3-15: I Eat Cannibals
The gang finds their way to Deadcat across the plains. As the spot marked on the map draws near, they find themselves approaching a gorge, so they climb up to the highest ridge and scope out what's below.
That's a town alright—a cannibal town built on the bones of a friendlier one. A couple refineries sit unused, wrecked shells mark where houses once stood, and a single stretch of the old wall still stands. The cannibals don't seem to be using any of it, evidently satisfied with their rickety shacks, their rows of cages, and the flames of their standing torches dancing an eerie ballet in the rain. A second check of the map reveals a new name for this town: Cannibal Capital. This is definitely where the Cannibal Grand Wizard lives.
The gang doesn't see anyone who looks like a Grand Wizard here, but further on down the gorge past the town, a bunch of cannibals battle shrieking bandits. He might be over there. The gang will have to get closer to be sure, but one thing's for certain: The cannibals being split up presents a perfect opportunity to attack. Silvershade and Shryke, the crossbow wielders, run into town and start taking pot shots, luring a bunch back to the rest of the gang. The fight begins.
Even split up, there are a lot of cannibals here. The fight is no cakewalk; Cat and Silvershade get knocked out and are swiftly hauled off and chained to poles. The gang does prevail, though, and presses onward, freeing Silvershade as they fight their way through the capital. Riddly and Keys defeat a cannibal chief who sports an identical 10,000 Cat bounty to the one they turned in before: A nice bonus so long as they don't lose track of him. There's a lot more fighting to do.
Shedding a bit of blood and a lot of sweat, the gang hacks and slashes their way to the poles on the far end of town where Cat is being held alongside some shrieking bandits. They take their time to bandage and free the cluster of prisoners—while they did come here primarily for the bounty, it feels good to actually help people too.
There are enough captured shrieking bandits here that it's taking the gang a while to get to them all, significantly slowing their rampage through the cannibals. A few of the bandits are still up and fighting, though, and their battle with the rest of the cannibals isn't waiting on the gang's schedule. Jam is itching to dive in and tip the scales. Taking a moment to survey the fracas, they spot someone who could only be the Cannibal Grand Wizard: A cannibal actually wearing armour, Holy Nation-style plate at that.
Cannibal Grand Wizard: MEATWALKERS!
Cannibal Grand Wizard: PROTECT GRAN' WIZARD!
The Grand Wizard is making short work of a couple shrieking bandits; Jam speeds over to help. They go blow for blow with the Grand Wizard for a bit, but when the shrieking bandits fall, it becomes clear Jam is not fit to win this fight alone. They may be better equipped but the Grand Wizard is just that bit stronger, forcing Jam onto the back foot with his powerful swings. They have little room to seize much offence in return.
Outlaw Hana sees this and rushes in to help her friend. Ells, despite the fact that he's carrying the unconscious Cat, follows close behind. The three surround the Cannibal Grand Wizard, poking and slashing to wear him down until Outlaw Hana brings her polearm crashing down in a decisive blow.
The gang carries out the usual bounty capture protocol: Jam scoops him up, Outlaw Hana makes sure he won't bleed out, and they take his stuff and chuck it in Pilaf's backpack. His big blinding white holy chestplate is an absurd 19 kilos, too heavy for even the strongest of the gang to consider wearing even if it was any good. As it's only Standard-grade, it's not. It offers no better protection than most of the gang's gear even before taking into account encumbrance or any of its myriad penalties. That's fine, though. While it'll fetch a respectable price of 1,515 Cats, the Grand Wizard's 40,000 Cat bounty is the real prize.
Jam, Outlaw Hana, and Ells return triumphant to the rest of the gang, who are still systematically patching up captured shrieking bandits. They're doing what they can. Bandaging the bandits and picking their locks will let them make a break for it if the coast is clear when they eventually come to, but they've all been hacked up badly enough that by the time they do regain consciousness, the cannibals may have re-established control over the area. Every once in a while, cannibals do wake back up, get up, and leap at the gang. They're easily put back down again but the gang is notably relatively healthy, not naked, and well-armed. A badly wounded shrieking bandit would struggle against even one or two cannibals.
Once they're satisfied they've done their best for the shrieking bandits, the gang has one last order of business before they leave with the Grand Wizard: Take all his stuff. His shack, the fancy one up on stilts, has a couple chests in it full of arms and armour. Jam opens one up to start sifting through it when they clap eyes on an absolutely marvelous find: A Masterwork-grade new arm!
KLR Series Arm (left)
The KLR series was legendary for its simple durability. Designed for the original service bots working alone in remote hostile environments, fancy features and luxuries were ditched in favour of simplicity. Many were used on the frontlines of the war, so few can be found today.
The KLR Series aren't my personal favourite limbs. They trade the specialized stat bonuses of other models for a balanced, all-purpose stat line; they're perfectly fine, just not optimal. As per their item description, what actually sets them apart is their ludicrous toughness, but that's an advantage I basically never find relevant when one has squishy organic parts that will give out long before even a moderately sturdy mechanical limb. Even so, it'll to be hard to beat a Masterwork. -8% penalties to Lockpicking and Thievery are basically as good as it gets for non-thief-specialized prosthetic arms, +10% bonuses to Dexterity and Strength are nice all-purpose boosts, and the heaping 245 HP on this thing does mean Jam's left arm is pretty much never gonna give out in a fight. It's tougher even than any of Burn's limbs, which sport 200 HP each.
Jam pops on the new arm, replacing their Specialist-grade skeleton arm, and starts loading Pilaf down with loot. As they work through the armour and weapons, inspecting the quality of each, they find something rather unassuming buried beneath the pile: A small journal.
Captive's Journal I
“I felt the eerie sensation that we were being watched. And we were. They came to our camp during the night, slaughtered our gars and dragged the rest of us to their village. The sour smell of rot was rank, knocked me back even more than the sight of those deathly effigies.
I've numbed to it now.
They separated us into blood stained cages and bandaged the worst of our injuries. First they beat us, then they tend to us, so it seems... Light, what do they want from us?”
Captive's Journal II
“Day 4
They dragged uncle Sen away yesterday morning. Cut a piece of him away as if he were some... 'thing'. An object to be harvested. They stemmed the worst of his bleeding, but with his gaping wound I don't know how long he'll last... Fuck. We need to get out of here fast.”
“Day 8
Uncle passed away last night. It was a death I'd wish on no man, hacked away piece by piece until he was a twitching stump of a person. They finished what was left of him for breakfast. And us? We retched on the leftovers. Fattening up the food caches... Frighteningly logical thinkers.
There are four of us left.”
Captive's Journal III
“Day 13
Their eyes. They don't look like human eyes. No. They look like whirlpools. Like death. Like black”
“Day 17
Mother passed last night. Didn't make it as long as the other two.”
“Day 20
Death visited in the night. A cockroack. Pa-ru, pa-ru. Remember these words, she says. And then melted away again. Pa-ru.”
“Day 21
Baste the meats to keep it soft. Meat. Meat. Me-at. Me. At.
Ha. Ha. Ha.”
Captive's Journal IV
“Day 26
Little Brother. So far away. Can't reach him. Can't hear him. Sometimes I talk to myself. Sometimes to Death. I miss the voice of humanity.”
“Day 27
Managed to pocket some wire during my trip to the chopping block. Everyone else may be gone, but they won't touch a hair on little brother's head.
Now's time to get you out of here, Robun.”
As Jam digests the chilling tale (not literally—hivers aren't silverfish!), the name at the end ignites a spark of recognition in the back of their mind. Robun is the name of the Cannibal Hunters' leader, headquartered far to the east in Sinkuun. Can't fault the man for being monomaniacally focused on killing cannibals, considering.
