The Kinstrife

Part 25

In which we enjoy an invigorating fight with six automata left by Celebrindor in the Red House and Pimm suffers severe trauma; we plan an excavation and Aerin finds some letters and an enigmatic map.

 

June 20th 1441

I send a message to Zimrakhil (whom it seems Aerin knows, having stayed with him during her voyage south from the Raj), requesting an appointment later this week and Squire Gordacar confirms that I have an appointment with him this afternoon (it seems Umbar has a culture of afternoon visiting, which suits me), so we have the morning free again.

 

With Pimm’s advice, Brand and I draft a letter to Governor Telemnar explaining the circumstances of Celebrindor’s death and that his estate is forfeit to the Crown. We apply for possession or access to his estate in Umbar as ‘interested parties’. With remarkable speed, Pimm receives letters of authority which, as he puts it, means ‘we can do whatever we want’ with the Red House (though Brand’s reading of the text indicates we are to enter, secure the premises and make an inventory of the contents, pending disposal by the Crown.

 

Armed with official authorisation, Pimm, Brand and Aerin go direct to the Red House (‘to see if the back door was left unlocked’ as Brand puts it) while Ilvirin and I visit Esgaliel, the lawyer who handled the conveyancing, in the hope that she can tell us where to find the keys. Regretfully, Esgaliel can offer no help. Celebrindor seems to have left no paper trail and Esgaliel knows nothing of the keys after having given them to Celebrindor.

 

Ilvirin and I return to the Red House to find the front door well open and suffering a gash which definitely wasn’t there yesterday and looks like the mark of an axe. Fearing the worst, we find the other three taking lunch nearby, with their eyes on the door.

 

It seems it’s not quite as bad as it looks. Finding everything secure and too impatient to wait for us, they hired a locksmith, who apparently just knocked out the lock (so much for finesse). It was as the locksmith pushed open the door that he ducked under an axe swung from within!

 

Pimm says he saw an armoured figure inside and shot it with his crossbow, upon which it withdrew in to darkness. They’ve all been waiting for our return as they believe dealing with armoured axemen is the work of a nobleman.

 

So, borrowing Pimm’s shield, I cautiously lead Ilvirin and Aerin inside the house, rapier drawn. Brand utters a Word of Power and I feel my step quicken, which is just as well, as things turn out.

 

As my eyes adjust to the gloom, I quickly see the figure. It stands, menacingly, in the hallway. I briefly wonder if it’s Celebrindor’s butler or housekeeper diligently defending his master’s property but something about the mechanical way it steps forward and swings the great-axe tells me it’s not alive. Metallic clanks echo as it moves.

 

With my rapier conferring the advantage of speed, I hit first but my point skitters off the breastplate, while I knock aside its blade with the shield. We trade blows like this before I disarm it. By this time Ilvirin has joined me, which is just as well as I can hear similar clanking from the doors to our right. I manage to get my point deep inside it and it shudders, even as it retrieves its weapon, and then Ilvirin removes its head.

 

At this point, I hear further clanks and two more automata advance from rooms to our right. I engage one, immediately disarming it. It starts groping for its axe but I can’t seem to land a killing blow (not what a rapier is intended for). Brand joins me as Ilvirin goes for its companion to the right.

 

In a somewhat comedic performance, I repeatedly disarm ours only to have it retrieve its weapon before Aerin gets the opportunity to steal its axe away, whereupon it turns to fisticuffs. We keep inflicting light blows, neither Brand nor I seeming able to get our weight in to a hit. With a heavy heart, I hear more clanks coming from the stairs – three more automata are advancing on our rear!

 

Thankfully, Ilvirin downs hers hers and she and Pimm spring forward to take on the three at the bottom of the stairs. Luckily, though very tough indeed, they seem ponderous and inaccurate; Pimm and Ilvirin hold the line long enough for Brand and I to finish ours.

 

We turn to find Pimm slumping from the floor, blood pouring from a scalp wound. I leap forward to prevent his automaton from hewing his body or assaulting Aerin as she stoops to tend him. As I twist my new opponent’s axe from its grasp, Ilvirin downs her third.

 

Again my automaton retrieves its axe but on the second disarm Aerin steals it away as Ilvirin smashes hers. At last I land a fair hit and then Ilvirin lands the killing (dismantling?) blow. Ilvirin has accounted for five of the six automata, a remarkable effort. Brand advises that although heavily engineered, they are magical in nature. I imagine they must be quite expensive, though what their value might be now I couldn’t say.

 

We pause to catch our breath. None of us are hurt save for Pimm who is seriously wounded but Aerin staunches his bleeding and within minutes he’s conscious. She announces that he will be fine in a few days but for the moment he should avoid all strenuous activity. So Pimm guards the stairs while the rest of us open the shutters and search the house.

 

The hallway and all ground floor rooms have been stripped of furniture and even the carpets removed. The kitchen is in good condition, though it hasn’t been used for a while. Brand observes certain marks made by tools in the hallway, indicating that Celebrindor intended to excavate but was unable to follow through before having to leave for Minas Ithil.

 

Upstairs, one bedroom is full of boxes and crates, another is an empty bedroom. The last room is a bedroom apparently pressed in to service as a dining room, no doubt in anticipation of excavations rendering the downstairs untenable.

 

So it seems Celebrindor’s interest in the Red House was entirely limited to the buried cellars it inherited from the Calenal house that burned down in 1402. Brand elects to attack the marked flags with a crowbar (he’s always equipped to appreciate architecture in his own unique ‘hands-on’ fashion) while Aerin sorts through the lumber-room.

 

Brand lifts a flagstone to reveal earth, packed but soft. To excavate further will need a tarpaulin to protect the remaining flags, spades and a wheelbarrow to carry away the spoil.

 

Meanwhile, Aerin has uncovered some interesting documents: an unmarked an unscaled map of what looks like a cave system with plans for a large four-story building and some letters received from a correspondent in the Raj, dealing with Celebrindor’s enquiries about Sharg, a local warlord, whom Brand recalls from Bergil’s alta-parma.

 

So it looks as thought a lot of digging must be done but I must away to change my shirt and visit Squire Gordacar.

 

Leads to be followed:

Dig up the cellars of the Red House – and repair it afterwards

Talk to Squire Gordacar

Inquire after Perhaladin – might be a cult for Ragnor

Plan a visit to Earnil’s Tower on Tol-Cirya

What is the significance of Warlord Sharg?