The Journal of Brother Solomon
Part
13
In
which we encounter an evil Chaos snake, traces of long dead monks and a
possible Thanatari Skull.
Waterday, Disorderweek, Earthseason, 613
Over
breakfast with the Dwarves, George asks what I know about the Maenonite Order; unfortunately I don’t know that much. They
were big in the Moon Age but were disbanded five or six hundred years ago.
Another monk of my priory once said they’d almost certainly backed the wrong
side in the Civil War. Rufus asks if that was with the Wraithe cult but he’s
getting his wars confused. The anti-Wraithe crusades were at the end of the
Dawn Age, whereas the Civil War was between rival factions within Moonguard at
the end of the Moon Age.
George
asks what the Maenonites were about – like we Cyriacs are focused on Spirit – but I’ve honestly no idea,
probably some aspect of Moon or Illusion. I can see what he’s getting at –
could they be necromancers – but I just don’t know. The only thing I do know is
that they all took vows of silence. Monks of many Orders do this on an
individual basis but the Maenonites made it a central
rule. Ariella suspects the Maenonites couldn’t
reconcile themselves with the new Moonguard
government and/or Duke but she’s heard they may have continued underground.
So
we say goodbye to the Dwarves, bidding them a safe passage back to Loonz. They once again thank Fatima for saving Hulkam. And we set off north.
By
mid-morning the trees are beginning to thin out and I’m thinking we’ll soon be
on the stony ground mentioned in the poem when George all of a sudden stops
dead in his tracks. I ask him what’s the matter but he’s just staring ahead,
smiling. I follow his gaze and find the object of his attention is a snake in a
tree, nine or ten feet off the ground, about ten yards away.
No
one likes snakes at the best of times but this one has two heads! May Azrael
save us!
George
seems completely enraptured but I’m not the only one who’s spied the threat;
Rufus draws a tomahawk even as I draw my dagger and we throw in unison. Alas
his throw goes wide and my dagger skips off one of the heads with a ching, leaving no wound. In return, that head spits acid at
me, damaging my new vambrace, while the other gives
Rufus a hard stare, making him sway on his feet. Argh! Chaos! Behind me, I hear
Ariella cast a spell but I don’t know if it works.
Clearly,
missiles and spells are not going to deal with this threat, so we draw weapons
and advance. Bitey is just ahead of me, glancing back
for reassurance that he’s not alone. Dewhurst is with us but from the way he’s
searching about I can tell he can’t yet see it – it is well camouflaged. I draw
my sword and cast Parry as I shift my shield to my arm. Behind us I can hear
Rufus and Ariella scrambling in the leaf litter but I’m not sure they can reach
it.
Acid
hits Bitey in the arm while the other head gazes at
someone behind me. Ariella shoots two arrows over our heads but both vanish
into the trees. Rufus casts a Disrupt but the snake doesn’t react.
Dewhurst
has now spotted the thing and his throwing axe hits a head. But then, close up,
I can see the camouflage pattern on its skin is moving and pulsating. Bitey halts, open-mouthed; I can feel it in my head too but
I shake it off and swing my sword, hitting its body, making it writhe in pain.
Good!
Bitey is enraptured by its skin. It spits at me again but I manage
to dodge this time. The other head stares hard at Bitey
but I’ve no idea what it’s doing. I’m vaguely aware that Dewhurst has halted
and is staring at it with a smile on his face, just like George and Bitey – so I’m on my own. I hit it in the body again – I
get more weight in this time, but I think its hide is tougher than it looks.
Then
Bitey shakes his head and he’s back with us but Dewhurst
is still entranced. Ariella casts a spell (she later tells me it’s Demoralise,
which hits, but it’s hard to notice any effect). The snake hits Dewhurst in the
helm with its acid spit and the other head gazes at Bitey.
Again I swing my blade but the snake is writhing and I miss – seconds later my
sword gets that sheen from Bladesharp (I later learn
that Rufus cast it for Dewhurst and me). But before I can use it again, Bitey swings his axe and the thing is dead!
Dewhurst
and George shake their heads and look around, blinking – it’s as if they’ve
just woken from a dream. The snake is thoroughly dead and doesn’t seem to be
regenerating. The Beavers are all for burning it but that skin, while no longer
hypnotic, might be worth something to a leatherworker. Dewhurst is the best
qualified but unfortunately the skin tears to shreds as he skins the creature –
well he’s used to butchering pigs, Chaos snakes obviously need more experience.
We burn what’s left.
We
carry on out of the wood but after a couple of hours Rufus complains that he
still has a headache from the snake incident. Ariella is the most competent in
Chaos Lore and her guess is that it’s a lingering effect from the thing’s gaze
attack. Of course, we can’t know exactly what it did but she says such effects
usually aren’t permanent. If the headache persists, when we get back to Loonz Rufus may need to visit the Luciferan
hospital.
By
now we’re crossing the ‘rugged country stone’ from the Poem. In the distance we
see hills ahead, stretching off to the left. The poem mentions bones and a
fort. Squinting in the bright sunshine, still hours away, we can just make out
a tower next to a copse. Rufus thinks the hills are taller to the west with one
that might be called a mountain if you’re being generous, though I’m sure
Ariella would disagree.
Then
a couple of the others spot that some of the ‘stones’ we’re walking over are in
fact bones! They look badly broken and are quite dry and brittle – they must
have been here some time. Rufus examines one and pronounces it human. He thinks
this might be a battle-ground from a century or more ago. Someone else finds an
old arrowhead, badly verdigrised. My guess would be
that this is where the Chaos horde overwhelmed the military might of the local
nobility, 130 years ago. But I could be wrong if the bones are yet older.
The
weather remains bright, clear and cold, perfect for walking, and we reach the
fort mid-afternoon. Close up, it’s clear it’s ruined. One tower has collapsed
completely. A second still stands to full height but looks decrepit. It’s three stories high but the top two are open to the
elements on one side [see sketch]. The top has a walkway without battlements
and is capped by a conical roof.
It’s
an odd place for a castle, right next to trees that must block the view for
defenders. Bitey wonders if the copse may have grown
up since but Rufus thinks the trees are old – they’re almost as tall as the
tower. Personally, to me the lack of battlements suggests it was built more for
comfort than defence. I’m from Grimpen, part of the Trollmarches, where functional defence has to be given
priority over material comfort. Clearly, whoever built this place failed to
recognise the proximal threat of the Chaos Zone. You’d think they’d have more
sense but let’s face it, sense isn’t a trait of the Selenite
mentality.
As
we approach we see the missing stonework from the tower has fallen in a heap on
that side, which means we’ll need to clamber over the spoil to enter the tower.
There’s also a sort of lean-to on the far side, which looks like a later addition.
We walk right round and find a wooden door that’s clearly more recent,
well-made and very sound – and locked. Rufus knocks but there’s no answer. Bitey is all for smashing the door in but George persuades
him to try the tower first.
Looking
around, we find tracks of booted feet from within the last week but it’s hard
to be sure on such stony ground. Dewhurst thinks the same boots went into the copse.
So
we have to scramble over the spoil heap to get in the tower. I seem to have
more trouble than the others but it’s easy once I get the technique right. From
the top of the mound we can see right into the middle floor, which is the most
open – nothing moves.
The
ground floor of the tower was once two semi-circular rooms but the wooden
partition wall has almost entirely rotted away. There’s a door on the far side
which must go into the lean-to. There’s also a stair spiralling up the inside
of the wall. Someone detects a trap right at the top of the tower (almost
certainly a comment on unsafe masonry) but it seems safe enough down here.
We
can’t hold him back any longer – Bitey axes the door,
which doesn’t hold out long. Inside the lean-to is a single room. Boxes are
stacked against one wall with bedding spread on the opposite side. The boxes
contain non-perishable foodstuff: smoked fish, salted beef, etc. There are recent bootprints in the lean-to, none in the tower. George
wonders if this might be Malotov’s lair – it would be
wonderful if we found him alive after all this time.
Up
the stairs, as expected we find less than half the middle floor left. There’s a
weathered wooden table pushed against the remaining wall but nothing else. I’m
no expert but I suspect it won’t be long before this and the floor above
collapse completely. I hope no one’s in the lean-to when that happens.
The
top floor has furnishings: benches, book shelves (but no books) and, strangely,
a robe hanging on a coat-rack. The robe must be recent because it’s not at all
weathered. What a strange place to leave it! Even stranger, it’s a monk’s robe,
similar to mine under all the armour. But these colours are a dark purple and
silvery grey, whereas my Order wears white. I seem to recall these are the
colours of the Maenonites – so it looks like
Ariella’s guess must be right, either that or some Selenite has become blessed
into thinking he’s a monk.
George
wonders if some remnant of the Maenonite Order may
have triggered the latest wave of Adrasteian
vengeance. Thinking about it, I’ve a nasty feeling the owner of that bedding
downstairs is more likely to be Ghaunadowr ‘the
Faceless’ (also known as ‘the Silent’), using the tower for his own ends.
There’s a trap door leading up onto the walkway but we leave it well alone
since Detect Traps hints it’s dangerous.
George
suggests we follow the tracks into the copse. It’s
still an hour to dusk so why not? It’s a very small wood, just twenty to thirty
trees of mixed deciduous type (trees aren’t my thing). It’s easy to follow the
tracks in the leaf litter and they lead us to a stone slab lying on the ground.
It kind of looks like a grave but it’s too big to be a fallen gravestone and
there’s no writing on it.
It
takes two but we lift the slab to find a wooden trap door beneath, but the
underside of the slab has runes incised – I recognise Death and Truth
immediately (Humakt’s runes), but there’s two others.
Ariella recognises Chaos, of course. Immediately I feel a cold dread come over
me – the last rune must be Darkness!
My
father was a bit of an after-dinner speaker but there were a few tales he liked
to avoid. I only heard him mention it the one time but in his adventuring days
he’d once been part of a team to take down a Thanatari
temple in Sunbury! He said it was one of the most difficult operations he’d
ever been part of. He said the sight of the runes always made him shudder –
Death, Truth, Darkness and Chaos! And he had nightmares about insane spirits to
the day he died!
Dear
lord! We’ve stumbled over a Thanatari Skull! May
Azrael preserve us!
The
runes are old and crumbling with age – Bitey thinks
they must date from the ruin of the tower. Dewhurst says the slab was last
lifted weeks ago, it may once have been the other way
up. We find no traps. The others want to explore. I confess I don’t but I have
a duty regarding the cure of souls so I suggest that I go down alone with a
torch to confirm whether this is a Thanatari temple.
If I sense any insane spirits I’ll come straight out.
In
the end they persuade me not to go in alone – and to be honest I don’t need
much persuasion, but I insist on going first and that everyone be ready to run
for the exit on my order. I lead the way with a lit torch. The stair is narrow
and goes down about ten feet but it’s still in earth rather than rock (obviously
why the trees have grown here in the first place).
At
the bottom is a tunnel, well made with robust wooden props but the Beavers think they’re old. It goes back toward the tower. George
thinks no one’s been down here for a long time.
We
follow it about twenty feet when I spy something that makes my blood run cold –
at knee-height to the right, in a niche, is a human head! I ask everyone to
retreat back a few yards while I examine it. I cast Spiritscreen
– it looks dead. I kneel down and bring the torch closer – and the eyes open
and look toward me! It’s alive! The mouth starts mouthing words but I lurch
back and away without trying to make out what they’re saying.
I
warn the others. Rufus wants to kill it and bind the spirit but that would be
foolhardy, not to mention immoral. Ariella suggests we mark the place on a map
and come back another time and she’s completely right. I’ll come back when I’m
a shaman! And for the moment we have a time-critical mission. We exit and drop
the slab back into place but anyone can see it’s been moved.
After
a brief discussion we camp in the copse at George’s excellent suggestion – I
wouldn’t like to find something horrible attacking us in a place where the only
way out is by scrambling up and over lose rubble. Since we really don’t want to
be noticed, we forego a fire so dinner is cold meat sandwiches.
We
set watches, of course, but the night is quiet – save for my midnight prayers,
and my dreams…
Clayday, Disorderweek, Earthseason, 613
The
weather is still bright, clear and cold, with little prospect for change,
according to Ariella. Like the weather, breakfast is cold but a brisk march
soon warms us up.
The
poem says we head northwest for one more day. Looking ahead, we’re pretty much
looking along the range of hills, especially that lone hill, bigger than the
rest, almost a mountain, some might say.
Initially
the going is a little rough, but then Ariella, Rufus and George spot an old
road paralleling our course a hundred yards to the right, which markedly eases
progress. This proves to part of a network of roads in a square pattern, which
is markedly unSelenite. The roads were very well
laid, which is why they still usable today – Dwarf laid, possibly? Actually Silverseam Dwarves have built a lot of roads, especially in
the Trollmarches, greatly aiding logistics. (Sorry
for the technicalities – this is what happens when you grow up in a family of Humaktis.) We pass occasional ruins, but these are little
more than foundations – honestly, there’s not enough to trip over. I wonder who
stole the building materials?
Despite
our angst, the day passes without event; aside from the occasional bird or
small game, the area seems bereft of life. The ground rises as we approach the
hills. The closest hill is probably also the largest. On the nearest spur is a
tor that looks remarkably like a low fort, complete with crenellations,
but on reaching it we see it’s entirely natural – a gift from Azrael’s Mother.
We find recent Dwarf tracks, which must be Dardak’s
team, from some time in the last week. From the top we have a great view all
around. If I recall the maps correctly, Prague is not far beyond the line of
hills blocking our vision to the north – I’ve heard it’s a very beautiful city.
Selenites have their faults but ugly architecture
isn’t one of them.
The
poem’s rhetoric isn’t entirely poetic license, for the tor does indeed look
like a crown. On the west side, one of the ‘crenellations’
is very smooth on the inner surface. It looks almost polished but when I run my
hand over it I can feel some sort of bas-relief. With some care I take a
rubbing – I can’t make head or tale of it and I wonder if it is just a natural
thing, like the tor itself, but then George and Dewhurst hold it up and point
out various features in our line of sight – it’s a relief map of the local
terrain!
The
poem says the rising Sun of Windsday should reveal
the old Dwarf mine – provided it’s the right week and season; we won’t know
until tomorrow.
We set up camp – if anything comes at us in
the night, at the least we’ve a superb defensive spot.