Cutters
“Next,” said the clerk. The queue lurched ahead. A young woman stumbled to the counter. Oversized boots; mousy brown bangs; a wine stain around one eye. A battered, sheathed cutlass. Thin fingers worrying the leather.
Behind his grille, the clerk cast her with a rheumy stare.
“Not much to look at, are you?” A cigarette wobbled in his mustache. “Have you worked with the Company before?”
“No,” said she.
“Name?” sighed the clerk, plucking up a pen.
“Mel Binter of Fir Reach.”
The clerk scribbled in a ledger. Little wafts of smoke curled from his mouth. Doxbells spiraled for the ceiling. “License?” he said, dribbling ash.
“I haven’t one yet,” said Mel. The scabbard creaked in her hands.
“Two crowns.”
A pouch jingled on the wooden counter. The clerk swiped it behind the grille and emptied it. He divided coins with a yellow fingertip, scudding them into groups: Several copper halfpennies, sixty silver pence, four shillings, and a single ironbound golden pound. A week’s wages. * With a scale and caliper, he measured the pound’s weight and diameter. He harrumphed, rung open a till, and tipped the coins in. From a stack of fresh leather folds, he took one, stamped its inner page with an elaborate broad green imprint, and slid it over the counter. “Sign this and keep it,” he said. “And see the photogravist next for your headshot.” He coughed. “Now, you signing on to a venture?”
“Yes,” said Mel, taking the leather fold.
“Leader’s name?” said the clerk, producing another ledger and beginning to scribble.
“Marcazy Hadocland of Norole.”
The clerk removed the cigarette from his lips. He blinked slowly twice at her. “Hadocland’s leading the venture to Lieudepur Climb,” he said, inclining his head. “It’s the third attempt.”
Mel shifted, held her sword and license close. “I know,” she trembled.
“It’s your skin, Lady,” said the clerk, shaking his head. He pulled the fastened the smoke back in his mouth and produced a document. He began to read aloud.
“For this venture, the share for a cutter with no standing with the company is point two percent of extracted yield. Share increases commensurate with fatalities, should they have no will. Tiber and Fellowes provide no assurance to the safety of this venture or the nature of the tasks that you may be required to perform. Do you agree to these terms?”
“Yes,” said Mel.
“All right. This copy’s for you.” He slid an envelope over. Mel took it. “Thank you,” she said. The clerk didn’t meet her gaze. She turned from the counter.
“Lady,” said the clerk, suddenly.
Mel looked back.
“Good luck.”
The goldmines of the Coast are long ago abandoned. They are depleted or dug perilously close the labyrinthine Underworld. New mines are not constructed: The prospects are too meager; the locales too wild.
But gold yet lies beneath the surface of the world. It was buried there by ancient hands, interred in the dark and elaborate depths of tombs: the testament-realms of an occult and calamitous world history defended by ancient sorceries and undying monsters. They are burial places crafted not merely for extinct cultures’ honored dead, but for the secrets that ended their civilizations—for technologies and evidences too shameful to bear the light of day but too beautiful and too seductive to destroy. In these places, the Coastal economy has found fresh specie aplenty, and in extracting it engendered an industry to define the modern world: Adventure capital.
For these adventures are hired cutters: Tomb raiders, violence-workers, and desperados. ** Mercenaries, burglars, madmen, and thrill seekers. Charmed by treasure beyond imagining, they embark on ventures to the edges of the world and beyond; to the worst places built and buried by humankind.
They embark at the behest of hungry banks. The fat financial titans of the Coast, viciously competitive, who in the year 3.221 formed the Littoral Adventure Capital Compact, an internationally ratified financial agreement granting them unlimited authorization to conduct “speculative capital expeditions” in any territory wherein they are chartered to accept deposit. Over 229 years, this compact has bloated them with wealth, making the banks mightier and richer than many of the smaller kingdoms they strongarmed into signing two centuries ago. †
These organizations organize and dispatch expeditions from Eastern wilderness settlements. On these dangerous fringes of civilization, there is no shortage of Tombs to sack, and no lack of folk brave, foolish, or desperate enough to raid them.
The occupation of raiding Tombs under a cutter’s contract is known as “venturing.” Hopeful cutters traveling East are said to have joined the “venture rush.”
When a would-be cutter arrives in a wilderness town, their first stop is the local consortium. Any settlement of reasonable size will have such a place, where all the present banks and mercantile powers hold offices. Here, a new cutter may buy a venturing license, which marks all legitimate cutters.
At the price of two golden crowns, such a document is a major purchase. It serves as a cutter’s mode of identification with a bank. †† With it, they track their standing, their specialization, and the number of successful ventures they have embarked on. Higher standing is awarded to more effective cutters, who are granted a higher decimal share of any profit yielded from a venture.
The dangers encountered on a venture depend on the variety of Tomb to crack. Agadese tombs are likely layered with all manor of traps. Idran ruins are unspeakably old, but yet hold a quantity of gold. Naussian crypts are among the most terrifying to raid; they risk of connecting to the near-inescapable Underworld.
Many cutters are discharged soldiers. Easy enough to continue a life of danger. Some are criminals, fleeing to independent fringe settlements to escape prosecution. Many more are foolish, idealist farmhands or bored aristocrats blessed with too much coin and no great deal of sense.
Some call cutters heroes. Paragons of bravery, skill, and romance. Others know them as woeful wretches, folk willing to indenture themselves to the deadliest of tasks out of desperation, boredom, or greed. In reality, no cutter is the same.
They are united only by the danger of their shared profession.
Note
This article has been the starting place for many tales.
Since writing this, some have asked me if cutters are supposed to be “realistic adventurers.” To this, I say they are verisimilar adventurers. They are a caste with as grounded a place in their world as cowboys and pirates have, mythically, in ours.
I have been asked why more cutters don’t just raid tombs on a freelance basis, taking 100% of acquired loot. In my games, freelancing is doable, but carries the risk of encountering bank-hired competition. The competition have license to kill, and are as tricky as a party of player characters.
Thus, when discovering an uncracked tomb, it’s worth a ponder whether someone knows of it before giving it a delve. In some areas, there’s a great enough plethora of tombs that competition appears ⅓ of the time. In the deepest wilderness, the chance reduces notably.
In my experience, competing cutters are a plentiful, memorable font of recurring villains and dramatic character death.