Time passes...
Four weeks
Four weeks later, you awake in your rooms at the top of the tower. It is morning, and light shines through the great transparent walls on all four sides of the room. You arise from bed and enjoy a pleasant breakfast, created last night and preserved outside of time until this morning. Your plans have been made; every aspect of this day shall go perfectly. Across the room, an array of trophies hang on the wall: two staffs, one iron and long, one wooden and shorter; a gleaming longsword, the hilt somewhat stained but the blade unblemished; and a pair of razor sharp daggers.
For the last week you have abstained from enjoying any of the Walkers physically. It was trying at times, but your will is strong, and there is nothing in this tower you cannot control absolutely, not even yourself. Instead, you have pushed them to their physical and mental limits, pressuring them constantly, overwhelming them with confusion and disorientation, making yourself the only constant in their life. It has been tiring for you, but exhausting for them. Now, though, they are on the brink, the edge of shattering and succumbing completely to your will.
Last night, you left them each in their respective floors to build their strength somewhat. Just enough, you predict, that they will fall in exactly the order you desire.
You teleport down to the sixth level. Ura lies on her back on the stone floor, neither comfortable nor making a move to change position. It is exactly where you left her.
The two of you teleport down to the fifth floor, where Kerritan is nowhere to be seen. Holding Ura tightly in your mental grip, you sense the Wild-Walker approaching on your left side. You reach out and hurl her bodily into a tree, the primitive spear falling from her hand. You force her to walk to your side, and casually reach between her legs as she stands quivering with anger.
You teleport to the fourth level. Litessa swims disinterestedly back and forth in the longest pool. She had leaped in eagerly last night, grateful to return finally to the water and be away from your ministrations. Her scars look as fresh as the day you made them.
You teleport all four of you to the third level, where Marait sits morosely against a rock. Despite the familiarity of her surroundings, she does not seem to notice much. When you arrive, she sighs and stands, walking over to the group.
Finally you arrive with all the Walkers on the second level, where they have been living. Your magic deposits you all in the central room. You take a deep breath, and prepare yourself for a very long, VERY pleasurable day.
Today you will break all four of the Walkers.
Who will be first?
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