The walk
ahead of Mark and his companion will be a long and treacherous one.
Fortunately, it's these sorts of walks that tend to develop
friendships, and there have been many such walks of this sort in this
country. Unfortunately however, Mark is not a very friendly fellow.
He's still distracted by the fact that he cannot sense a gender below
those robes.
“So,
uh. Mate,” he asks. He needs conversation, to cleanse the palette
of fear and loss that's still in his head. “What do I call you?”
“I am
the Old Man.”
Good,
thinks Mark. He's a man.
“But
does that name mean nothing to you?”
“Hm?
Well, 'Old Man' isn't much of a name. It's more like a title.”
“It
is a title. But for
one who comes from that has no name, a title such as mine ought to be
as good as a name. Did you not read your history? The history of your
town?”
“Hm?
Are you saying I should know about a particular Old Man? I mean,
there were the town elders...”
“I was
the eldest of your town elders. I founded that has no name, over
seven centuries ago. It was to be my main base on this Earth.”
Mark
pauses, and blinks. “You founded...?” He keeps walking. “But
that must mean you're...”
“Old,
yes. Very Old. For I am the Old Man.”
They
continued to walk for quite a ways, saying nothing. They eventually
reach the first hill, which they begin to climb.
“A bit
of a hike, isn't it, Mark? Oh well. You could stand some exercise.”
“I'm
starting to remember you,” Marks says, and he's being sincere.
“Weren't you said to be some sort of...irony wizard?”
“Sorry
to induce more worldview-shattering onto this plane, Mark, but irony
wizards don't exist. Perhaps trope-magic can involve drawing power
from the strength we as a species have placed upon dramatic touches,
as a massive cultural consciousness manifestation sort of thing, but
the idea of 'irony-magic' is a diluted version of true power derived
from years of incestuous thought and failure. Your colony did not
satisfy my idea of a mystical bohemian utopia, and it is not alone in
that regard. I still seek the perfect place, and perfect collection
of individuals, to be worthy of my House. For I seek the greatest
magic of all, which is freedom.”
“Freedom?”
Mark chuckles. “We made freedom,
mate. We broke away from the mainstream norms. We defied culture...”
“English
culture died when the Empire sent to the fuel-bombs to its cities,”
the Old Man replies. “And rebellion is not always freedom. Not when
the rebellion falls into the same cycle of rules and regulations as
the old order. Remember France?”
Mark
shakes his head.
“Of
course, the Revolution may not have happened in the same way on this
Earth. I'm sure Lutetia faced some sort of cultural rebellion in the
18th
Century, though.”
There is
another silence, and this one is awkward.
“If
you're a wizard,” Mark says then. “Why don't you just fly us up
this hill? Or something?”
“Because
magic is subtler than that. Magic is not bolts of raw flaming energy
flying everywhere. Though there is such a thing as going Ablaze,
which can burn out someone's system rather easily—hence the name.
When I was a spry youth, I went Ablaze more than once, and I think it
was only the drugs that kept me in check...”
“You
don't seem much like a guy to just light up.”
“Oh,
I'm consistently high, on a relative scale. Part of the bohemian utopia aspect.”
“So
you could be crazy?”
“Of
course I'm mad. Don't trust a single thing I say.”
Mark is
aware of annoying paradox wizards from fiction and ignores that
statement.
“So
where are we going?”
“The
Wastes. I have an encampment there that we can use to head to
America. We're going to fight the Empire.”
“Wait...what?
Why? Why me?”
“England
is mostly defeated, and has been for decades now. But there are many
of those who are quite unlike the men and women of that has no name,
trying to rebuild; trying to restore Troy Novantum, but also Glaschu,
Baile Átha
Cliath, Caerdydd. The
great places of these Isles, and not merely England. Those
beast-creatures you saw back there are an attempt to make Albion into
a base to strike at the rest of the European Allegiance. The Emperor
grows ambitious, and hence he's making himself into our target.”
“That
doesn't explain why you need me, of all people, though.”
“I see
you as a closet patriot, my friend. Certainly your ideals are bent,
but you are a young man of your country. With my training, you could
learn to be a valuable British soldier. And, perhaps, your teachings
in the ways of irony could be reshaped into true magic.”
“You
want me to be a sorcerer?”
“At
the very least, a magician. Maybe a wizard. Sorcerer's a bit of a
ways off, though. And you're no Incomputare, I can tell you that
much.”
“Incomputare?”
“Not
important. Look, I'm afraid you really have no choice in the matter;
the same risks that come about from not following me now apply as
well to the near future. My institution in the Wastes will keep your
zombie foes waylaid in English, once I contact them, but you must
stay with me to indulge my sense of your potential.”
“I
can refuse, right?”
Suddenly,
the Old Man spins around to face him. Ze raises a gloved finger to
Mark's head, and the fingertip glows in starry light. “If you
refuse, my friend, you will damaging much more than you know. Your
role is important. I
can kill you right now, and instantly raise your remains as a
doppelganger with a much more acquiescent personality. But you will
be dead, as a person, even as your body becomes that which you fear
the most.”
Mark
isn't unreasonable, especially in the face of a magical gun. He
raises his hands and steps back. “I'm not much on kidnapping, chum,
but...if it's all I've got.” He shrugs. He doesn't know what to
feel on the matter. Somewhere deep inside, he has doubts as to his
genuine ability to manifest strong emotions.
The two
continue walking, stopping only briefly to set up camp as the sun
sets. They eat a simple dinner, conjured from beneath the Old Man's
cloak—something Mark doesn't find, alongside a magic gun-finger, very subtle—and sleep peacefully.
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