The Kinstrife

Part 11

In which our intrepid friends wend their way overland eastward toward Mordor before turning north on meeting the road; a skirmish occurs with nasty but overall ineffectual bandits in which Noruinivien is killed; afterward several friends are reacquainted with Echadil, who has joined a troop of 'rangers'; everyone experiences a mystic dream, courtesy of a local fertility deity; and everyone eventually reaches Minas Ithil to be shocked by the refugee encampment outside the walls.

 

April 16th - 19th 1441

 

Before setting out, seeing as we'll be skirting the hills of the Emyn Arnen and passing by the woods of the foothills of the Mountains of Shadow, Noruinivien insists we accept some military equipment in case of bandits, known to infest this terrain. She offers back and breast to Pimm and weapons to everyone, including bows to those she considers non-combatants: Aerin, Ilvrin and Al-Han, to use from the cart.

 

Actually, she appears to consider me a non-combatant, but nonetheless offers a full suit of armour, which I decline, opting instead for a simple mail shirt - easier to wear and covering the vital torso area. I already have two swords, a helmet and shield, which I consider optimum for the sort of threat we are likely to find.

 

Regarding tactics, Noruinivien believes the best way to deal with bandits is to charge them down. They lack the morale and fibre to withstand a cavalry charge and with her four mounted troopers and myself (and perhaps Pimm) we can mount a fearsome attack. I make it clear to her that I intend to charge with her and her men. She's not too happy with this, doubtless wondering how she will explain the death of the Queen's cousin left in her charge. I feel for her but that's life. Let's hope we meet no bandits who use tactics.

 

The weather has improved and stays that way. Riding eastward, we strike the road through Ithilien after two days of cross-country travel. Turning north, we leave the prosperous lands of the environs of Pelargir and enter the war-ravaged country pertaining to Minas-Ithil. The civil war has not been kind to this country, nor has my cousin the king done much to alleviate their suffering, which may one day come back to haunt us all.

 

April 19th 1441

Towards the end of our second day on the road, we find ourselves approaching a village that offers a welcoming committee. As we draw closer, we observe about a dozen men on the near side of the hovels, two of them clutching children with knives at their throats. The men all look like desperadoes but none look like ex-military.

 

As we pull-up short of a bridge a long bowshot from our welcomers, one of the desperadoes advances part way to hail us. It seems they want us to stay where we are so they can make good their escape with their loot. They promise to let the children go once they're safe in the woods.

 

Personally I doubt the word of such men and ask Noruinivien how she feels about the situation. She recommends an immediate charge. If they harm the children, it will be clear that the villagers were in no way in collusion with the bandits.

 

I confess this is not how I had regarded the situation but I think we can improve on Noruinivien's plan marginally. Pimm has already advocated showering the bandits with arrows, but that would definitely endanger the children.

 

However Aerin reminds me of her magic arrow granted by the mad old woman who so impressed Brand. Aerin claims it has been promised never to miss and I instruct her to one of the men holding the children. (The spokesman has several times looked back at this one man and I'm sure he's the real leader.) I advise that Aerin will shoot a single arrow and on its loosing, we will charge.

 

Aerin shoots and her target goes down. As we charge, the bandits all scatter among the hovels. I pick a lone archer as my mark; his arrow glances off my shield but another arrow from behind me puts him down before I reach him.

 

As I swerve my horse, Gimlu, toward the next bandit, a shower of arrows come out of the woods to the left. For a second, I think we've been ambushed, but then it's the bandits who start falling – the mysterious archers are on our side.

 

I fell my man with a single blow from my sword and wheel Gimlu onward. I spur him between the bodies of the bandit leader with Aerin's arrow through his throat and that of the other child, blood pouring from a wound in his neck. I catch the childkiller on the far side of the village but have no time to feel anger before my sword bites in to his arm, spinning him round.

 

Before I can land a second blow, he's hit again by a trooper riding behind me and to one side (did Noruinivien detail him to protect my back?) and then an arrow takes him in the back and he falls on his face.

 

As I rein in Gimlu, I feel real rage against the fallen man. Stabbing the child was a petty act and not even in his own interest. Had he not wasted time in stabbing the boy, he might have got away.

 

Looking round, I see Noruinivien slide from her horse on the far left while a lone bandit limps up the street to our right, an arrow in his leg. Knowing he won't get far, I lead the trooper westward, away from the road and among the hovels, toward the sound of fighting.

 

Emerging from in to a back street, we see two skirmishes. Directly ahead, two troopers are duelling ineffectively with a lone archer, while to my left a woman assails a bandit with a club. Punching the trooper in the arm, I point to his comrades while urging Gimlu left but before I can ride down my target, Ilvrin steps from nowhere and hacks the man down from behind.

 

I rein in Gimlu to avoid running down Ilvrin and take stock once again but it's all over. The third trooper finally put paid to the archer (who I learn was responsible for shooting Noruinivien) and the limping bandit we passed in the main street has fallen to Pimm's arrow.

 

The good news is that the child freed by Aerin's bowshot escaped unhurt. Unfortunately, caught in its victim's throat, the arrow broke as he fell to the ground but I consider that a small price to pay, whatever Brand may think. It slew the bandits' leader and saved the life of one child; one broken arrow, however magical, is a small price to pay.

 

One of the troopers has a nasty arm wound and a couple of the others have minor scratches but alas Noruinivien is dead. A dozen bowmen have emerged from the woods and set about ensuring all the bandits are dead. I see a couple of knives flash but I doubt whether they are necessary. All the bandits I see are dead or expiring.

 

I also recognise a face; one of these forest archers is Echadil, the girl shot by Brand in Pelargir the last day of March. It seems she made good her escape and has found some friends in the woods.

 

Knowing Echadil's politics and recalling someone remarking that many bandits are ex-supporters of Eldacar, I deem it prudent to ensure our troopers do not mix with the archers and ask Aerin to ensure each is kept busy with a full medical examination while Brand and I talk to the archers.

 

It seems Echadil made good her escape from Pelargir and has joined Bregven, an Ithilien ranger operating out of Minas Ithil, so he claims. Actually, from the state of his uniform, it looks like he hasn't seen a barracks in a long time and I suspect he's been operating out of these woods since the end of the civil war.

 

Bregven claims the archers are his rangers but I know Echadil is a town girl and it looks like he's trying to weld a bunch of potential bandits in to something approaching an auxiliary ranger unit. He's the only one in even the rudiments of a uniform. Still their aid was welcome and I tell him so. He replies that they had been tracking the bandits and were about to ambush them as they retreated in to the woods when we intervened.

 

He's more than cordial (though I wonder how he would react if he knew of my political connections) and invites Brand and I plus all our civilian friends to an impromptu banquet of a deer they will be roasting in their camp, on the edge of the woods just outside the village.

 

I note he pointedly omits to invite the troopers so my guess as Bregven's political leanings are confirmed, no surprises there. I accept with the proviso we allow the villagers to offer some courtesy but it turns out everyone is more than welcome to comply. I suspect the troopers are aware of Bregven's politics but lack Noruinivien's polarised viewpoint and are willing to live and let live.

 

Similarly, the villagers, while grateful for their aid, do not wish to openly associate with those who might be deemed 'traitors' by a jaundiced eye. I ruffle the hair of the hostage who lived, compliment him on his bravery and sense in making his escape when the opportunity arose, and give him a penny as a reward. He won't like his memories of yesterday but at least he should feel he bore himself well.

 

Dinner of roast venison turns out most welcome and with a mild, dry spring night, it turns in to a night of genuine merriment. I notice Echadil happily gossiping away to Brand and the others, seeming to bare no ill will for her arrow wound, which must still be smarting, I'd have thought, and is a far cry from the terrified child of three weeks ago.

 

From the few words I do overhear I feel Echadil is a little too free with her words and I do hope she learns the art of discretion before she gets much older – or she may not get much older.

 

Finally, as stars turn above us, it turns out that Bregven, Echadil and the others all worship an obscure local woodland spirit by the name of Hellmoren and they like to finish their feast with a little ritual.

 

A large goblet, brimming with an aromatic drink, is passed around the throng. Everyone drinks, though I keep a wary eye on Aerin and only take a sip after she passes it as suitable.

 

It's alcoholic, of course, but there's other things in there, woodland 'herbs' if I'm any judge and I feel very drowsy. Then everything seems to drift far away and before I know it I'm in a dream.

 

In the dream I see an old man, a classic Dúnedain. He stares with cold, hard eyes at some drawings in his hand. Then water begins to fall over the image. As the Dúnedain vanishes, he's replaced by a narrow man-made culvert from which gushes a spring. Standing guard over the spring is a slender girl of exquisite beauty dressed in a flowing blue-green gown that match her eyes. From her hands she pours water in to desert sands.

 

Then she fades and now the culvert is dry. Instead a team of labourers struggle to build a channel while in the foreground two overseers discuss a parchment. "We must conceal the location, else it will be too easy to divert the spring away from the city." The men then also fade from view yet their parchment remains, resolving in to the drawings perused by the tall, cold-eyed Dúnedain.

 

Beyond the Dúnedain it is now possible to make out another figure; dark and fell, her face is covered by a helmet and she is swathed in dark robes. On one hand glimmers a ring. As the vision fades, a single word fills me with dread, 'Adunaphel'.

 

We awake at dawn and I am only slightly surprised to hear we all had the same dream. Somehow no one seems eager to discuss the dream, instead we settle plans for the rest of our journey.

 

April 20th – 22nd 1441

We set out northward with our slightly reduced entourage. Noruinivien's body loads the cart, taking the place of food used on our journey. Bregven's 'rangers' parallel our course through the day and emerge at nightfall at our next stop, this time feeding us on rabbit stew, very tasty. No more goblets or dreams, I'm glad to say.

 

Taking leave of Bregven the morning of the 21st, it takes another two day for us to reach Minas Ithil. (Evidently Bregven is not anxious to report to barracks.) Luckily, from now on our journey passes without any event of interest and we reach Minas Ithil safely.

 

April 22nd 1441

Minas Ithil is a bit of a shock. This is my first visit to one of the great cities of Gondor; it should be a moment of awe and wonder but instead I am deeply disturbed by the sight of the shanty-town outside the walls. These are all refugees from Osgiliath. Beggars accost us until we pass through the gate to enter the town proper.

 

Minas Ithil is a wonder, but I find I cannot forget the wretches outside the walls. No doubt father would regard my feelings as reflecting a lack of 'political ambition' but surely not all those high-born can see the plight of the refugees and remain unmoved?

 

Tomorrow Brand must petition the Loremasters for us to see the 'The Herbal of the Haradan Kingdoms'. If it hasn't already occurred to him, I might also suggest he looks up 'Adunaphel' as if that dream from Hellmoren was a big hint for us to be on our guard, then I don't deserve the nickname 'curuhuan'.

 

I have a strange feeling that little will be straightforward. If the Loremasters will refuse Brand his direct request to see the herbal then I will have to wield the name of my father, even though I am hoping to be able to avoid the halls of the Halls of the Loremasters altogether, mindful of father's words regarding misdirection.

 

I have a feeling that a glimpse of the Herbal will become a favour to be repaid in kind. I would prefer the favour to be up front, so they let us see it after fulfilling some quest. I'm not sure it would be a good idea to owe someone in Minas Ithil an open-ended favour, though I am prepared to grant such a favour if it means saving Doronil.

 

Meanwhile I must get father's capital out of Toürthel's cloth business and I'm sure our companions have each their own agenda also. I wonder how Toürthel will take the news that father wants to withdraw from the cloth business? And what on earth do I do with the money once I have it, however little that might be?