.
I ping a couple rockslides, a handful of skeletons, and several of my more transparent slimes to head there, and testing can get underway. The rockslides make quite a splash when they dive in, but are thankfully unhindered by the water. Well, not fully unhindered. Water has a lot more resistance than air, but they dont need to breathe, seems like. So rockslides pass the first test with flying colors.
The skeletons are in next, and have a bit more issue. Theyre quite a bit lighter than the rockslides, so they have to be more careful with their movements. If they move too fast, they basically propel themselves backwards, which isnt ideal. Im also going to need to leave my various plant/skeleton combos out of this mission. Salt water does not like plants that are not used to it.
Ill just need to give my skeletons some kind of weighted shoes or something. Heh, if I had access to limestone, I might be able to give them actual cement shoes. As it is, Ill probably end up tying rocks to them to keep them grounded. Itll give them a good base to be stable from, at least.
The slimes are the last to show up, which isnt a surprise. Even with shortcuts, theyre pretty slow. Jello even comes to see what everyone is up to. The various slimes slip into the water, and Jello follows. While most of them arent quite as clear as Id like, Jello is basically invisible. If she wasnt my scion Id send her to get intel on Hullbreak. Thankfully, one of the oozes is also more or less invisible in the water, so Ill be sending some of them.
From the bond, I get the feeling Jello would like to go, but I gently tell her no. She still needs to find a good gopher or a good gremlin to convert. And, if Hullbreak actually manages to spot her, itll definitely lose its crap. Scions in another dungeon are one of the biggest dangers we seem to face. Hard to make a friend if you show up to their house carrying a bomb. It doesn't matter how many times you assure them you won't use it, you're still a new person in their house and pose a clear danger.
So now I know who Im sending, I need to figure out how. Even with me being on people's good side, I don't think theyll appreciate skeletons, rockslides, and slimes just strolling down main street. So how do I get them to the dungeon in the bay?
Theyll use the stairs over the wall in the graveyard I built. I had just been using it for the wolf expeditions on the surface, but I dont see any reason my other denizens cant use it, too. First, though, I want to get the route scouted, at least as much as possible. As far as I can tell, they should be able to just hop the wall and head roughly northwest to the ocean, then more or less north under the water to get to Hullbreak Harbor.
But I want to be sure, so I have Poe and Leo send a few expeditions along the planned route. I dont want to send my other stuff only to discover theyll be stomping through someones big garden, or trip over another baby dungeon, or somehow unseal some unspeakable evil, or something.
But if it all goes to plan, Operation: Mend the Break can actually start. I hope Ill be able to get it to open up to me and delvers, but Im not exactly holding my breath on that one. Its been isolated for too long, had to fight and scrape for existence for too long. Theres very little chance of this happening without someone having to be smacked a few times to listen. I dont think Ill have to eat Hullbreak, though. While Violet is calm and small enough for me to just mentor, I think my most likely action with Hullbreak will be to subjugate it and make it my vassal. Thats hardly the best option, but like with a lot of wounded and scared animals, sometimes dominance has to be asserted.
Itll be a delicate process, though. I have to show it theres no point in fighting me, but also that I dont want to hurt it. If it thinks it can fight me, itll hurt itself and its dwellers, to try to keep doing what it thinks is best. And if it thinks I want to consume it, itll fight tooth and nail because it wont want to die.
Itll be a tough tightrope to walk, but if I can strike that balance, Hullbreak might be able to be released back into the wild and thrive on its own. If I cant... well, the zoo is a better option than behind the shed.