The Thaumechanical Man, Part 2 plot synopsis (spoilers!)

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Warning!

This document is ALL SPOILERS.

Read at your own risk!

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Terminology:

Thaumechanic = thaumaturgic engineer, person who solves problems using his knowledge of thaumaturgic energy.

Munk (not monk) is short for Homunculus, which is essentially a robot that runs on thaumaturgic energy, and operates on thaumechanical principles, which are established throughout the fiction.

Travelers, Visitors, and Children of the Gifts all refer to Clempson and those like him. They are rare, but all have three gifts: the ability to use portals to travel between worlds, the ability to learn any language just by hearing it, and incredible recovery abilities. They also each have a unique “bequest,” which is a special power.

1. Duke Vorinar Balton rides to a meeting with the Emperor of the Second Empire, discussing the turn of events in part 1 with Major Trensa Brad. When they arrive, the Emperor commands the Duke to be in charge of the search for the Thaumechanic, along with Corporal Jengus Morgs, who has been performing the local search.

2. Clempson works for a steel mill, learns how a shorik blade works, and sets up a hideout in an old furniture warehouse. He also figures out that palladium (a metal treasured by thaumechanics) is pocket change here and gets systematic about his search for the portal.

3. While walking home, Clempson rescues his boss, Kosko, from getting beat up by thugs. Due to his advanced armor, Clempson holds his own against the thugs and chases them off. Kosko offers to buy him a few rounds at a tavern.

4. We learn that Duke Balton has hired Macriden, the equivalent of a local detective agency, to track down the thaumechanic. Using the Duke’s advice on where to look, they have already found Clempson and have him under surveillance. Duke tells them to maintain the surveillance until they’ve learned enough about the thaumechanic to arrest him without danger of causing a major disaster.

5. Clempson wakes up with a hangover and a woman in his bed. They “get to know each other”, and she tells him about a coffee shop that might want to purchase his finely crafted coffee tables.

6. While walking out of the coffee shop, Clempson finally finds a sign of the portal, only to discover that it’s in a well guarded mansion, behind a fifteen foot stone wall. Dr. Dellen Wills (from Weideroff) sees him and convinces him to extract the Librarian from house arrest in the mansion.

7. While preparing to get the Librarian out, Clempson is surprised by Corporal Morgs. The Corporal discovers that Clempson (under a different name) has been working here for a year, and leaves. Kosko tells Clempson that  he swapped in paperwork from a shadow employee that someone has been using to skim money off of the company. After Clempson leaves, it’s revealed that the fake paperwork was actually provided by Macriden, who bribed Kosko to insert the false records.

8. Clempson uses a new set of armor with a pair of lopers (jumping stilts) and a few tricks to break the Librarian out of his mansion. The Librarian reveals that the Travellers (Clempson, the Librarian, Mouse, and others) will heal from anything that doesn’t immediately kill them, that their skin will stay the same, but everything else will revert to the flower of youth. There are also a number of clues about how this universe came to be.

9. On the way back from the breakout, Clempson meets Bat, another Traveller,

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