niryuu/sni-each-converted huggingface dataset:
Aging George Stransom holds sacred the memory of the great love of his life, Mary Antrim, who died before they could be married. One day Stransom happens to read of the death of Acton Hague, a former friend who had done him a terrible harm. Stransom starts to dwell on the many friends and acquaintances he is now losing to death. He begins to light candles at a side altar in a Catholic church, one for each of his Dead, except Hague.
Later he notices a woman who regularly appears at the church and sits before his altar. He intuitively understands that she too honours her Dead, and they very gradually become friends. However Stransom later discovers that her Dead number only one: Acton Hague. Hague had wronged her too, but she has forgiven him. When his friend realises Stransom's feelings about Hague, she declares that she can no longer honour Hague at Stransom's altar. Stransom cannot bring himself to resolve the issue by forgiving Hague and adding a candle for him. This disagreement drives the two friends apart. Stransom's friend ceases visiting the altar, and Stransom himself can find no peace there.
Months later, Stransom, now dying, visits his altar one last time. Collapsing before the altar, he has a vision of Mary Antrim, and it seems that Mary Antrim is asking him to forgive Hague: "[H]e felt his buried face grow hot as with some communicated knowledge that had the force of a reproach. It suddenly made him contrast that very rapture with the bliss he had refused to another. This breath of the passion immortal was all that other had asked; the descent of Mary Antrim opened his spirit with a great compunctious throb for the descent of Acton Hague."
He turns and sees his friend, who has finally become reconciled to him, having decided to visit the altar to honour not her own Dead but Stransom's. Stransom, dying, tries to tell her that he is ready to add a candle for Hague, but is able only to say "One more, just one more". The story ends with his face showing "the whiteness of death." Thus Stransom's last words are rendered ambiguous.
Output: Who had George read about ?
Aging George Stransom holds sacred the memory of the great love of his life, Mary Antrim, who died before they could be married. One day Stransom happens to read of the death of Acton Hague, a former friend who had done him a terrible harm. Stransom starts to dwell on the many friends and acquaintances he is now losing to death. He begins to light candles at a side altar in a Catholic church, one for each of his Dead, except Hague.
Later he notices a woman who regularly appears at the church and sits before his altar. He intuitively understands that she too honours her Dead, and they very gradually become friends. However Stransom later discovers that her Dead number only one: Acton Hague. Hague had wronged her too, but she has forgiven him. When his friend realises Stransom's feelings about Hague, she declares that she can no longer honour Hague at Stransom's altar. Stransom cannot bring himself to resolve the issue by forgiving Hague and adding a candle for him. This disagreement drives the two friends apart. Stransom's friend ceases visiting the altar, and Stransom himself can find no peace there.
Months later, Stransom, now dying, visits his altar one last time. Collapsing before the altar, he has a vision of Mary Antrim, and it seems that Mary Antrim is asking him to forgive Hague: "[H]e felt his buried face grow hot as with some communicated knowledge that had the force of a reproach. It suddenly made him contrast that very rapture with the bliss he had refused to another. This breath of the passion immortal was all that other had asked; the descent of Mary Antrim opened his spirit with a great compunctious throb for the descent of Acton Hague."
He turns and sees his friend, who has finally become reconciled to him, having decided to visit the altar to honour not her own Dead but Stransom's. Stransom, dying, tries to tell her that he is ready to add a candle for Hague, but is able only to say "One more, just one more". The story ends with his face showing "the whiteness of death." Thus Stransom's last words are rendered ambiguous.
Output: Why can George not resolve the issue between the two at the church?
Aging George Stransom holds sacred the memory of the great love of his life, Mary Antrim, who died before they could be married. One day Stransom happens to read of the death of Acton Hague, a former friend who had done him a terrible harm. Stransom starts to dwell on the many friends and acquaintances he is now losing to death. He begins to light candles at a side altar in a Catholic church, one for each of his Dead, except Hague.
Later he notices a woman who regularly appears at the church and sits before his altar. He intuitively understands that she too honours her Dead, and they very gradually become friends. However Stransom later discovers that her Dead number only one: Acton Hague. Hague had wronged her too, but she has forgiven him. When his friend realises Stransom's feelings about Hague, she declares that she can no longer honour Hague at Stransom's altar. Stransom cannot bring himself to resolve the issue by forgiving Hague and adding a candle for him. This disagreement drives the two friends apart. Stransom's friend ceases visiting the altar, and Stransom himself can find no peace there.
Months later, Stransom, now dying, visits his altar one last time. Collapsing before the altar, he has a vision of Mary Antrim, and it seems that Mary Antrim is asking him to forgive Hague: "[H]e felt his buried face grow hot as with some communicated knowledge that had the force of a reproach. It suddenly made him contrast that very rapture with the bliss he had refused to another. This breath of the passion immortal was all that other had asked; the descent of Mary Antrim opened his spirit with a great compunctious throb for the descent of Acton Hague."
He turns and sees his friend, who has finally become reconciled to him, having decided to visit the altar to honour not her own Dead but Stransom's. Stransom, dying, tries to tell her that he is ready to add a candle for Hague, but is able only to say "One more, just one more". The story ends with his face showing "the whiteness of death." Thus Stransom's last words are rendered ambiguous.
Output: Who is the love of George Stransom's life?
Aging George Stransom holds sacred the memory of the great love of his life, Mary Antrim, who died before they could be married. One day Stransom happens to read of the death of Acton Hague, a former friend who had done him a terrible harm. Stransom starts to dwell on the many friends and acquaintances he is now losing to death. He begins to light candles at a side altar in a Catholic church, one for each of his Dead, except Hague.
Later he notices a woman who regularly appears at the church and sits before his altar. He intuitively understands that she too honours her Dead, and they very gradually become friends. However Stransom later discovers that her Dead number only one: Acton Hague. Hague had wronged her too, but she has forgiven him. When his friend realises Stransom's feelings about Hague, she declares that she can no longer honour Hague at Stransom's altar. Stransom cannot bring himself to resolve the issue by forgiving Hague and adding a candle for him. This disagreement drives the two friends apart. Stransom's friend ceases visiting the altar, and Stransom himself can find no peace there.
Months later, Stransom, now dying, visits his altar one last time. Collapsing before the altar, he has a vision of Mary Antrim, and it seems that Mary Antrim is asking him to forgive Hague: "[H]e felt his buried face grow hot as with some communicated knowledge that had the force of a reproach. It suddenly made him contrast that very rapture with the bliss he had refused to another. This breath of the passion immortal was all that other had asked; the descent of Mary Antrim opened his spirit with a great compunctious throb for the descent of Acton Hague."
He turns and sees his friend, who has finally become reconciled to him, having decided to visit the altar to honour not her own Dead but Stransom's. Stransom, dying, tries to tell her that he is ready to add a candle for Hague, but is able only to say "One more, just one more". The story ends with his face showing "the whiteness of death." Thus Stransom's last words are rendered ambiguous.
Output: Where does Stransom head for when dying?
Aging George Stransom holds sacred the memory of the great love of his life, Mary Antrim, who died before they could be married. One day Stransom happens to read of the death of Acton Hague, a former friend who had done him a terrible harm. Stransom starts to dwell on the many friends and acquaintances he is now losing to death. He begins to light candles at a side altar in a Catholic church, one for each of his Dead, except Hague.
Later he notices a woman who regularly appears at the church and sits before his altar. He intuitively understands that she too honours her Dead, and they very gradually become friends. However Stransom later discovers that her Dead number only one: Acton Hague. Hague had wronged her too, but she has forgiven him. When his friend realises Stransom's feelings about Hague, she declares that she can no longer honour Hague at Stransom's altar. Stransom cannot bring himself to resolve the issue by forgiving Hague and adding a candle for him. This disagreement drives the two friends apart. Stransom's friend ceases visiting the altar, and Stransom himself can find no peace there.
Months later, Stransom, now dying, visits his altar one last time. Collapsing before the altar, he has a vision of Mary Antrim, and it seems that Mary Antrim is asking him to forgive Hague: "[H]e felt his buried face grow hot as with some communicated knowledge that had the force of a reproach. It suddenly made him contrast that very rapture with the bliss he had refused to another. This breath of the passion immortal was all that other had asked; the descent of Mary Antrim opened his spirit with a great compunctious throb for the descent of Acton Hague."
He turns and sees his friend, who has finally become reconciled to him, having decided to visit the altar to honour not her own Dead but Stransom's. Stransom, dying, tries to tell her that he is ready to add a candle for Hague, but is able only to say "One more, just one more". The story ends with his face showing "the whiteness of death." Thus Stransom's last words are rendered ambiguous.
Output: What does George ask of at the altar?
Aging George Stransom holds sacred the memory of the great love of his life, Mary Antrim, who died before they could be married. One day Stransom happens to read of the death of Acton Hague, a former friend who had done him a terrible harm. Stransom starts to dwell on the many friends and acquaintances he is now losing to death. He begins to light candles at a side altar in a Catholic church, one for each of his Dead, except Hague.
Later he notices a woman who regularly appears at the church and sits before his altar. He intuitively understands that she too honours her Dead, and they very gradually become friends. However Stransom later discovers that her Dead number only one: Acton Hague. Hague had wronged her too, but she has forgiven him. When his friend realises Stransom's feelings about Hague, she declares that she can no longer honour Hague at Stransom's altar. Stransom cannot bring himself to resolve the issue by forgiving Hague and adding a candle for him. This disagreement drives the two friends apart. Stransom's friend ceases visiting the altar, and Stransom himself can find no peace there.
Months later, Stransom, now dying, visits his altar one last time. Collapsing before the altar, he has a vision of Mary Antrim, and it seems that Mary Antrim is asking him to forgive Hague: "[H]e felt his buried face grow hot as with some communicated knowledge that had the force of a reproach. It suddenly made him contrast that very rapture with the bliss he had refused to another. This breath of the passion immortal was all that other had asked; the descent of Mary Antrim opened his spirit with a great compunctious throb for the descent of Acton Hague."
He turns and sees his friend, who has finally become reconciled to him, having decided to visit the altar to honour not her own Dead but Stransom's. Stransom, dying, tries to tell her that he is ready to add a candle for Hague, but is able only to say "One more, just one more". The story ends with his face showing "the whiteness of death." Thus Stransom's last words are rendered ambiguous.
Output: When did Mary Antrim die?
Aging George Stransom holds sacred the memory of the great love of his life, Mary Antrim, who died before they could be married. One day Stransom happens to read of the death of Acton Hague, a former friend who had done him a terrible harm. Stransom starts to dwell on the many friends and acquaintances he is now losing to death. He begins to light candles at a side altar in a Catholic church, one for each of his Dead, except Hague.
Later he notices a woman who regularly appears at the church and sits before his altar. He intuitively understands that she too honours her Dead, and they very gradually become friends. However Stransom later discovers that her Dead number only one: Acton Hague. Hague had wronged her too, but she has forgiven him. When his friend realises Stransom's feelings about Hague, she declares that she can no longer honour Hague at Stransom's altar. Stransom cannot bring himself to resolve the issue by forgiving Hague and adding a candle for him. This disagreement drives the two friends apart. Stransom's friend ceases visiting the altar, and Stransom himself can find no peace there.
Months later, Stransom, now dying, visits his altar one last time. Collapsing before the altar, he has a vision of Mary Antrim, and it seems that Mary Antrim is asking him to forgive Hague: "[H]e felt his buried face grow hot as with some communicated knowledge that had the force of a reproach. It suddenly made him contrast that very rapture with the bliss he had refused to another. This breath of the passion immortal was all that other had asked; the descent of Mary Antrim opened his spirit with a great compunctious throb for the descent of Acton Hague."
He turns and sees his friend, who has finally become reconciled to him, having decided to visit the altar to honour not her own Dead but Stransom's. Stransom, dying, tries to tell her that he is ready to add a candle for Hague, but is able only to say "One more, just one more". The story ends with his face showing "the whiteness of death." Thus Stransom's last words are rendered ambiguous.
Output: Whose ghost appears at the end of the story that triggers a chance of heart for George Stansum?
Aging George Stransom holds sacred the memory of the great love of his life, Mary Antrim, who died before they could be married. One day Stransom happens to read of the death of Acton Hague, a former friend who had done him a terrible harm. Stransom starts to dwell on the many friends and acquaintances he is now losing to death. He begins to light candles at a side altar in a Catholic church, one for each of his Dead, except Hague.
Later he notices a woman who regularly appears at the church and sits before his altar. He intuitively understands that she too honours her Dead, and they very gradually become friends. However Stransom later discovers that her Dead number only one: Acton Hague. Hague had wronged her too, but she has forgiven him. When his friend realises Stransom's feelings about Hague, she declares that she can no longer honour Hague at Stransom's altar. Stransom cannot bring himself to resolve the issue by forgiving Hague and adding a candle for him. This disagreement drives the two friends apart. Stransom's friend ceases visiting the altar, and Stransom himself can find no peace there.
Months later, Stransom, now dying, visits his altar one last time. Collapsing before the altar, he has a vision of Mary Antrim, and it seems that Mary Antrim is asking him to forgive Hague: "[H]e felt his buried face grow hot as with some communicated knowledge that had the force of a reproach. It suddenly made him contrast that very rapture with the bliss he had refused to another. This breath of the passion immortal was all that other had asked; the descent of Mary Antrim opened his spirit with a great compunctious throb for the descent of Acton Hague."
He turns and sees his friend, who has finally become reconciled to him, having decided to visit the altar to honour not her own Dead but Stransom's. Stransom, dying, tries to tell her that he is ready to add a candle for Hague, but is able only to say "One more, just one more". The story ends with his face showing "the whiteness of death." Thus Stransom's last words are rendered ambiguous.
Output: Who is Stransum's friend lighting candles for at the start of the story?
Dalgard Nordis, with his knife brother Sssuri, has gone on his man-journey. Three generations after his people came to Astra he has set out to explore the ruins of a city that once belonged to Those Others, thereby extending the Colony's map of this world and in the process demonstrating his suitability to sit on the Council of Free Men. In telepathic contact with the local fauna, Sssuri senses danger and the sight of a flaming object crossing the sky from east to west, toward where Those Others are rumored to live, underscores that judgement.
Roughly five centuries after a group of renegade scientists took a desperate plunge into interstellar space and two centuries after Pax collapsed and Humanity rediscovered the value of science, the starship RS 10 lands on Astra. Driven by rumors of that ancient expedition and enabled by the discovery of hyperdrive, the Federation of Free Men has sent nine ships into hyperspace; none has returned. On this tenth attempt at interstellar flight Raf Kurbi has the task of assembling and flying the flitter that will be used to explore the part of Astra around RS 10's landing point. One goal is what appears on the landing photos to be a city.
Dalgard and Sssuri come to a ruined seaport on a great bay and follow a road inland to a city. There they find evidence that Those Others have visited recently. They also find the trail of a snake-devil, a vicious dragon-like creatures that humans and merfolk always hunt down and kill. They follow the trail and kill a family of snake-devils only to find the creatures wearing metal bands that indicate the recent presence of the unknown enemy. They resolve to send a message by telepathic relay south to Homeport.
Raf and three other men ride the RS 10's flitter south over an abandoned landscape and arrive at a ruined city. Near the center of the city they meet the remnant of a devastated population. The aliens are preparing a final expedition to a faraway city to retrieve knowledge that may help them regain their civilization and the captain of the Terrans accepts their invitation to join it. The expedition takes the aliens, in their globe-ship, and the Terrans, in their flitter, to an abandoned city, where the aliens loot a storehouse.
With Sssuri heading south to warn his people and the humans at Homeport, Dalgard returns to the forbidden city to spy. As Raf watches from hiding, the aliens capture Dalgard and take him to their globe-ship. Returning to their city across the sea, the aliens put Dalgard into an arena with a merman and a snake-devil. Raf rescues Dalgard and the merman and the three go into the sewers under the city, where they meet a merman war party. Re-entering the city with the war party, Raf uses two grenades to destroy the globe-ship and its cargo, but is burned in the process. With the aid of the mermen, Dalgard takes Raf to a point on the coast where he and the mermen can send a telepathic call to one of the RS 10's crew. With Raf safely returned to his ship, Dalgard faces the daunting prospect of returning to Homeport by himself.
Output: How many of the nine ships The Federation of Free Men sent into hyperspace, have returned?
Dalgard Nordis, with his knife brother Sssuri, has gone on his man-journey. Three generations after his people came to Astra he has set out to explore the ruins of a city that once belonged to Those Others, thereby extending the Colony's map of this world and in the process demonstrating his suitability to sit on the Council of Free Men. In telepathic contact with the local fauna, Sssuri senses danger and the sight of a flaming object crossing the sky from east to west, toward where Those Others are rumored to live, underscores that judgement.
Roughly five centuries after a group of renegade scientists took a desperate plunge into interstellar space and two centuries after Pax collapsed and Humanity rediscovered the value of science, the starship RS 10 lands on Astra. Driven by rumors of that ancient expedition and enabled by the discovery of hyperdrive, the Federation of Free Men has sent nine ships into hyperspace; none has returned. On this tenth attempt at interstellar flight Raf Kurbi has the task of assembling and flying the flitter that will be used to explore the part of Astra around RS 10's landing point. One goal is what appears on the landing photos to be a city.
Dalgard and Sssuri come to a ruined seaport on a great bay and follow a road inland to a city. There they find evidence that Those Others have visited recently. They also find the trail of a snake-devil, a vicious dragon-like creatures that humans and merfolk always hunt down and kill. They follow the trail and kill a family of snake-devils only to find the creatures wearing metal bands that indicate the recent presence of the unknown enemy. They resolve to send a message by telepathic relay south to Homeport.
Raf and three other men ride the RS 10's flitter south over an abandoned landscape and arrive at a ruined city. Near the center of the city they meet the remnant of a devastated population. The aliens are preparing a final expedition to a faraway city to retrieve knowledge that may help them regain their civilization and the captain of the Terrans accepts their invitation to join it. The expedition takes the aliens, in their globe-ship, and the Terrans, in their flitter, to an abandoned city, where the aliens loot a storehouse.
With Sssuri heading south to warn his people and the humans at Homeport, Dalgard returns to the forbidden city to spy. As Raf watches from hiding, the aliens capture Dalgard and take him to their globe-ship. Returning to their city across the sea, the aliens put Dalgard into an arena with a merman and a snake-devil. Raf rescues Dalgard and the merman and the three go into the sewers under the city, where they meet a merman war party. Re-entering the city with the war party, Raf uses two grenades to destroy the globe-ship and its cargo, but is burned in the process. With the aid of the mermen, Dalgard takes Raf to a point on the coast where he and the mermen can send a telepathic call to one of the RS 10's crew. With Raf safely returned to his ship, Dalgard faces the daunting prospect of returning to Homeport by himself.
Output: Why did Sssuri head south?
Dalgard Nordis, with his knife brother Sssuri, has gone on his man-journey. Three generations after his people came to Astra he has set out to explore the ruins of a city that once belonged to Those Others, thereby extending the Colony's map of this world and in the process demonstrating his suitability to sit on the Council of Free Men. In telepathic contact with the local fauna, Sssuri senses danger and the sight of a flaming object crossing the sky from east to west, toward where Those Others are rumored to live, underscores that judgement.
Roughly five centuries after a group of renegade scientists took a desperate plunge into interstellar space and two centuries after Pax collapsed and Humanity rediscovered the value of science, the starship RS 10 lands on Astra. Driven by rumors of that ancient expedition and enabled by the discovery of hyperdrive, the Federation of Free Men has sent nine ships into hyperspace; none has returned. On this tenth attempt at interstellar flight Raf Kurbi has the task of assembling and flying the flitter that will be used to explore the part of Astra around RS 10's landing point. One goal is what appears on the landing photos to be a city.
Dalgard and Sssuri come to a ruined seaport on a great bay and follow a road inland to a city. There they find evidence that Those Others have visited recently. They also find the trail of a snake-devil, a vicious dragon-like creatures that humans and merfolk always hunt down and kill. They follow the trail and kill a family of snake-devils only to find the creatures wearing metal bands that indicate the recent presence of the unknown enemy. They resolve to send a message by telepathic relay south to Homeport.
Raf and three other men ride the RS 10's flitter south over an abandoned landscape and arrive at a ruined city. Near the center of the city they meet the remnant of a devastated population. The aliens are preparing a final expedition to a faraway city to retrieve knowledge that may help them regain their civilization and the captain of the Terrans accepts their invitation to join it. The expedition takes the aliens, in their globe-ship, and the Terrans, in their flitter, to an abandoned city, where the aliens loot a storehouse.
With Sssuri heading south to warn his people and the humans at Homeport, Dalgard returns to the forbidden city to spy. As Raf watches from hiding, the aliens capture Dalgard and take him to their globe-ship. Returning to their city across the sea, the aliens put Dalgard into an arena with a merman and a snake-devil. Raf rescues Dalgard and the merman and the three go into the sewers under the city, where they meet a merman war party. Re-entering the city with the war party, Raf uses two grenades to destroy the globe-ship and its cargo, but is burned in the process. With the aid of the mermen, Dalgard takes Raf to a point on the coast where he and the mermen can send a telepathic call to one of the RS 10's crew. With Raf safely returned to his ship, Dalgard faces the daunting prospect of returning to Homeport by himself.
Output: What is a snake-devil?
Dalgard Nordis, with his knife brother Sssuri, has gone on his man-journey. Three generations after his people came to Astra he has set out to explore the ruins of a city that once belonged to Those Others, thereby extending the Colony's map of this world and in the process demonstrating his suitability to sit on the Council of Free Men. In telepathic contact with the local fauna, Sssuri senses danger and the sight of a flaming object crossing the sky from east to west, toward where Those Others are rumored to live, underscores that judgement.
Roughly five centuries after a group of renegade scientists took a desperate plunge into interstellar space and two centuries after Pax collapsed and Humanity rediscovered the value of science, the starship RS 10 lands on Astra. Driven by rumors of that ancient expedition and enabled by the discovery of hyperdrive, the Federation of Free Men has sent nine ships into hyperspace; none has returned. On this tenth attempt at interstellar flight Raf Kurbi has the task of assembling and flying the flitter that will be used to explore the part of Astra around RS 10's landing point. One goal is what appears on the landing photos to be a city.
Dalgard and Sssuri come to a ruined seaport on a great bay and follow a road inland to a city. There they find evidence that Those Others have visited recently. They also find the trail of a snake-devil, a vicious dragon-like creatures that humans and merfolk always hunt down and kill. They follow the trail and kill a family of snake-devils only to find the creatures wearing metal bands that indicate the recent presence of the unknown enemy. They resolve to send a message by telepathic relay south to Homeport.
Raf and three other men ride the RS 10's flitter south over an abandoned landscape and arrive at a ruined city. Near the center of the city they meet the remnant of a devastated population. The aliens are preparing a final expedition to a faraway city to retrieve knowledge that may help them regain their civilization and the captain of the Terrans accepts their invitation to join it. The expedition takes the aliens, in their globe-ship, and the Terrans, in their flitter, to an abandoned city, where the aliens loot a storehouse.
With Sssuri heading south to warn his people and the humans at Homeport, Dalgard returns to the forbidden city to spy. As Raf watches from hiding, the aliens capture Dalgard and take him to their globe-ship. Returning to their city across the sea, the aliens put Dalgard into an arena with a merman and a snake-devil. Raf rescues Dalgard and the merman and the three go into the sewers under the city, where they meet a merman war party. Re-entering the city with the war party, Raf uses two grenades to destroy the globe-ship and its cargo, but is burned in the process. With the aid of the mermen, Dalgard takes Raf to a point on the coast where he and the mermen can send a telepathic call to one of the RS 10's crew. With Raf safely returned to his ship, Dalgard faces the daunting prospect of returning to Homeport by himself.
Output: Who returns to the forbidden city to spy?
Dalgard Nordis, with his knife brother Sssuri, has gone on his man-journey. Three generations after his people came to Astra he has set out to explore the ruins of a city that once belonged to Those Others, thereby extending the Colony's map of this world and in the process demonstrating his suitability to sit on the Council of Free Men. In telepathic contact with the local fauna, Sssuri senses danger and the sight of a flaming object crossing the sky from east to west, toward where Those Others are rumored to live, underscores that judgement.
Roughly five centuries after a group of renegade scientists took a desperate plunge into interstellar space and two centuries after Pax collapsed and Humanity rediscovered the value of science, the starship RS 10 lands on Astra. Driven by rumors of that ancient expedition and enabled by the discovery of hyperdrive, the Federation of Free Men has sent nine ships into hyperspace; none has returned. On this tenth attempt at interstellar flight Raf Kurbi has the task of assembling and flying the flitter that will be used to explore the part of Astra around RS 10's landing point. One goal is what appears on the landing photos to be a city.
Dalgard and Sssuri come to a ruined seaport on a great bay and follow a road inland to a city. There they find evidence that Those Others have visited recently. They also find the trail of a snake-devil, a vicious dragon-like creatures that humans and merfolk always hunt down and kill. They follow the trail and kill a family of snake-devils only to find the creatures wearing metal bands that indicate the recent presence of the unknown enemy. They resolve to send a message by telepathic relay south to Homeport.
Raf and three other men ride the RS 10's flitter south over an abandoned landscape and arrive at a ruined city. Near the center of the city they meet the remnant of a devastated population. The aliens are preparing a final expedition to a faraway city to retrieve knowledge that may help them regain their civilization and the captain of the Terrans accepts their invitation to join it. The expedition takes the aliens, in their globe-ship, and the Terrans, in their flitter, to an abandoned city, where the aliens loot a storehouse.
With Sssuri heading south to warn his people and the humans at Homeport, Dalgard returns to the forbidden city to spy. As Raf watches from hiding, the aliens capture Dalgard and take him to their globe-ship. Returning to their city across the sea, the aliens put Dalgard into an arena with a merman and a snake-devil. Raf rescues Dalgard and the merman and the three go into the sewers under the city, where they meet a merman war party. Re-entering the city with the war party, Raf uses two grenades to destroy the globe-ship and its cargo, but is burned in the process. With the aid of the mermen, Dalgard takes Raf to a point on the coast where he and the mermen can send a telepathic call to one of the RS 10's crew. With Raf safely returned to his ship, Dalgard faces the daunting prospect of returning to Homeport by himself.
Output: What does Raf use to destroy the Globe-Ship and its cargo?
Dalgard Nordis, with his knife brother Sssuri, has gone on his man-journey. Three generations after his people came to Astra he has set out to explore the ruins of a city that once belonged to Those Others, thereby extending the Colony's map of this world and in the process demonstrating his suitability to sit on the Council of Free Men. In telepathic contact with the local fauna, Sssuri senses danger and the sight of a flaming object crossing the sky from east to west, toward where Those Others are rumored to live, underscores that judgement.
Roughly five centuries after a group of renegade scientists took a desperate plunge into interstellar space and two centuries after Pax collapsed and Humanity rediscovered the value of science, the starship RS 10 lands on Astra. Driven by rumors of that ancient expedition and enabled by the discovery of hyperdrive, the Federation of Free Men has sent nine ships into hyperspace; none has returned. On this tenth attempt at interstellar flight Raf Kurbi has the task of assembling and flying the flitter that will be used to explore the part of Astra around RS 10's landing point. One goal is what appears on the landing photos to be a city.
Dalgard and Sssuri come to a ruined seaport on a great bay and follow a road inland to a city. There they find evidence that Those Others have visited recently. They also find the trail of a snake-devil, a vicious dragon-like creatures that humans and merfolk always hunt down and kill. They follow the trail and kill a family of snake-devils only to find the creatures wearing metal bands that indicate the recent presence of the unknown enemy. They resolve to send a message by telepathic relay south to Homeport.
Raf and three other men ride the RS 10's flitter south over an abandoned landscape and arrive at a ruined city. Near the center of the city they meet the remnant of a devastated population. The aliens are preparing a final expedition to a faraway city to retrieve knowledge that may help them regain their civilization and the captain of the Terrans accepts their invitation to join it. The expedition takes the aliens, in their globe-ship, and the Terrans, in their flitter, to an abandoned city, where the aliens loot a storehouse.
With Sssuri heading south to warn his people and the humans at Homeport, Dalgard returns to the forbidden city to spy. As Raf watches from hiding, the aliens capture Dalgard and take him to their globe-ship. Returning to their city across the sea, the aliens put Dalgard into an arena with a merman and a snake-devil. Raf rescues Dalgard and the merman and the three go into the sewers under the city, where they meet a merman war party. Re-entering the city with the war party, Raf uses two grenades to destroy the globe-ship and its cargo, but is burned in the process. With the aid of the mermen, Dalgard takes Raf to a point on the coast where he and the mermen can send a telepathic call to one of the RS 10's crew. With Raf safely returned to his ship, Dalgard faces the daunting prospect of returning to Homeport by himself.
Output: Why is Sssuri heading south?
Dalgard Nordis, with his knife brother Sssuri, has gone on his man-journey. Three generations after his people came to Astra he has set out to explore the ruins of a city that once belonged to Those Others, thereby extending the Colony's map of this world and in the process demonstrating his suitability to sit on the Council of Free Men. In telepathic contact with the local fauna, Sssuri senses danger and the sight of a flaming object crossing the sky from east to west, toward where Those Others are rumored to live, underscores that judgement.
Roughly five centuries after a group of renegade scientists took a desperate plunge into interstellar space and two centuries after Pax collapsed and Humanity rediscovered the value of science, the starship RS 10 lands on Astra. Driven by rumors of that ancient expedition and enabled by the discovery of hyperdrive, the Federation of Free Men has sent nine ships into hyperspace; none has returned. On this tenth attempt at interstellar flight Raf Kurbi has the task of assembling and flying the flitter that will be used to explore the part of Astra around RS 10's landing point. One goal is what appears on the landing photos to be a city.
Dalgard and Sssuri come to a ruined seaport on a great bay and follow a road inland to a city. There they find evidence that Those Others have visited recently. They also find the trail of a snake-devil, a vicious dragon-like creatures that humans and merfolk always hunt down and kill. They follow the trail and kill a family of snake-devils only to find the creatures wearing metal bands that indicate the recent presence of the unknown enemy. They resolve to send a message by telepathic relay south to Homeport.
Raf and three other men ride the RS 10's flitter south over an abandoned landscape and arrive at a ruined city. Near the center of the city they meet the remnant of a devastated population. The aliens are preparing a final expedition to a faraway city to retrieve knowledge that may help them regain their civilization and the captain of the Terrans accepts their invitation to join it. The expedition takes the aliens, in their globe-ship, and the Terrans, in their flitter, to an abandoned city, where the aliens loot a storehouse.
With Sssuri heading south to warn his people and the humans at Homeport, Dalgard returns to the forbidden city to spy. As Raf watches from hiding, the aliens capture Dalgard and take him to their globe-ship. Returning to their city across the sea, the aliens put Dalgard into an arena with a merman and a snake-devil. Raf rescues Dalgard and the merman and the three go into the sewers under the city, where they meet a merman war party. Re-entering the city with the war party, Raf uses two grenades to destroy the globe-ship and its cargo, but is burned in the process. With the aid of the mermen, Dalgard takes Raf to a point on the coast where he and the mermen can send a telepathic call to one of the RS 10's crew. With Raf safely returned to his ship, Dalgard faces the daunting prospect of returning to Homeport by himself.
Output: What two things does Dalgard hope to accomplish by exploring the city?
Dalgard Nordis, with his knife brother Sssuri, has gone on his man-journey. Three generations after his people came to Astra he has set out to explore the ruins of a city that once belonged to Those Others, thereby extending the Colony's map of this world and in the process demonstrating his suitability to sit on the Council of Free Men. In telepathic contact with the local fauna, Sssuri senses danger and the sight of a flaming object crossing the sky from east to west, toward where Those Others are rumored to live, underscores that judgement.
Roughly five centuries after a group of renegade scientists took a desperate plunge into interstellar space and two centuries after Pax collapsed and Humanity rediscovered the value of science, the starship RS 10 lands on Astra. Driven by rumors of that ancient expedition and enabled by the discovery of hyperdrive, the Federation of Free Men has sent nine ships into hyperspace; none has returned. On this tenth attempt at interstellar flight Raf Kurbi has the task of assembling and flying the flitter that will be used to explore the part of Astra around RS 10's landing point. One goal is what appears on the landing photos to be a city.
Dalgard and Sssuri come to a ruined seaport on a great bay and follow a road inland to a city. There they find evidence that Those Others have visited recently. They also find the trail of a snake-devil, a vicious dragon-like creatures that humans and merfolk always hunt down and kill. They follow the trail and kill a family of snake-devils only to find the creatures wearing metal bands that indicate the recent presence of the unknown enemy. They resolve to send a message by telepathic relay south to Homeport.
Raf and three other men ride the RS 10's flitter south over an abandoned landscape and arrive at a ruined city. Near the center of the city they meet the remnant of a devastated population. The aliens are preparing a final expedition to a faraway city to retrieve knowledge that may help them regain their civilization and the captain of the Terrans accepts their invitation to join it. The expedition takes the aliens, in their globe-ship, and the Terrans, in their flitter, to an abandoned city, where the aliens loot a storehouse.
With Sssuri heading south to warn his people and the humans at Homeport, Dalgard returns to the forbidden city to spy. As Raf watches from hiding, the aliens capture Dalgard and take him to their globe-ship. Returning to their city across the sea, the aliens put Dalgard into an arena with a merman and a snake-devil. Raf rescues Dalgard and the merman and the three go into the sewers under the city, where they meet a merman war party. Re-entering the city with the war party, Raf uses two grenades to destroy the globe-ship and its cargo, but is burned in the process. With the aid of the mermen, Dalgard takes Raf to a point on the coast where he and the mermen can send a telepathic call to one of the RS 10's crew. With Raf safely returned to his ship, Dalgard faces the daunting prospect of returning to Homeport by himself.
Output: Where do the aliens take Dalgard, after they capture him?
Dalgard Nordis, with his knife brother Sssuri, has gone on his man-journey. Three generations after his people came to Astra he has set out to explore the ruins of a city that once belonged to Those Others, thereby extending the Colony's map of this world and in the process demonstrating his suitability to sit on the Council of Free Men. In telepathic contact with the local fauna, Sssuri senses danger and the sight of a flaming object crossing the sky from east to west, toward where Those Others are rumored to live, underscores that judgement.
Roughly five centuries after a group of renegade scientists took a desperate plunge into interstellar space and two centuries after Pax collapsed and Humanity rediscovered the value of science, the starship RS 10 lands on Astra. Driven by rumors of that ancient expedition and enabled by the discovery of hyperdrive, the Federation of Free Men has sent nine ships into hyperspace; none has returned. On this tenth attempt at interstellar flight Raf Kurbi has the task of assembling and flying the flitter that will be used to explore the part of Astra around RS 10's landing point. One goal is what appears on the landing photos to be a city.
Dalgard and Sssuri come to a ruined seaport on a great bay and follow a road inland to a city. There they find evidence that Those Others have visited recently. They also find the trail of a snake-devil, a vicious dragon-like creatures that humans and merfolk always hunt down and kill. They follow the trail and kill a family of snake-devils only to find the creatures wearing metal bands that indicate the recent presence of the unknown enemy. They resolve to send a message by telepathic relay south to Homeport.
Raf and three other men ride the RS 10's flitter south over an abandoned landscape and arrive at a ruined city. Near the center of the city they meet the remnant of a devastated population. The aliens are preparing a final expedition to a faraway city to retrieve knowledge that may help them regain their civilization and the captain of the Terrans accepts their invitation to join it. The expedition takes the aliens, in their globe-ship, and the Terrans, in their flitter, to an abandoned city, where the aliens loot a storehouse.
With Sssuri heading south to warn his people and the humans at Homeport, Dalgard returns to the forbidden city to spy. As Raf watches from hiding, the aliens capture Dalgard and take him to their globe-ship. Returning to their city across the sea, the aliens put Dalgard into an arena with a merman and a snake-devil. Raf rescues Dalgard and the merman and the three go into the sewers under the city, where they meet a merman war party. Re-entering the city with the war party, Raf uses two grenades to destroy the globe-ship and its cargo, but is burned in the process. With the aid of the mermen, Dalgard takes Raf to a point on the coast where he and the mermen can send a telepathic call to one of the RS 10's crew. With Raf safely returned to his ship, Dalgard faces the daunting prospect of returning to Homeport by himself.
Output: What creatures do Dalagard and Sssuri find in the seaport?
Dalgard Nordis, with his knife brother Sssuri, has gone on his man-journey. Three generations after his people came to Astra he has set out to explore the ruins of a city that once belonged to Those Others, thereby extending the Colony's map of this world and in the process demonstrating his suitability to sit on the Council of Free Men. In telepathic contact with the local fauna, Sssuri senses danger and the sight of a flaming object crossing the sky from east to west, toward where Those Others are rumored to live, underscores that judgement.
Roughly five centuries after a group of renegade scientists took a desperate plunge into interstellar space and two centuries after Pax collapsed and Humanity rediscovered the value of science, the starship RS 10 lands on Astra. Driven by rumors of that ancient expedition and enabled by the discovery of hyperdrive, the Federation of Free Men has sent nine ships into hyperspace; none has returned. On this tenth attempt at interstellar flight Raf Kurbi has the task of assembling and flying the flitter that will be used to explore the part of Astra around RS 10's landing point. One goal is what appears on the landing photos to be a city.
Dalgard and Sssuri come to a ruined seaport on a great bay and follow a road inland to a city. There they find evidence that Those Others have visited recently. They also find the trail of a snake-devil, a vicious dragon-like creatures that humans and merfolk always hunt down and kill. They follow the trail and kill a family of snake-devils only to find the creatures wearing metal bands that indicate the recent presence of the unknown enemy. They resolve to send a message by telepathic relay south to Homeport.
Raf and three other men ride the RS 10's flitter south over an abandoned landscape and arrive at a ruined city. Near the center of the city they meet the remnant of a devastated population. The aliens are preparing a final expedition to a faraway city to retrieve knowledge that may help them regain their civilization and the captain of the Terrans accepts their invitation to join it. The expedition takes the aliens, in their globe-ship, and the Terrans, in their flitter, to an abandoned city, where the aliens loot a storehouse.
With Sssuri heading south to warn his people and the humans at Homeport, Dalgard returns to the forbidden city to spy. As Raf watches from hiding, the aliens capture Dalgard and take him to their globe-ship. Returning to their city across the sea, the aliens put Dalgard into an arena with a merman and a snake-devil. Raf rescues Dalgard and the merman and the three go into the sewers under the city, where they meet a merman war party. Re-entering the city with the war party, Raf uses two grenades to destroy the globe-ship and its cargo, but is burned in the process. With the aid of the mermen, Dalgard takes Raf to a point on the coast where he and the mermen can send a telepathic call to one of the RS 10's crew. With Raf safely returned to his ship, Dalgard faces the daunting prospect of returning to Homeport by himself.
Output: What do the brothers find evidence of after following a road inland?