Chapter V: Zas the Alchemist
Before word reached Zas of the slaughter that was the Battle of the Ignited Deceivers, he'd seen some Serious ups and downs. His emotions rose and fell like a run-away minecart. He was ashamed, embarrassed, and hurt by losing the leadership of the fortress. The very plan for Vigorropey had gotten away from him. Far from being a haven for Serious Scholars of Ancient Subjects and Lofty Rhetoric, it had become just another fortress full of illiterate, drunken rubes. Not that Zas (or any dwarf) had a problem with drinking, it was just that drinking seemed to be all that some of his fellows wanted to do with their lives. Their highest ambition in life was to tap a legendary cask of ale, while Zas wanted more, so much more. In his dreams, he saw what dwarvenkind might aspire to become.
The first few days after his dismissal as Mayor were the worst of it. He'd doubted, second guessed, and deconstructed every decision he'd made, and found that he could not comfortably place all the blame on Urdim and Iden Arrowdark, traitors though they were. No, he had brought this on himself. He should never have let so many people come to Vigorropey before he was ready. He should never have listened to those newcomers who told him to focus on the production of Steel and other industries. He should have stuck to his principals. If he had Vigorropey would be known for its libraries, its books and superior engineering, maybe even its miraculous inventions and discoveries, rather than prosaic gems, stone trinkets and weaponry. Yes, Zas had to face the fact that he had failed as a leader.
Thankfully, Zas was an optimist by nature. You had to be to even want join the Alchemist guild. After a few weeks of moping around his quarters and his new laboratory, he resolved that although he had failed as a leader, he would not fail in his original purpose. Vigorropey would still become the seat of Alchemy's Renaissance, the birthplace of a new Dwarfy Future, menacing with spikes of knowledge. Gathering up Tosid, his stalwart guild comrade, he set about expanding the largely empty resource center, all without even bothering to ask the new Mayor for permission. While Tosid labored, Zas began research into several promising fields. His Blast Furnaces had already been implemented throughout the Industrial Floor, and indeed the metalworkers had all stayed loyal to him. While they'd been as skeptical as anyone about the Alchemist Dwarf, his inventions had greatly improved production. They'd long been asking for help improving other parts of the Industrial chain, but as Mayor, Zas had never found the time. Now, in the months after his dismissal, he presented them with new blueprints: A Greatforge, efficiently designed to produce entire suits of armor at a clip, far superior to the traditional metalsmith, was built, powered by the magma channels that ran under the floor (also Zas's idea). Huge leaps were made in the field of metallurgy, Zas discovering or rediscovering the recipes for over a dozen new alloys. The discovery of welded wolfram was particularly shocking. While already one of the heaviest metals known, this alloyed wolfram was impossibly heavy, supernaturally so, some said. It would create the ultimate war hammer.
In Zas's newfound passion for his work he even risked the enmity of the influential armor's guild, by offering plans to refine their armor into a new kind of plate/mail combination that would better absorb blows. He discovered ways that existing weapons could be improved, and a process that could restore the pile of rusty steel weapons looted form the goblins and orcs into steel that was as sharp and lustrous as any newly forged piece.
His work took him in other, more arcane, directions as well. Delving into several books of Ancient and Serious lore (and, it is rumored, from the Ancient relics and carvings found at the site), he rediscovered the Ancient and Serious Art of Runecasting. Although initially distrusted by the hard-minded dwarves as suspiciously Elven, he set up a facility to inscribe arms and armor with powerful arcane runes of varied promised effects. So many discoveries were made that the metalsmiths estimated that it would take years to make full use of them.
But in the classic work of the alchemists, there was frustration. With Tosid's help, he had managed some simple transmutations, but after an initial interest from the other dwarves they quickly lost interest. Even the Mayor, who typically avoided Zas at all costs, was initially tempted.
"Can you make tin? We have tons of copper, but we're low on tin to make bronze."
"Tin? Sure I can make tin! I just need an amount of mithral equal to the amount of tin you want."
The Mayor sighed. "We have even less mithral than we have tin. What about mithral, can you make that?"
"Sure! That's easy. Just get me some Tungsten."
"Tungsten? I don't even know what that is!" he said, throwing up his hands and walking away. Urdim was willing to admit (in private) that alchemy worked better than he thought it would, but from his vantage it was still largely useless.
Zas was not particularly discouraged by Urdim's limited imagination. In fact, he enjoyed frustrating the petty little usurper. Besides, only Tosid himself knew of Zas's main interest. He barely whispered it to anyone else. The Elixir of Life.
For all of Zas's success, the elixir, the true goal of the Ancient and Serious Art, eluded him as it had all that came before him. He sought not merely the Secrets of Life and Death, the knowledge hoarded by the feared Necromancers in their towers, but the True and Serious Knowledge of Life itself. Not simply how to animate a corpse as a blasphemous simulacrum of life (any old adventurer who could read a slab could do that!), but to restore True Life to the dead and to make the living immortal. Legends spoke of a time when this knowledge was known, a time before the world as Zas knew it. Some even said that this was the true source of Elven immortality, something the Alchemist Guild, its reputation already so suspect, was careful to deny. Whatever it was, Zas desired it above all things.
When word reached Zas of the Battle of the Ignited Deceivers, he didn't know whether to laugh or cry. He had really started to regard his dismissal as a boon instead of a humiliation. In the magnanimity that accompanied his many breakthroughs, he'd allowed himself to consider that maybe Urdim would be a better leader than he would have been. But here was clear evidence to the contrary. Urdim was selfish and short-sighted, and the Ignited Deceivers was proof that he could not be trusted to put the interests of his constituents above his own desires for a Barony. Here was the Watery Grave, ready to be used, and Urdim had thrown away more than twenty lives. But what could Zas do? The dwarves of Vigorropey had made their choice. Yet others had begun to question Urdim's actions as well. The metalsmiths, more loyal to Zas than ever, were the first to voice it.
"You should be mayor, Zas. Urdim's an idiot and everyone knows it. I hear he doesn't even know what Tungsten is! How can a dwarf like that lead us?"
Others, especially the friends and family of those struck down as they hung from Drowspider webs, joined the grumbling chorus. None of this was lost on Urdim and Iden, and they rightfully began to worry for their position. When a new threat appeared at Vigorropey later that spring, public opinion (and the fact that the militia's numbers had not recovered), forced them further into a corner.
The Drow, the twisted subterranean cousins of the Elves, had sent a raiding party to take advantage of the chaos at Vigorropey. If some had speculated that the Drowspiders that the orcs had been riding originated with the Drow, their appearance now confirmed it. Clearly Tode the Traitor had cultivated close ties with the deadly Dark Elves. Sixteen of their number were discovered skulking along the hillside towards the main gate. The alarm was raised, the civilians rushing inside once more, and Urdim again consulted with his militia commander.
"There's only sixteen of them. Are the new recruits ready?" he asked.
Iden, the Mauve Mobs, merely shrugged. "Mayhaps. We'd win out in the end, but most of the newbies ain't good for much more than slowin' the enemy down until I can give 'em a taste o' Bronzeshrivels."
Urdim knew he couldn't afford to lose more men. His position was on the line. Zas, that sneaky bastard, must have been talking behind his back, trying to drum up support. Now the Mayor was left with an unsavory choice: send more men out to die, making more bereaved friends to flock to Zas's side, or use the Watery Grave. If the trap worked as well as Zas said, it would only illustrate the usefulness of the damned alchemist.
In the end, he had to choose the latter. It might help Zas, but at least it wouldn't hurt his own standing like the Ignited Deceivers had. So, he ordered the bridge in front of the Trade Depot closed, and waited to see if the Drow would take the bait.
Seeing only fleeing peasants, the Drow did not hesitate to follow them into the tunneled entrance. Four of them went off in pursuit of a few dwarven stragglers still outside, but twelve of them found themselves inside the twisting labyrinth. Those four were the only survivors.
The Watery Grave in Action.
While the Watery Grave worked exactly as advertized, it's first use here, in the raid later called The Assault of Striking, demonstrated some important imperfections. The main thing was time. The Watery Grave took a while to fill, and even longer to drain. The former was less of a problem. In fact, it made the whole affair quite enjoyable. Every time it would be used over the next two years, a small crowd would always gather near the raised bridge to hear the screams of the Drow (or orcs, or goblins) as the water level gradually rose (over about a month) to the ceiling. Some of them, particularly the goblins, would even beg for their lives. On the whole, it was quite amusing.
The drainage issue, which Zas had warned about, was less amusing. It literally took almost half the year to empty out. There would simply be no elven or human caravans this year. That first time, there was an open question about whether the Depot would accessible by the Autumn Dwarven Caravan (it thankfully was).
Urdim despaired a bit about all of this. Most of the dwarves were fine with spending the warmer seasons down below - many of them were becoming adverse to sunlight anyway. Some, like Urdim himself, liked to be outside from time to time, and now the primary gate was a lake full of corpses. Yet, all was not spoiled for Urdim. From the top floor of the hilltop keep, he spied something that he knew he could use against the increasingly popular Zas. He watched as first the Elven Caravan, and then the Humans, were set upon by the dozens of goblins and orcs that came to besiege the submerged and inaccessible Vigorropey. With nothing dwarven to kill on the surface, Tode's spider-riding forces and their goblin allies (who had, worryingly, also arrived on their very own Drowspider mounts) delighted in hunting the merchants and their guards.
Urdim used this information to criticize Zas's engineering skills.
"What use is a trap that can only be used once per year?" he asked those who he thought looked sour about being denied the surface. "Worse, there will surely be diplomatic consequences for all those merchants who died." He began to solicit ideas for how to improve the Grave, especially among the masons and stonecarvers who still favored him. He'd given them tons of work beautifying Vigorropey, and his stonecrarving/engraving training program had raised some peasants up to be valued members of society. They at least, remained loyal.
Unfortunately for Urdim, the best plans to revise the Watery Grave came from its designer himself. Zas spread them out on the mayor's table.
"All we need to do is add a second drainage area, here, sealed by a floodgate. The biggest problem is that I put the drainage pit at the very end of the labyrinth, the furthest point from the floodgate that starts the waterflow. It takes too long. With the second drain right next to the output gate, it should cut the time down by more than a half."
Urdim grunted skeptically. "That's still an entire season underwater. I'll take it under advisement."
But Zas had spread the word about his redesign. More voices joined the chorus questioning why anyone had voted for Urdim in the first place. Urdim knew he had to act, but not how.
It was Iden, the Mauve Mobs, who again provided the critical impetus at the right moment for his own advancement.
"You know, boss," he told the mayor, "now that the subterranean defenses are set, we need to get our folks down there. The metalsmiths are howlin' for wood to make charcoal, and there's a forest of Spongewood trees down there ripe for the takin'. Then there's the Hematite ore, fine gems, and all the rest."
"Yes, yes," said Urdim impatiently, "But what does that have to do with Zas?"
"Well, we'll be needing every man available to haul that crap up to the stockpiles, now won't we? Anyone not in an important job has gotta lend a hand right? Now, I don't know about you, boss, but I don't think alchemy is a very important job."
Urdim smiled at the surprising cunning of his ally. Yes, anyone not in a critical job would have to go down into those dangerous tunnels. Alchemy was certainly not critical. Zas could be sent wherever.
"...and if he runs into some nasty critter..."
Iden grinned, showing his many missing teeth, "I'm afraid me and me boys will be On Break."