《The Bureau of Isekai Affairs》023 - Transportation
Advertisement
The impending promise of tactical drills forces me to acknowledge that my Gift would give the ATF a collective aneurysm. In the same way that it’d be impolite to walk around a city playing with a gun, then, it’d probably be impolite to walk around a city repeatedly casting spells. So I put the spells away while we’re in Calfort.
The city today seems rather more lively than it was yesterday. There are many more people out, particularly people carrying things like logs, stacks of sawn lumber, and pallets and crates of miscellaneous goods. I also see maintenance, cleaning, and constructions workers out and about, made identifiable by their equipment. No power tools, of course, but some of the more well-off builders are carrying what appear to be enchanted gear. We pass a mason that’s maintaining the road, using a glowing runed chisel and a ludicrously oversized one-handed hammer to effortlessly split small stones into the required shapes.
Even better, the operator of the blacksmithing shop I saw yesterday is working today. When we pass, she’s hammering away at a lump of metal on her giant anvil.
“Hm?”
It’s like if you told Weta Digital that this blacksmith was simultaneously forging The One Ring, Excalibur, Kusanagi-no-Tsurugi, Mjölnir, Frostmourne, Nightblood, Andúril, the Iron Man Armor, the Master Sword, the Green Destiny, and the Swords of Shannara, Martin the Warrior, and Gryffindor.
“Whitney?”
And then you took what Weta gave you and gave it to Industrial Light and Magic along with a blank check and instructions to make an even cooler scene.
“Whitney.”
The fire roars. The anvil clangs. The ground shakes. Her hammer is literally on fire, leaving flickering orange arcs in the air when she swings. Her tongs are made of the platonic ideal of the zappy blue stuff that special effects artists use for science fiction force fields. The entire smithy explodes in a fountain of fizzing sparks every time she slams the white-hot head of the flaming hammer into the metal.
“Hey. Whitney.”
It is everything I have ever wanted from a fantasy blacksmithing scene.
“Whitney!”
“Aah! What?”
“You can stare at the hot blacksmith lady later,” Liv says, snickering at me.
“Totally not what I was looking at! Seriously,” I protest, tearing my attention away from the awesome display.
She’s still snickering, so I think angry thoughts in her direction as we continue walking.
We pass without incident through the consumer district, a cluster of relatively fancy houses, some more office buildings, and a fairly impressive warehouse district.
Our final destination is revealed to be a transshipment yard of some kind, where it turns out that this place does have vehicles! A dozen clerks bustle around, checking labels on what look like small wooden shipping containers against documents on clipboards. One container has apparently passed through the bureaucracy successfully and is being loaded onto a wagon, simply hoisted onto the shoulders of a team of about twenty burly Gifted workers and carried to its destination. Another team looks to be readying itself to pick up another container, belting out a rhythmic call-and-response song that I’m guessing make sure they all lift and step at the same time. Something about flowers? I guess the content doesn’t matter as much as the cadence.
Advertisement
Gifted couriers are probably only used for local transportation, then, and vehicles are used for intercity freight? It’s like the way you don’t see panel vans or medium trucks on controlled-access highways and you don’t see giant semi-trailer trucks in the middle of cities.
The containers aren’t as big as what I remember, probably due to material limitations. Not that I’m denigrating their efforts - the fact that they’ve standardized at all is impressive enough all on its own. There’re two kinds of container, one full-length and one half-length, both with a cross-section about two-thirds that of one of Earth’s standard intermodal containers. Which is to say, a particularly tall person would be at risk of banging their heads on one of these, where that’s not an issue at all with a normal shipping container. I notice that the containers are often stacked two high. I wouldn’t be surprised if the relatively low height of the containers was specifically intended to let workers simply lift a container high enough to be stacked on top of another.
The wagons themselves, nearly two dozen of them, are substantially larger than I’d expected. They’re still nowhere near the size of a semi-trailer truck, if only because those wouldn’t fit on the roads around here, but they dwarf the wagons I’ve seen in museums and at historical recreations. Each is clearly built to accept a single full-size container, and about two-thirds of them are loaded exactly that way.
And there still aren’t any draft animals! I guess they’re just hauled by more Gifted workers? I suppose it’d make sense; people are actually much easier to manage than animals, since they don’t need any specialists, they don’t need special diets or housing, and the population is larger so they’re much more replaceable.
Liv moves out ahead of us at this point, intercepting one of the clerks on his way from container to container. She asks a question that I can’t hear and the clerk responds by pointing at a tavern-looking building bordering the yard. Liv heads off in that direction and we trail behind her.
She’s already entered by the time we get there, so we follow her in. We’re immediately hit by a wall of noise, workers and armed guards singing or shouting at each other over games of cards or just talking loudly to be heard over the rest of the crowd. The only thing separating the situation from utter confusion is the tavern’s bard, perched on a stage in the corner and leading the chorus. The tavern is much bigger than it looked from the front, going back far enough to have nearly two dozen tables, most of which are occupied. Maybe fifty people?
Liv’s interrupted a card game between a merchant-looking person, a clerk, a guard, and a handful of workers. It’s interesting how their clothes immediately identify them; the guards are armed, the workers have incredibly sturdy clothes, the clerk is fastidiously clean, and the merchant is just identifiable, with a towering misshapen top hat and magnificent beard that together form an unmistakable personal brand. Heather leads us over to join the conversation, but she lets Liv hold the point position. Giving our face room to work, I imagine.
Advertisement
“—willing to help defend the caravan, of course,” Liv says, apparently finishing an initial offer.
“One of your six is a prisoner, so you’re net neutral at best,” the merchant says flatly.
Now that I think about it, it is kind of weird to be carrying an obviously evil dude around like a sack of luggage.
“I also note that your guards are short on either detection or experience,” Liv counters. “Not even one of them responded when I started flashing Bureau of the Guard tactical sign.”
“And you think you can do better,” the merchant says, leaning back and crossing his arms challengingly.
“Yes,” Liv says simply. “Whitney, see what you can find. And while you’re doing that…” She scans the room, looking for something that I can’t see.
I don’t pay too much attention because I’m reacting to the sudden request for spellcasting. There’s only one spell she could want, and that’s Find Spellcraft. Can I trust my memory and risk flubbing the spell, or should I take the hit up front by making Bob hold the book again? I successfully cast from memory yesterday and earlier this morning, so I think I’ll give memory a shot. I’m the backup anyway, Liv’s going to find something sufficiently impressive.
I pull my sleeves up, magician-style, and with extreme care begin casting Find Spellcraft, taking a moment to go over the hard parts first so I don’t get hung up in the middle of anything.
One of the great things about being a wizard, as it turns out, is that nobody can tell the difference between you wiggling your fingers in the air to cast a spell and you wiggling your fingers in the air because you’re trying to remember how that one gesture at the end goes.
“You encountered trouble on the road to Gouledel about twenty days ago,” Liv states. “That guard over there, the woman with the green helmet,” she points, then reaches over to tap her shoulder, “got hit in the back and badly broke her left shoulder, and the second-cheapest healer in Gouledel that can still do joints leaves them stiff like that.”
The merchant looks suitably impressed by this, conceding the conclusion with a tilt of his head.
To my immense satisfaction, I successfully cast Find Spellcraft on the first try. Even better, Liv manages to time the conclusion of her little speech so nobody’s staring at me while they wait for me to finish.
“Right, let’s see- oh,” I cut myself off, “that was easy.” I don’t even have to move the spell around to get hits. As soon as the display comes up I immediately find two dots right at the base of the cone. A moment’s inspection says that both the guard and the clerk have magic running.
The guard looks intrigued. The clerk looks begrudgingly impressed.
The merchant looks at the guard first. “Gervasius, I’m not sure we need the bodyguard skill right now, but good initiative. Aelfraed,” he says, turning to the clerk and sighing with exaggerated disappointment, “Is that really the best you can do?”
Aelfraed, the clerk, laughs. “We caught you with a literal ace up your literal sleeve not ten days ago,” he says. “You’re not allowed to complain for at least the next hundred.” The workers at the table, who’ve so far been mostly uninterested in the conversation, all nod, indicating their agreement with this argument.
“He’s got you there, Yaroslav,” Gervasius, the guard, points out.
“Fine,” Yaroslav, the merchant, gripes, “you’ve made your point. You ride for free, on the condition that you always have someone on lookout duty. Someone useful,” he warns us, looking like he wants to wave an admonishing finger, “mind you. You argued detection, you’re providing detection.”
“Acceptable,” Heather says, taking over from Liv. “Supervisory Special Agent Heather Townsend, commanding Bureau of Isekai Affairs Team 24,” she introduces herself, holding out a hand.
“I thought she wasn’t the one in charge,” Yaroslav says as he shakes her hand. “Yaroslav Tikhonov. Glad to do business with you.”
“Likewise, Mister Tikhonov,” Heather says.
“The loaders think we’ll be ready to depart in under an hour,” Yaroslav says. “If you’re not there we’re leaving without you. We’ve already been delayed enough today.”
“We’ll be there,” Heather promises.
Advertisement
- In Serial11 Chapters
The Adventures of Void Cat and Shadow
Welcome reader! You have just taken a step into the continually expanding world of "The Adventures of Void Cat and Shadow." A story of two genetically engineered cats altered for one purpose: to fight evil wherever it may lurk in the world. Created by the brilliant Professor and trained by the formidable martial arts expert Sifu, the Ferocious Felines are locked in a never-ending quest against the evil Dr. Snowstorm, Chillwave, and the enigmatic Greenhouse. Set in the 1980s and mimicking a 1930s movie serial, "The Adventures of Void Cat and Shadow" offers a weekly action-filled story with twists and turns, ultimately holding the fate of the planet, nay even the solar system, in the balance. All Void Cat and Shadow content is early released on Patreon and then released here on Royal Road two weeks later.All Void Cat and Shadow stories are rated G to PG in the US. Nothing here will be more intense than your average Disney movie.
8 175 - In Serial9 Chapters
MY STORY, AFTER REINCARNATION
A regular man ends up dying and miraculously reincarnates into Highschool DxD! A world of magic, swords, monsters, devils, and gods! With all the knowledge he has in his back pocket will he change the plot or use it to his advantage? The possibilities are endless! Though there is one small problem, he's about many years before canon and oh yeah he's human. And also no-op mc, no sacred gear. Let the show begin!
8 108 - In Serial46 Chapters
Shepherd Moon
On the run from the Earth government and military forces, wanted former terrorist Maddy Hawthorn seeks a new life on Mars. When she discovers plans for another terrorist attack, her only hope to prevent a global catastrophe is to seek the help of other insurgents. But everyone wants her dead, including the people she is trying to save. With the help of a runaway Elite teenager and a band of renegade slaves, Maddy fights to save the very government system she despises. Nothing lasts forever. Although it alludes to events in the previous Maddy Hawthorn book, "Days of Iron", this is a separate story and is designed to be read and understood independently.Cover art by BeyondBookCovers. www.beyondbookcovers.com
8 216 - In Serial147 Chapters
The Dreamside Road
Five years after the world fell into chaos, a treasure of artifacts is up for grabs. The relics of the Dreamside Road offer a power that could help rebuild or annihilate what remains. Orson Gregory is an adventurer for hire, but hunts this treasure for answers, not glory. Enoa Cloud’s late aunt helped hide the Dreamside Road, but following in her aunt’s supernatural tradition offers her as much peril as power. Together, Orson and Enoa battle a magic-obsessed militia, clash with a host of rivals, and face constant adventure on their journey to find the Dreamside Road. *Updates Monday and Friday The Dreamside Road is now on TopWebFiction! Vote so people know this exists. _____________________________________ NOTE: The Progression tag applies specifically to Enoa. Also, fair warning, that element doesn't enter the story until she begins her studies. Content: Main characters range in age from teenagers to people in their thirties and older, but it will not contain gratuitous violence or explicit sexual content. It also won’t shy away from implication, anything to make this story and its world feel more real. Characters will freely allude to potentially triggering topics, including living with a disability, facing terminal illness, coping with trauma, surviving societal destabilization, and the consequences of bigotry. At its most intense, the Dreamside Road is a hard PG-13. Worldbuilding: This is not a story with a lot of early exposition scenes, conveniently explaining ‘magic systems’ and political dynamics. Readers will learn, progressively, as the characters do. This story/world has a ‘magic system’, or rather, a set of systems, but the effort to quantify and understand the truth of the setting plays a role in the backstory, as well as in some character motivations. In that same vein, not every character has a firm grasp on the nature of their world, and not every piece of dialog from every character should be taken as entirely truthful Worldbuilding. Also, this isn't the softest Sci-fi. There are at least some basic explanations given for various elements, but Royal Road does not give me a spectrum to choose from. Given the choice between hard and soft, let's just say The Dreamside Road won't be cited in any college Physics papers. Setting and Theme: The Dreamside Road walks the line between fantasy and science fiction and deals with finding one’s place in a changing world. Many of the characters in this story are United States natives and the story begins in the United States, my homeland. However, knowledge or interest in this country is not necessary to understand the story, especially as it progresses. Also, as this is a novel that deals with societal collapse and while that damage may be widespread, in story, I don’t want to overstep and critique the culture of others’ unless I have particular knowledge in a given area. Ultimately, the Dreamside Road is American in the same way Harry Potter is English, fantasies that do not have a full secondary world, but with enough original elements to fully diverge the setting from our the real world.
8 140 - In Serial14 Chapters
Icy Vendetta
A highly trained assassin walks the path of vengeance. The objective is to deal pain both psychological and physical. The people who soiled his sister's honour beware because revenge is a dish best served when cold. When the trail of vendetta leads away from reality, killing the enemy once is just not enough.His path of vengeance leads to the new VMMORPG Mythica. But will he succeed?Warning: Contains some mature language as well as many bloody scenes.
8 141 - In Serial31 Chapters
1970
Elora Horowitz thought her life would be just as uneventful as her sister Carina's. Eventually, she would get married and have children, and live in the shadow of her soldier sister. However, is this really the case? Flynn Nash, the young son of her family's late commander, Kurt Nash, walks into her life. Leading her parents and sister in battle, along with her South Vietnamese husband turned American soldier, Mihn. Elora and Flynn spark the moment they see each other. However, when Elora finds herself in the middle of a fight between a white gang and an innocent, young black teenager, Flynn may be her only link to survival. With the KKK on their tails looking to avenge the death of their younger members, Elora and Flynn are chased around the country. Will they make it through this ordeal, or will it crush down and drag them with it? *Book 3 of the Soldier Series*
8 137

