Samantha

Suggest a change

Character

Samantha, whose divine name is Psamathe, is a banished minor deity who accompanies Carl and Princess Donut through the fifth to ninth floors of the Earth dungeon. Her spirit inhabits the detached head of a Lika companion doll. Though the vessel initially...

Samantha, whose divine name is Psamathe, is a banished minor deity who accompanies Carl and Princess Donut through the fifth to ninth floors of the Earth dungeon. Her spirit inhabits the detached head of a Lika companion doll. Though the vessel initially leaves her unable to do much beyond speak, she learns to move and becomes a scout and combatant for Donut's Royal Court. She pursues a new body and a reunion with the sand ooze she calls her child. Her memories of gods, demons, and the Nothing also draw older conflicts into the crawlers' path.

Psamathe and the Lika vessel

Psamathe's circumstances predate her meeting with the crawlers. The description of the possessed doll head identifies her as a minor deity banished to the Nothing by her father after a relationship with an ancient king. It also identifies the sand ooze familiar associated with her as the child of that union. Her escape did not restore her whole. An earlier attempt split her essence, forcing part of it into an unoccupied naiad-shaped vessel modeled on the fictional Lika. The resemblance is especially misleading because the fictional character was herself loosely based on an inaccurate account of Psamathe. The living spirit, the manufactured doll, and the fictional Lika are therefore distinct.

The fifth-floor naiad-castle affair brings this buried history into Carl's immediate experience. Mrs. Ghazi attempts to summon Yarilo and is deceived into opening a way for Psamathe. A warning from Ghazi's scholars says that the escaped deity has occupied the ghost known as Queen Quetzalcoatlus and that allowing her a fully corporeal form could force the established gods to intervene. Ghazi's own account describes the ooze as extraordinarily hard to eradicate while Psamathe remains in the world: destroying its visible mass does not prevent it from returning from surviving sand. These documents explain why the doll head is the remnant of a larger supernatural struggle rather than an ordinary enchanted toy. They also give Carl reason to be wary of the being inside it.

When Carl examines the surviving head, the dungeon identifies its occupant as a Withering Spirit. The entity had spent years trapped in the immobile doll while separated from the rest of her spirit. Carl has to adjust the head's jaw before her words become intelligible. He chooses the name Samantha from the item description, which says it was a name her friends once used. Her first concern is the loss of the rest of her body; she asks what happened to it and presses Carl to help her recover it. The head becomes the means through which Psamathe speaks and acts, but it is not a second person with a separate life.

Her concern for the sand ooze is another constant, although the familiar's appearances and the stories surrounding it complicate a simple reunion. Samantha calls the being her child. The dungeon's description supports that relationship, while other accounts of the summoning describe the ooze as Ghazi's familiar and as a creature whose loyalties have been manipulated. Samantha's interest is personal, rather than a general wish to recover divine possessions. Her later fear that she can no longer sense her child is consequently one of her most serious moments.

Joining the Royal Court

Carl initially resists taking the head on the road. An escaped deity can attract enemies who recognize her, and a talking head unable to flee independently would be another responsibility in a party already under pressure. Mordecai argues that Samantha's knowledge may prove useful. Carl keeps her in the saferoom's training room, and Donut announces that the Court has hired her as a trainer. The staff position gives Samantha access to chat, allowing her to speak with the group beyond the room in which Carl leaves her. It also marks the beginning of her place among companions who do not fit the ordinary crawler-party roster.

Her value emerges almost at once. When Emberus searches for Orthrus after a breach of the Nothing, Samantha knows that the dog vanished around the time the fire god's son was killed. She warns the group that Emberus wants the animal back. The account is delivered with her usual digressions and insults, yet it provides a connection Carl could not infer from the dog's appearance alone. Samantha repeatedly serves this function: she recognizes names and relationships from a much older supernatural world, while Carl must decide how much of her fragmentary, emotionally charged testimony to trust.

The danger of carrying her becomes equally clear near the end of the fifth floor. The feral demon Slit calls for Psamathe by both names and follows her presence into the bubble. Carl receives a sponsor-provided attachment for his xistera and uses it to hurl Samantha away from the approaching demon. The plan relies on the head's resilience and on Slit's fixation with its occupant. Samantha is neither simply rescued nor simply deployed: her history has produced the threat, and her body becomes the group's means of redirecting it.

Samantha's status in the Court remains quarrelsome. She threatens people's mothers, demands attention, and reacts to confinement with loud protests. Donut can mute her in chat when those outbursts become unmanageable. Nevertheless, she remains in the saferoom and is consulted for practical knowledge. Her role as trainer is therefore more than a title attached to a strange acquisition: it gives the party an informant on the Nothing, magic, and divine relationships, while imposing the daily work of living with her temper.

Signet and the search for a body

On the sixth floor, news that the group is in contact with Tsarina Signet causes Samantha to demand a meeting. She believes Signet's naiad ancestry gives her a route back into a body. Carl agrees to take her along if she follows instructions, and she offers to become his permanent combat companion. Her ability to roll, newly acquired while she was confined to the training room, makes the trip possible but does not yet make her an independent traveler. She can gain speed on open ground and still become lodged in mud or brush, leaving Carl to pull her free.

The meeting exposes a sharp gap between Samantha's account of help and its cost to another person. She greets Signet as a relative and calls upon their supposed blood connection. Signet examines the head and recognizes its Withering Spirit. Samantha then proposes taking Signet's body, a procedure she admits would kill Signet. Signet refuses. The scene establishes that Samantha's wish for restoration is genuine, but her proposed solution is not a harmless favor that Signet is withholding. It would sacrifice a woman who has her own life and ongoing fight against Queen Imogen. Samantha resents the refusal, while Donut consoles her with the possibility of finding another way.

Samantha remains preoccupied with a replacement after Signet's story ends. By the eighth floor, Carl carries an incomplete flesh-golem body associated with Princess Lunette, and Samantha wants a mage capable of animating it. Mordecai urges Carl not to hand it over while her powers are changing in ways he cannot explain. Carl instead promises to seek a suitable mage once the party understands its new surroundings. This is a real plan, though its success is uncertain: possessing a spare body and locating someone who can animate it are separate problems.

In Old Havana, Carl names Samantha the group's reconnaissance specialist and sends her out to identify monsters while they build a map. She rolls into the streets, calls to apparent passersby who cannot respond to her, and has to be warned away from traffic. Her search for a mage pulls against the assigned scouting job. This combination of useful initiative and poor discipline characterizes much of her field work. She can range farther than she could on the sixth floor, yet her reports still need interpretation and her route does not always remain the one Carl gave her.

A changing Withering Spirit

Mordecai describes Samantha's vessel as having only one hit point while being extraordinarily hard to destroy. On the sixth floor she survives being launched with Carl's xistera and being caught in missile detonations that scorch her hair. Carl attaches miniature seeking missiles to her head during a moon-elf artillery attack; her ability to close her jaw triggers them near the enemy position. She survives the blast and helps capture an attacker. The feat depends on her particular durability, Carl's equipment, and her willingness to be fired into danger. It does not mean she can defeat every opponent on her own.

Her capabilities do not stay fixed at rolling and shouting. She learns to bite and becomes mobile enough to scout; by the transition to the eighth floor she can fly back to the saferoom after being burned and blasted. Her head appears restored when Carl sees her there. Mordecai considers this development alarming because, in his understanding, a Withering Spirit should not acquire powers in this way. Neither he nor Carl has a reliable explanation for the rate of change. Carl's caution about giving her Lunette's body follows from that uncertainty as well as from the danger posed by Samantha's unpredictable choices.

Her resilience gives her unusual value as a scout in places dangerous to crawlers. During the sixth-floor hunters' operations, she relays information through chat while mantises hold and hurt her. Carl recognizes that captors can exploit that channel to mislead him, so her apparent invulnerability does not make the intelligence automatically safe. On the eighth floor, her encounter with Shi Maria poses a different problem. The spider swallows her, yet Samantha continues communicating and comes to regard the monster as a friend who might restore her body. Carl and Donut approach the spider's webbed territory to recover Samantha, while Samantha resists abandoning the new attachment. Her capacity to survive inside a monster creates the chance of rescue; her hunger for a body helps draw the party into the encounter.

Carl tells Samantha during the Shi Maria confrontation that he would have come for her even without the possible benefit of adding the spider to Donut's card deck. He also admits that her new abilities frighten him and calls her part of the team. Samantha answers with her characteristic mixture of feeling, deflection, and an invented romantic premise. The exchange is a clearer measure of her place in the group than her job title: she has become someone the others may risk themselves to retrieve, even when her own conduct caused the danger.

Old enemies and divine knowledge

The enemies who seek Psamathe demonstrate that her earlier life is not safely sealed inside the Nothing. Slit recognizes her on the fifth floor. Later, the feral demon Minge emerges during Carl and Katia's Desperado Club operation and searches for Samantha. The demon kills guards and damages the club while Samantha shouts back at her. Samantha can keep Minge's attention, but the pursuit endangers everyone around them. Carl's party can exploit her old rivalries tactically only by accepting the risk that a pursuer may ignore the boundaries of their plan.

Samantha's knowledge also reaches into the conflict around Emberus and his murdered son. She knows figures associated with the Nothing and supplies details Carl needs to interpret divine reactions, though memory and personal grudges make her a difficult witness. At the end of the eighth floor she acts with Carl and Donut during the confrontation involving Ysalte and Amayon. Amayon seizes Samantha and Carl together; Donut's intervention helps them escape. Her presence in that struggle reflects both her usefulness and the recognition she draws from powers far beyond the crawlers.

Her attachments to the Court coexist with extravagant claims about lovers and royalty. She shows particular interest in Louis and repeatedly casts Carl in a romantic story he does not accept. These statements reveal what Samantha wants or imagines; they do not establish a mutual relationship. Her claims of kinship or intimacy with older beings likewise need to be read alongside what those beings actually do. Signet's refusal to surrender her body, and the demons' pursuit of Samantha, carry more weight than Samantha's self-serving descriptions of those relationships.

Faction Wars and Louis

During the ninth-floor Faction Wars, Samantha's independent movement makes her both valuable and difficult to manage. Carl objects when she leaves the saferoom to pursue Tish, and he forbids threats against allies. When she hides on Louis's aircraft, he orders her removed because an unauthorized passenger could imperil the craft at a faction boundary. He also realizes that she boarded because she thinks Louis's mission is dangerous and wants to protect him. Her action is reckless, but its motive is concern for a person to whom she has become attached.

Her past in the Nothing proves useful in the assault through Club Vanquisher. A protected religious door admits those classed as Damned, a status that can apply to someone who entered the Nothing and survived. Samantha qualifies. Carl carries her to the door and uses her to open a route the attackers need. Elsewhere in the war, he makes her an officer so she can use a targeting spell against a dragon threatening Louis's operation. He instructs her to coordinate with Bomo and the Sledge and to flee rather than fight whatever comes through a Nothing gate. Both episodes put a specific ability of Samantha's into a coordinated plan, even though she resists being directed.

When Louis is trapped in the Reaver castle, Carl asks Samantha to find him. She searches shifting passages and reports on the explosive robot dogs pursuing her. She is not the person who finally extracts Louis, but her reconnaissance keeps the others informed while Carl is occupied elsewhere. The greater contribution comes after Louis is freed. Epitome Tagg remains bound up with Louis's heart and lungs, and simply removing those organs would kill him. Samantha remembers the unused Lunette flesh-golem body in Carl's inventory and proposes transplanting its heart and lungs. Mordecai and Edgar recognize that the proposal can work inside the dungeon, although Victory warns that Louis would need an expensive arrangement to survive outside it.

Samantha makes that suggestion while grieving a possible loss of her own. She says she felt her child on the floor and can no longer sense her, and she blames herself for failing to reach the child sooner. Carl does not confirm that the child has died. Samantha also announces a plan to use a stolen explosive against Tish; Carl stops that separate threat while accepting the medical insight. The scene holds several parts of her character together: a mother afraid she has lost her child, an impulsive ally capable of endangering others, and the person who notices a way to save Louis when the rest of the room is running out of time.

Through the ninth floor, Samantha remains Psamathe in a damaged artificial vessel, still seeking a body and the child from whom she was separated. Her growing mobility and power are real, but their limits and origin remain unclear to her companions. What changes most visibly is her place among them. The head once confined to a training room can scout alone, open a protected route, and offer the decisive idea in a rescue, while her oldest grudges and urgent personal needs continue to shape the dangers around her.