Showing posts with label The Authorities. Show all posts
Showing posts with label The Authorities. Show all posts

Thursday, May 17, 2012

The Pathologic Dialogues - Part II





Having finished the game, Duke and Kevin (Bachelor and Haruspicus, respectively) ask some questions and try to unpack Pathologic. Add your thoughts / questions in the comments section!

For those new to the blog, go here.

For Part I, go here.

Duke: As much as Pathologic gives players a stake in the lives of the townsfolk, it also works hard to drive home the worthlessness of the human animal. Bodies stacked in cattle corrals, the plague-ridden burned alive, the moans drowned out by gunfire: the game not only brings out the worst in the townsfolk, but in the players as well. The Apiary (a word for a collection of beehives) is teaming with men, expendable, soulless men. Bodies are so much meat lying on the ground, waiting to be burned off in the morning. As if to drive home their point, the Authorities appear on the last day to remind the player of their puppetry. We are mocked for how seriously we have taken the whole thing.

It's probably better to avoid the whole Problem Of Evil, and perhaps religion in general, but Pathologic is full of sacrifice. The Haruspicus performs sanctified murder. The Bachelor desecrates Kain's body in the hopes of finding a cure. Three of the endings are focused on exchange, as well. Destroy the Polyhedron for the children, he pleads. Burn the town for a new world. Or let things play out: sacrifice everyone to restore balance to nature.


Yet every large and small sacrifice is never enough to stop the evil in the Settlement. The bull at the Bone Pillar, which would have yielded panacea, is burned to a black hunk. The witch hunt on Day 6 leads nowhere. The succession of Bachelor to Inquisitor to General Blok: everyone wants someone to blame, a scapegoat, yet in the end the freedom of choice is given only to one person, much like in Dostoevsky's The Grand Inquisitor. The meat shouldn't be allowed to decide. It falls to the Bachelor, the Haruspicus, or the Devotress.

Kevin: Ah, now we're getting into deep waters. What do "good" and "evil" mean in games? This is going to be fun. Or perplexing. Probably both.

Here's the thing: Videogames take place entirely in abstraction. That is, the narratives, images, and mechanics are all just computer code being processed in the electrical depths of a machine. The significance we attach to these processes is entirely imaginative, similar to the imaginative ways we engage with the flickering pictures that a projector beams onto a screen at the cinema. Unlike movies, though, videogames give us an active hand in how this imaginative process unfolds. So the game's events are abstract—they are not literally happening in the real world to real individuals—yet at the same time they are being influenced by a real player who is situated in the real world. We're not just spectators—we're accomplices. So how much do the rules and morality of the real world apply to what we do in videogames? 

Before I (try to) answer that, it might be helpful to think about what "playing a game" really means. In order to play a game, you must first learn the rules. In the case of videogames, you do this by figuring out how to interact with the programmed world around you. Click the left mouse button and X happens. Two items combine to allow your character to do Y. The A.I. of other characters reacts in a certain way when you do Z. Most videogames start off with a tutorial section, designed specifically by the programmers to teach you these rules. By the end of these sections, you have gotten your sea legs. You've learned how you can and cannot affect the world around you, and you probably have a good idea of the game's tone and atmosphere as well.


But Pathologic didn't do this for me. There was no tutorial, no attempt by the designers to communicate to me the consequences of this or that action. After the brief opening cinematic, I was dropped in the middle of the game world and left to fend for myself. I had to construct my impressions about the town and my purpose in it from the ground up, without any outside force to contextualize what I experienced. Everything felt alien, right down to the labored, barely comprehensible dialogue translation. Essentially, Pathologic started me with a clean slate and left it up to me to determine what "normal" and "good" meant in this world.

I needed to have some orienting principles in order to make decisions, so I ended up extrapolating my own system of morality as I muddled through the first few days. I was tasked with fighting the Sand Plague, so I decided that my highest good was the salvation of the town and its residents. I was told that keeping my Adherents alive was important, so I prioritized their safety and wishes above others'. I discovered that my family was affiliated with the Cult of Bulls, so I sided with the people of the Abattoir against the supporters of the Polyhedron.

By the standards of my own in-game constructs, I made a moral choice (though perhaps not the best choice—acquiescing to the Devotress's suggestion at the Cathedral apparently offers true victory and healing for the town). I saved the children and allowed them to rebuild the town; my religious order jettisoned the corrupt influence of Fat Vlad and Elder Oyun; I frustrated the Kains' hubristic attempt to play God using the Polyhedron. To the Haruspicus, this was a righteous victory. 

Does that mean it was truly the right thing to do—that, if I were faced with an analogous choice in my real life, I would confidently make the same decision? At the time, I thought so. In my Day 12 writeup, I went on at some length about how the lives of the townspeople were valuable regardless of how evil they were—sure, they were small minded and selfish, but isn't everyone, to some extent? After reading what you wrote above, Duke, I'm not so sure. These weren't just people with everyday foibles, after all. They stole and lied and murdered without shame; they fastened like leeches onto the earth around them. Maybe I was working in service of a modern-day Sodom and Gomorrah, so irredeemably wicked that the only true cure for its sickness would be total annihilation. 


The town rubbed off on me. Because the game designers forced me to adapt myself to the town instead of outright telling me how to behave, I conformed to the dog-eat-dog world around me. When in Rome, do as the Romans do—even if the Romans are okay with killing people, ripping out their kidneys, and trading them to cult members for healing herbs. 

Pathologic conditions the player to treat life seriously. It does this by making survival and cure the primary motives for the three main characters. On the bright side, this suggests to me that the game designers want us to be shocked by the game's treatment of people as (in your words, Duke) "so much meat lying on the ground." On the dark side, this makes it all the more damning that I killed people to further my "moral" goal of stopping the Plague. Was I acting normally—even morally—within the context of the twisted world created inside the computer? Yes. But that doesn't necessarily make it right.

So what was "good" and "evil" for you while you were playing? Or did your experience as the Bachelor cause you to view everything in a more detached, calculating manner? Put another way: What was going through your mind as you played?

Duke: Pathologic wore me away. My compassion, my good will, made no difference in the world Ice Pick Lodge had fashioned. After a few days, I came to the conclusion that the moronic people of the Settlement were not worthy of my compassion. They didn't deserve what I as a moral human and a moral character had to offer. Organic reason--humanity--was the first thing to die in Pathologic.

I came to Pathologic with a set of principles, the same principles I apply in most every game. Save every little sister in Bioshock and you will ultimately be rewarded. Deliver something in Zelda and you'll get something good at the end. I didn't think I needed to learn the rules of Pathologic's game world in order to survive, and I ended up being used by everyone in the town with very little to show for it. There was no room for a Dudley Do-Right or a Christ figure in the Settlement. Many argue that there isn't room enough for them in the real world, either.

In this world, logic--not mysticism or morality--made the most sense. And that was what I came to prize most: logic, and the ability to make my own decisions.

Knowing I was being manipulated by the major families of the Settlement killed off any sense of "good" or "evil" and replaced it with a dichotomy of independence and slavery. That's the whole nature of a game, I guess--the designers, the programmers, the authorities, put you into a controlled sandbox, choose what you see, don't see, what you can and can't do, and then set an objective for you, the player. Pathologic asks a question. In the Bachelor's scenario, the question is "What constitutes true victory?" True victory become independence: not synergy, not blind faith. There's a reason the Polyhedron is completely outside, grafted on to the Authorities' model of the town: it represents the freedom of man, the objectivity of reason, the power of innovation. It is independence incarnate.


Isn't so much of Pathologic driving home the notion that we, as human animals, don't have true agency? That the only chance to live is to give up our independence for peace, to sacrifice innovation for stability? Isn't this the story of every natural disaster, too? When the chips are down, when Katrina is coming or Vesuvius erupting, humans either A) run and pillage or B) huddle and wait. This is human nature. This is exactly the response of the Settlement to the plague, as well. The nobles strategize from within their homes, the townsfolk curl up and die, and the bandits loot and murder.

Where I was content to accept the world, to euthanize my better half and turn bitter, you, Kevin, decided to hope against reason. You chose to accept the townsfolk for who they were--yes, petty squabbling myopics--and you wanted to give them a future. Maybe not the best future—as you said, the "true victory" is the unification of progress and stability, keeping the Polyhedron and the Settlement. But you kept them alive.

Me? Even with grandiose logic, self-assurance and no small measure of pride, I made my decision for myself. I survived the Sand Plague, but by no means can I claim any measure of moral high ground. Pathologic illuminated the worst in me.

We're working on Part III for next week. Stay tuned.

Sunday, December 4, 2011

Pathologic: Day Twelve, in which it will become apparent what all this was for (Part II)

I don't need to repeat what Kevin has written. The children are psychopathic gods, and this town is their sandbox. To them, this is a game (as it is to me, I note with some irony--both as the Bachelor and as his player). I'm a "toy who came alive"--a "scary puppet".

"Ask whom you want - you are a puppet. Your name is Bachelor. You are a scary clown.
When we play with you, you are always bad."
In my journal afterwards:

Yes, the pestilence has happened in the sand box . . . Anyway, but the hero--the hero is severely deceived: It seems all this time he thought himself a living person saving living people. This feeling, no doubt, added eagerness to him, helped him to reach the ending, even with some triumph.


Vain. This is all in vain. He is a puppet saving silly dolls in a painted small town. It is strange that the almighty Authorities were silent till now. Probably they are bothered, or simply want to go home for supper.


Aoi.




I wander the town, talking to my adherents one last time. They all speak of the destruction of the town, specifically the construction on the other side of the river. It is strange how, till now, both as the Bachelor and player, I have cauterized any emotional connection to the town. It isn't that I'm not properly "role playing" as the Bachelor. In fact, I believe I experience the emotional disconnect precisely because I'm playing the part of the Bachelor. Yet here, on the final day, my head is spinning. Up till now I've known precisely the answer. The town must be destroyed. Not as an act of apathy or aggression: the root of the pestilence is here, has been here all along, and will endure long after I leave.

The Devotress tells me I have to sacrifice something. That a stand must be taken. "One queen by all means wants to destroy a wonderful tower; the other one wants to exterminate as many people as possible for her own calm."


Each of the Haruspicus' adherents have the same thing to say. "One always has to fight for li[f]e, otherwise it's not real. You cannot tear off the umbilical cord that has been feeding us all since the world's creation. It has already found death almost everywhere."

The Kains are obsessed with the idea of the Utopia on the other side of the river. The children are obsessed with their lives ahead here, in the town stained with blood. I can't help the feeling of despair in thinking of each possible future. The instruments of death are both here: the Polyhedron and the Sand Plague. The roles they played in the horror I've witnessed are irrelevant. The true evil is in our own humanity. As long as humans live, they will desecrate. They will cheat, lie, steal, murder--they will waste and build and lay waste again and again. It is here, in this manufactured game of pawns and queens, that I have been shown--not told--the true nature of the human spirit.


As Kevin walks toward the Cathedral, the sky above blue with broken clouds, I have nothing more than the same yellow haze to which I've grown accustomed. Perhaps I played the game wrong. Perhaps I have been too pessimistic.

I have no idea what to say when I come to the Cathedral at 7pm. The Executor says that "All works in the interest of inevitability. You cannot hide anywhere from it. Evil conquers all." With I sigh, I open the doors and enter the sanctuary. There are Aglaja the Inquisitor, Artemiy Burakh the Haruspicus, Maria Kain and General Blok; all of them have something different to say--some piece of the puzzle. The Haruspicus is under the impression that I would destroy the town as a way of spiting Aglaja. Aglaja says "Here and now I suggest buying the happiness of several thousand for a small sacrifice, because Utopia demands sacrificing more and more. Even this Utopia."


On the Polyhedron, she remarks, “On a whim of the Authorities, the Miracle, casually embodied in the Polyhedron, has been violently rejected by the flesh of the town which has grown it up and fed it with the resources: people and hot blood. This flesh became for it simultaneously a bowels and a prison . . . And how is that you came to the town at this time? A hero by all attributes. Almost a miracle maker. The Authorities tried to manipulate you to defend the miracle—not the Kains; they are unfortunate and possessed. This is their role. They are puppets. But you—You want to become a slave again? The Authorities subordinate you to the plan.”

Is she lying? Am I being manipulated? Everyone in this town has an angle: The Inquisitor has her death sentence hanging over her head, the Kains envision their own paradise. The Haruspicus has his crop of children, all waiting to be corrupted like their forebears. The General only wants to see this place burn. As for me, all I want is to win. Not as a player, but as the Bachelor, at the edge of the board, finally empowered, no longer pawn.

Maria Kain takes me aside at the rear of the Cathedral. “I have already begun, my Daniel,” she says. “When night falls and the wind scatters smoke from the charred ground, and the dust and rubble are swept clean, you will see new constellations in the sky. They will shine down, and when they reach the merlons of the Polyhedron, a miracle will happen.”

“What will they be like? And how will you name them?” I ask.

“We shall see. But I expect the red shall prevail in them. Ruby, scarlet, crimson, violet, pink, claret, garnet—the colour of fire, stained blood. Perhaps you will even see something familiar in their structure.”

I imagine, in this scene, the Bachelor's expression as he listens to Maria. The brief hope her words give, even as she talks about her "Authority"--her place as mother in this town, giving birth to whatever Utopia she envisions. My pulse racing, I turn, walk down the steps, and speak to the General.

"So, Bachelor. Your decision was not made by calculation or self-interest; it was not urged by the circumstances, but only by your conscience. I have received the order to raze everything to the ground. But there is no such necessity. I am ready to believe you, having risked my life and honour, wherefore I am merciful. Where do I target my guns?" he asks.


The Final Set of Decisions
The general is wrong. In the end, I have only my own interests at heart. My modus operandi as the Bachelor has been calculation and manipulation from the beginning--a power play. Things have finally become clear. The Authorities are irrelevant. All I want--and have wanted--is my own victory. And that is, in the end, what all of this was for.

I am reminded of something Mark Twain once said. "Faith is believin' what you know ain't so." I look to Maria, smug and assured behind the general, then down at my choices. Utopia was always a myth. Moreover, I can't stand the thought of letting the Kain family have their own private paradise.

For a moment, I imagine the Bachelor spitting at Maria's feet, then looking to General Blok.

"It is enough to destroy the Polyhedron to stop the spreading of infection. There is no sense to destroy the whole town," I tell him.


Check and mate. Smug, I leave the Cathedral. The trains will leave soon. I can imagine the scenarios beyond. With the Architect's help, and proper planning, the Bachelor could very well return to the capitol and build several more Polyhedrons. Perhaps in healthier soil, with fewer variables, he could perfect the work that was started here and begin anew.


I sleep until midnight and see the ending. The general orders the guns to fire, and the Polyhedron is blown to bits as the Authorities watch in horror. The town blossoms. The Haruspicus sits with the children, the streets are green, and the Sand Plague has retreated into the warm earth. This is, of course, not my victory: it belongs to Artemiy Burakh. The town has no need of me anymore. I imagine the Bachelor back at the Capitol right now, hard at work, and closer than ever to creating a Utopia.

Thursday, December 1, 2011

Pathologic: Day Twelve—Endgame (Part 1)

(or, in which the game shows Kevin what a REAL existential crisis looks like)

The morning of the twelfth day has come.

Infected in the past 24 hours: 337 people
Died in the past 24 hours: 635 people
Gone missing: 133 people
Number of dead at the moment: 7620 people
Number of infected: 535 people

This day is the last. Less than fourteen hours remain to make a worthy decision.



I have no idea what to expect when the game clock ticks over to midnight on Day 12. I've been getting letters from General Blok and the Inquisitor, who both tell me that I will be responsible for deciding the town's fate by the end of the day. All the backbiting and power plays and lying have resulted in a stalemate, and it's up to me to break it before the Sand Plague surges permanently out of control. The final council convenes at 7 pm in the Cathedral. By then I will have to have sorted out what, if anything, needs to be destroyed to save the town.

Until yesterday, this would have been an easy choice for me. But after hearing that my father was involved with the work on the Polyhedron and after discussing it with Duke, I'm no longer quite so sure that Petr Stamatin's architectural marvel is the root cause of the epidemic. I'm simultaneously eager and apprehensive about what will happen before this evening: eager because I'm finally going to get some answers, apprehensive because I don't know what ordeals await me before then.

Nothing could have surprised me more than what I see when I finally set foot outside my door in the morning.





The streets are utterly, eerily deserted. No children, no thugs, no infected—even the soldiers have vanished, with the exception of a couple of sentries who have inexplicably remained at their posts. I wander around for an hour, searching for any sign of life, but the only sound I hear is my own footsteps on the cobblestones. Even the Sand Plague is mysteriously absent. What's going on? When I talk to the Bachelor about it, he reacts almost with a shrug. He plans to tell General Blok to destroy the town. Don't you care that that will kill everyone? I ask. "Look around you!" he counters. "Everyone is already dead. The two of us is all that's left."

That's not entirely true, of course—there is the matter of the still-living Adherents, mine and the Bachelor's and the Devotress's. It seems that now is the time to cure everyone I can with the panacea I've been hoarding. I visit all 18 Adherents, curing the six who had fallen ill in the last few days. When I've finished, I have one flask of panacea remaining, and I finally allow myself the luxury of drinking it and purging the Plague from my body. After over a week of worrying and slowly hemorrhaging blood, I can hardly believe the sight of a completely empty infection meter.

This final journey through the town also affords me the chance to speak one last time with my Adherents. It's a goodbye of sorts. Whatever happens tonight, I probably won't see them again, and the eleven days I've spent helping them and worrying about them has forged a bond between us. I'm not exaggerating when I say that I'll kind of miss them when this is all over. They're already preparing themselves for the future. With Kapella coming into her powers as a seer, she's told them what their lives will be like if the town survives today, and they're eager to share this information with me. Notkin will manage the warehouses and forage for supplies out in the steppe. Spichka will grow up to be a savvy leader and merchant. Mother Keeper will act as my right hand among the butchers of the Order. And poor damp Mishka says she will move out of her cramped railcar and blossom into a tall, raven-haired beauty. As I move from one child to another, hearing their hopeful stories, I'm touched. Surrounded as they are by the relentless despair of the rest of the game, these moments are startlingly, charmingly bittersweet.

Of course, this being Pathologic, nothing goes untempered by hints of darkness. Khan and Notkin persist in their feud and are already plotting intrigues against each other. Spichka sees this and plans on using their conflict to his own advantage. Mother Keeper says that part of her role as my right hand will be keeping the nobles-to-be from tearing each other apart. If I choose to destroy the Polyhedron and save the town, the children will raise civilization from the ashes, but it won't take much for them to return to the backstabbing ways of their forebears. In this place, nothing ever truly heals.

The exact spot in the trainyard where I woke up bleeding twelve days ago. I've come a long way since then, but some places look the same as they ever did.
After I finish with my Adherents, I don't know what to do other than wait for the meeting at the Cathedral to start. Then at 6 pm I receive a mysterious letter from "the Authorities" summoning me to the Inner Sanctum of the Polyhedron. Eager to see the interior of this building for the first time in the game (and find out who "the Authorities" are), I rush inside and am greeted with the same amazing sights that Duke saw on Day Nine: warm colors, strange decorations, vertiginous stairways. I descend to the very bottom, with crowds of children silently watching me. I step onto a complex design etched into the floor. Abruptly, I am transported to a courtyard in the middle of a featureless void, lit only by a single lamppost. Two children stand beside a sandbox, staring at me. I strike up a conversation with the boy, and that's when the bottom falls out of reality.

Note the subtle change in scale: These "children" are as big as I am.
All of this—the Sand Plague, the slaughter, people dying agonizing deaths in blood-spattered houses—has been nothing more than a children's game, two kids playing with dolls in a sandbox. The boy is amazed to see me standing before him, for of course the Haruspicus also was a doll, a prop moved from place to place within the model town. "You came to life!" the boy exclaims. "You have been doing whatever you want lately. It's impossible! You are spoiling the game!"

I read the words with a dizzy feeling. Is that all this was? All the things I was forced to do to stay alive, all the dark places I had to visit, all the random catastrophes that occurred day after day—it was just a charade, pointless. To these kids, they were just ripping the wings off flies and smashing sandcastles for kicks, but down there in their creation, people scrambled for salvation. And I have only been their tool, playing the part they wanted me to play. I open my journal to find a new entry scrawled there:
It seems that all this time he had been thinking that he was a living man, saving living people. That feeling, without doubt, added to his aspiration, helped him reach the endgame and even triumph.


In vain, all this is in vain ... He is a puppet, saving dolls in a drawn town.
Everything I've done, then, has been meaningless. I feel like a door has softly clicked shut behind me, stranding me in a dark room. (Duke, who was sitting near me at the time, can tell you that I kept saying "No. Oh, no" over and over.) My struggles to save the town only felt real because of the magic of the Polyhedron, which the boy tells me "brings things to life." "We only made the town," he says, "but it became a wonder all by itself. We put the dolls we didn't care for in it ... They were handicapped anyway."

"I'm not a doll. I am a human being!" I reply. It seems to be less a protest than a futile whimper.

The girl beside the boy agrees with him. "You were never loved, really. You have always been a scary doll, and playing with you wasn't much fun."

Not to be overly dramatic, but I imagine that this is what losing my faith might feel like: God is capricious and sadistic, and he doesn't give a shit about you. I turn to leave the courtyard.



Outside the Polyhedron, I am surprised to find that I feel defiant rather than listless or hopeless. When I receive a letter from "the Developers" calling me to the Theater, I immediately march off in that direction, passing the Cathedral, where the council is beginning. I don't know what awaits me at the Theater, but I'm already steeling myself against it. I still have a decision to make, and I am going to make it even if it does mean nothing.

I am surprised yet again. Inside the Theater, an Executor and a Tragedian are waiting for me. When I speak to the Tragedian, his tone is sad. We have the following exchange, in which I experience one of the most electrifying moments I've ever had as a gamer.

Tragedian: You see how sad our fate is. We are poor actors, who hoped you'd be the director of a new pantomime, because the old one is so boring. But you turned out to be a doll ...
Haruspicus: But I am not a doll.
Tragedian: Did I hear correctly? Who is speaking?
Haruspicus: It's me—the player.

The conversation that changes everything.
Up till now I was merely playing through the Haruspicus, pretending to be him, having my in-game avatar do and say the same things that I would do and say if I were there. In one swift movement, that slight remove is swept away. It is now I, the player, Kevin, who is talking to characters and deciding the town's fate. People talk about breaking the fourth wall, but even that is passive for the audience—they are still observers only. What if, instead of merely addressing the audience at the end of a play, an actor pulled a spectator on stage and he became the play's main character? It's no coincidence that I'm having this conversation inside a theater.

The Executor, meanwhile, speaks to me of free will. It all comes down to choices, he says. Why are you here? To stop the evil of the Sand Plague from spreading, I answer. But was the Plague the real enemy? "It's just as much a weapon for evil as a scalpel is for you," the Executor says. "The disease will leave, it'll devour itself. War will come instead, famine will come after war, heresy will come after famine." It's impossible to truly save the town from anything. The true evil is apathy, resignation to fate. I may be a plaything of the Authorities, but I am no slave. The Executor tells me that it's the difference between predestination and prophecy. Predestined, I have no choice in the matter; I move and speak the way I must. When I fulfill a prophecy, I have absolute freedom. I simply choose to walk along the road that has been laid before me. My path to the Cathedral for my judgment has already been set by the Authorities, but I, the player, Kevin, am the one who will enter and decide.

Clicking through the conversation, I feel thrilled, liberated in a way. Yes, I am responsible for him [the Haruspicus], I say. I will stay with him till the end. His words shall be my words. His deeds shall be my deeds.

While my meeting with the Authorities made me feel abandoned and powerless, my meeting with the Developers has filled me with a grim sense of purpose. I walk back to the Cathedral, noticing that the clouds have finally lifted and the sun is shining. Without the Plague-scarred buildings and the ever-present brown haze in the air, the town is startlingly pretty. For the first time in the game, it looks like a place that might be worth saving.



At the Cathedral, I tell another Executor guarding the doors to let me in. The Executor stands aside. "Enter, Haruspicus," he says. "The meeting awaits your decision. The Queens have paralyzed each other. A tragic stalemate is threatening the game at the moment. You are a pawn that's become a queen. Finish it, it is endgame!"

Tuesday, November 29, 2011

Pathologic: Day Twelve, in which it will become apparent what all this was for (PART I)

At 7am:

The morning of the twelfth day has come.
Infected in the past 24 hours: 378 ppl.
Died in the past 24 hours: 648 ppl.
Gone missing: 122 ppl.
Number of dead at the moment: 7776
Number of infected: 512 ppl.

This day is the last. Less than fourteen hours remain to make a worthy decision.

Today's Forecast: Clear, with a 40% chance of artillery fire.
I walk outside and find the streets deserted. Everything has gone: the rats, the dirtied sheets, the plague clouds and leprous robed figures. The bandits have been exterminated. Every single district of the town has swept clean of any trace of the plague, save for the now-useless scarecrows which were once stationed at the entrance to each zone. I've received panicked requests from both the Haruspicus and the Devotress: their adherents are sick, and I'm the only one with enough panaceas to cure them.

First, however, I'd like to share some thoughts.

The decision I make today should be impartial: I've spent twelve days in this hell-hole of a town gathering information, making observations of its squabbling inhabitants, running errands, watching men die in the streets. Nobody is beyond judgment here. Yet I have a gnawing feeling in the pit of my stomach. Maria (or Nina?) Kain's little diatribe yesterday did nothing to strengthen my resolve. Did I really call her "Dark Mistress"? And, really, have I been playing into the Kains' hand all along? They want the Polyhedron to construct a Utopia. They want the town destroyed as much as I--though they want it destroyed so that they can birth a new town, a new Utopia, on the other bank of the Gorkhon. Victor Kain tells me the new town will be larger, better, birthed from the cocoon of the Polyhedron. 


I'm sick of hearing everyone else's drivel about how the Polyhedron is unnatural. It's a tool. We have been making tools since we crept down from the trees: we made fire, cut stone, burrowed holes. These things are not "natural"--but it doesn't make them intrinsically evil. It's how they are used that determines that. The question all along has been this: what is the Polyhedron's use?


Despite the ominous colour scheme, I insist this thing is as harmless as a kitchen knife.
If the knife were in the hands of little kid.
The Polyhedron was created to preserve. It's more than a tomb. It revolutionizes our idea of the tomb: it turns our tombs into brief waypoints, regurgitates our consciousness, refracts the breath and light of the human spirit and pours old wine into new skins. Is this evil? I don't know if it is. The reality of all this, however, is that like any tool, the Polyhedron has been misused. It was thrust, unceremoniously, into the heart of the earth. And from this, one of two things may have happened: either the wound became infected, sending the Sand Plague upward through the man-made tunnels beneath the city, or the puncture stirred up a restless poison.


I am more inclined to believe the latter. The Sand Plague has struck before. It has been here from the beginning. If the architect had any knowledge of this, he might have chosen a better place to make the puncture. Is the Sand Plague a judgment? A fizzing antibody? It's pure science--a manageable result of a routine operation. We might find a harmless plot of land near the capitol, conduct some research, do some digging, and plug in a dozen more Polyhedrons with no repercussions. All this was nothing more than an experiment. We could do it better next time.


The Polyhedron is not evil. But after my chilling conversation with Maria yesterday, I am conflicted. It comes to this: The Polyhedron or the Town. Destroy the Town and a legion of Kains will build their own version of "paradise" no different from the current madhouse on the other side of the river. Destroy the Polyedron and the residents of this god-forsaken little hamlet will go on with their pagan practices: the children will grow into quibbling men and women. They will abuse the earth, pour poisoned blood and tar into the ground, and go on killing and expiring and expending.


In the end, nothing will truly change. So what does my decision matter?


This sculpture at the Kains' makes much more sense in light of Kevin's map.
I have enough panacea to save just one set of Adherents: either the Haruspicus' children or the Devotress' corrupt ones. It might as well be the children. I find, after administering several doses to the last of the sick, that I suddenly have a letter from the Authorities. It's cryptic and mildly passive aggressive, and for the better part of the day I pay it no heed. The General will need my decision at 7pm, promptly, at the Cathedral. 


However, at the apex of the Polyhedron, the door has opened again. I step inside, into the inner sanctum, and trace my way down the steps, deeper and deeper, to the very base. After a brief head-swimming blackout, I am greeted with this strange scene:




It's two kids in a garden standing behind a sandbox in which they have crudely modeled their own version of the Town and the Polyhedron. I've gone on and on about finding a "true adversary". And in the end, I don't believe it was ever the plague. Here, at the base of the Polyhedron, I may have found my adversary.