Winter Holiday

Report in Atyari by Dominic Newman dated Freezeday, Fertilityweek, Darkseason, 607

 

Prologue: up to Clayday, Disorderweek, Darkseason 607

With Ingrid taking Sam Braun’s family to Moonguard, back at the Consulate we have to suffer Doommaster Castiel Stardust throwing his weight around. My feeling that he is seeking to set up the Consulate as his private Skull is growing. Presumably he’s waiting for the moment when we can dispose of Sam Braun’s Assassin associates, after which he’ll bring in a full priest, at which point he’ll be Doom Lord or even High Priest of Dark Truths with the power of the Spiritis Punitis behind him.

 

But I can’t pay much attention to that. My purple beechwood is due tomorrow; once it’s blessed by an Earth priestess my team can ride down to Walnut Manor and destroy the rabbit’s foot still strung around my neck.

 

On top of that is the matter of Alison Sander’s death. I frankly used her and allowed her to be cursed by the rabbit’s foot – a curse of which I’m mortally afraid of myself. If I’m not suffering the attentions of the Luciferan spirit of reprisal I should be. I think long and hard about the matter and then visit the Hospital and tell the duty Healer just that.

 

Obviously I can’t go in to details but I freely confess I acted in a manner that result in Alison being cursed, as a result of which she died. The Healer seems a little bemused by all this and says she will have to approach a Physician. This will take a day or two so I promise to call back in a few days.

 

Then on top of everything else I get a message this morning couriered by pigeon from Moonguard, in microfiche. I’ve never had one of these, they’re relatively new, a message written using Smallsee on a tiny piece of parchment the size of your fingernail attached in a little bronze canister half the size of a thimble. It’s too small to read but the postroom has a Smallsee matrix.

 

It reads, ‘Dominic & Co, meet me in the Selenite Church in Hoebottom ASAP. You and Harlequin in great danger; situation changed – Moonguard contacts & research; you need my advice, be safe, Ingrid.’

 

Well Hoebottom is only a day’s ride and it certainly seems urgent. Ingrid has asked for ‘Dominic & Co’ so it seems advisable to go mob-handed; I recruit the familiar team of Roxanna, Jack Hoebottom and Mukula N’Kunde.

 

The Briefing: Windsday, Disorderweek, Darkseason 607

Neither Jack nor Harlequin are at all at home in the saddle so I sign out the consulate wagon, a very nice vehicle indeed. I remove the triangular pennons bearing the Nuncio’s arms and we set off. It is a chilly day with a continual drizzle that soaks you through. Jack seems petrified at the thought of damaging such a handsome vehicle and his driving is so overcautious that we might have made better time walking. But, as with last time, he seems to get his eye in after lunch.

 

I’m unable to match Mukula’s effortless skills in the saddle but he’s happy for us to ride together and teaches me a few words of his tongue. I think he’s surprised to find how quickly I pick it up, but then languages are my forte.

 

The only highlight on the journey is spying a small herd of deer at the edge of a copse fifty yards away late in the afternoon. We all take a shot and between us down three does. Jack’s Peaceful Cut spell and Mukula’s superb butchering skills give us three deer hides and some prime venison to sell in Hoebottom – and fresh meat is always welcome in Darkseason.

 

So we arrive in Hoebottom. We park the wagon and take rooms in the George and Dragon before strolling over to the Selenite church.

 

A priestess greets us; I give my name and ask if Ingrid Lunt is expecting me. We are shown in and, while the others lounge on pews, Harlequin and I find Ingrid in the sacristy.

 

She relates how in Moonguard she’d taken the opportunity to ask around. It seems no one has sanctioned Castiel’s recent activities and no one is quite sure what he’s up to. His Stardust relations are distancing themselves from him.

 

Then Ingrid produces a piece of velum with a beautifully drawn up will. It’s in Harlequin’s name and gives his uncle Castiel as sole heir – it’s dated Deathweek, just a fortnight’s time! Harlequin suddenly looks like he’s chewing lemons. I almost feel sorry for him.

 

Then Ingrid turns to me and says that the ritual to destroy the rabbit’s foot as given to me by Castiel is incomplete and would in fact destroy me! According to Ingrid I’m still missing some crucial ingredients: sulphur and Moondust I already have and the purple beechwood should be available for collection on my return but Ingrid reckons I also need hair from a goat or broo (a goat’s hair should be no problem); the shavings from cards or dice owned by a Nemesis runelord (the Nuncio or Sam Braun spring to mind) and some white ferronite!

 

What on Orenoar’s tits is ‘white ferronite’?

 

Ingrid explains that it’s a mineral of no particular value except in some obscure alchemical rituals (which apparently is what the rabbit’s foot ritual is). She found a survey in the Moonguard University School of Geology archives. Apparently a few years ago someone spotted white ferronite in a cave and drew a map – it shows the cave to be a few day’s journey to the northwest of Freetown near what looks like a settlement called ‘Caesar’s Palace’. I know the geography of Moonguard and Freetown well and that of Freiburg less well but I don’t recall any conurbations in that area.

 

It seems Castiel, having used Harlequin and myself to gain a share in Sam Braun’s casino, intends to dispose of both of us. I’m to expire while trying to destroy the rabbit’s foot and if Harlequin survives that caper Castiel will doubtless shop him to the Ma-Fearans. Ingrid will either be forced to follow his lead or she’ll probably be sever-spirited, or poisoned, or even killed by the Spiritis Punitis

 

Ingrid makes the pretty obvious point that all our lives are in jeopardy, Harlequin’s most of all. She recognises that for me the priority must be to destroy the rabbit’s foot so she advises me to pursue the ingredients for the nonce.

 

Ingrid suggests my team and I set off for Caesar’s Palace to get the white ferronite. While we’re away from Moonguard she has a plan to deal with Castiel by which she intends to lure him out of the Consulate while getting Sam Braun to tip-off his Ma-Fearan connections – the would-be biter bitten!

 

That sounds messy and I’ll be glad to be well out of it but once its over Ingrid intends to arrange disposal of the higher level Ma-Fearans and says our job will be to dispose of Johnny ‘No-Nose’ Difronzo and Louis ‘Two-CrossbowsAltieri.

 

Back at the George & Dragon we discuss the situation. I explain that the situation in Freetown is getting ‘political’ but to dispose of the rabbit’s foot we need more ingredients, one of which is white ferronite and that the only source of white ferronite is apparently a cave in the middle of nowhere.

 

I offer Roxanna, Mukula and Jack 50s each to escort Harlequin and I to the caves at Caesar’s Palace and all three happily sign up right away – employment seems scarce this season. We can expect the trip to be uncomfortable at this time of year but it shouldn’t actually be dangerous – we’re not carrying 24,000s this time, after all, and we’ll be about equidistant from the Trolls and the Chaos Zone, which are the primary threats at this time of year.

 

But Roxanna and Mukula both raise the point that I’ve been given the line of ‘what you know is wrong, this is the full ritual’ twice now. How do I know that Ingrid’s version of the ritual is the right one? The answer is, of course, that I don’t, but I’ve worked with Ingrid for a couple of years now and I trust her judgement in this. If she wanted me dead she needn’t be so underhand. Trying to verify things further would take more time and frankly time is a luxury I can’t afford. Obviously the ritual will not happen this Moonday but the sooner we get moving on this the sooner I can get shot of the thing.

 

Of course none of us have any idea what white ferronite looks like so we need advice. The dwarves at High Ho would be happy to advise for a reasonable fee. It’s also possible to go overland from there via Soho and such a route would keep us well away from Freetown.

 

But both Jack and Mukula express unwillingness to go through the Viking village of Gung Ho on the way and after my experiences at Fiscal’s party last summer I’d be happy if I never saw another Viking ever again. It would also be impractical to take the consular wagon overland.

 

So we decide to return to Freetown and take the river road westward before crossing via a ferry and striking north. Luckily, while Harlequin and I were talking to Ingrid, the lads managed to flog the venison and hides, which offsets our expenses nicely – this is good because I don’t want to put in an expenses claim which could leave a paper trail for Castiel to stumble over.

 

Preparations: Fireday, Disorderweek, Darkseason 607

The return to Freetown is uneventful and the wagon is returned to the stables by mid-afternoon (Jack again warming up quicker on the return journey).

 

I decide to take advice from an apothecary named Flaven Basetop. He’s never heard of white ferronite but he takes a shilling to look it up and tells us to come back in two hours. While he’s bent over his books I renew my membership at the local library and make my own researches.

 

White ferronite is a pale powdery mineral resembling rock-salt in texture forming face-centred cubic crystals. It reacts with certain acids…blah, blah, blah. I don’t have the time to get a degree in stone-lore (face-centred cubic?) but I get enough to be able to confirm Basetop’s information.

 

And Basetop sounds like he may have a copy of the same book but he freely offers a sample in a glass vial. For a second my heart leaps – perhaps our quest is unnecessary? – but then he says it’s not white ferronite but only something that looks very much like white ferronite.

 

And my heart sinks: so there’s a mineral that looks pretty much like white ferronite but is not white ferronite? So how do we tell the two apart? Basetop happily says the application of a certain acid causes white ferronite to bubble and form an orange goo – (I hate it when they get technical?) I ask if we can have some of this acid and sure enough he whips out a robust-looking vial of liquid and rings another 3s through the till. I suspect I’ve just paid over the odds for some vinegar.

 

Finally I gain a leave of absence from Ingrid, who is making a credible impersonation of a harassed underling deluged by too much work, covering the forthcoming Thanatar High Holy Day this coming Godsday.

 

Winter Camping: Moonday, Disorderweek to Freezeday, Harmonyweek, Darkseason 607

The weather is remarkably mild as we leave Freetown in the early morning. The first two days we follow the Moonguard road along the south bank of the river. Then the morning of Freezeday of Harmonyweek we pay the ferryman sixpence each to cross the river and strike due north.

 

Caesar’s Palace: Waterday, Harmonyweek, Darkseason 607

Waterday greets us with rain and we spend most of the day soaked. Around midday we find a river has shifted its course since the map was drawn and it takes a couple of hours to cross the waterway foaming with cold winter rain. Luckily it’s still not too cold but Jack seems to have taken a chill and starts sniffling during the afternoon.

 

The joys of camping in the wild outdoors are truly dampened and we’re all wishing for a warm, dry place to lay our blankets. So when the trail emerges from the trees and we spy a log cabin on a low hill a few hundred yards away, we’re all somewhat cheered to see smoke rising from its chimney.

 

The map tells us this cabin must be Caesar’s Palace. Palace it certainly isn’t but it’s welcome nonetheless and we spur our horses forward, eager to find shelter from this persistent cold drizzle.

 

As we follow the trail along the beck to our left, we see a wide sandy expanse to our right leading to a low hill almost exactly due east of the cabin, separated from it by a plantation of conifers. The hill has what look like two caves in its face. I feel an urge to search the caves immediately but common sense tells me to wait for morning.

 

Then Mukula grunts and points out a couple of strange marks in the sand. They mean nothing to the others but to my eyes they look like wormcasts, which I saw on a beach at Copperhead while waiting for the boat to bare me back to Lüneport – of course, those wormcasts were the size of my finger; these are as big as a house! Something moves in the left hand cave. Yes, wait for morning!

 

As we approach the cabin we notice several dogs around it. The cabin is large, suitable for a family, set on an islet amidst a boggy fen nestling in a loop of the beck. It’s probably easily defensible but we see nothing that might be a threat.

 

The dogs start barking, of course, as we reach the conifer plantation. As we follow the beck up the east side of the bog, a door opens and a large shield emerges. The owner of the shield proves to be a muscular man bearing a quarterstaff in his other hand. (Presumably he drops the shield when he wants to actually hit someone.)

 

He challenges us but the fact that the only weapon currently being brandished is Mukula’s javelin (because there’s nothing else to do with a javelin except hold it) quickly convinces him that we’re no threat and he readily agrees to offer hospitality provided we agree to lay aside our weapons at his threshold, to which we all consent. (I’m so wet and cold I’d have probably agreed to lay aside my left foot in return for a dry bed and warm food.)

 

He leads us in and introduces himself as Caesar Romero. He lives out here with his wife, Carmen, and their children, Nalia and Miranda – must be a lonely existence for the girls. As well as the dogs outside, there’s another four inside, including a massive hound even larger than me.

 

I find Caesar most affable. He offers us a vegetable stew as we steam gently in front of a roaring fire. In return Jack services his tools and I write a letter for him to Caesar’s aunt Gertrude, who still lives in Hoebottom. Caesar asks what brings us so far away from civilisation and I’m happy to tell him we’re on a quest for white ferronite, which we’re told lies in a cave close to his house, perhaps one of the two caves in the hill to the east?

 

Caesar nods sagely but warns us that since our map was drawn the caves have been occupied by a Chaos slimepriest with the colourful name of Retcher Vomitman. Caesar says Retcher doesn’t bother him as he sees him as some sort of ally. Caesar then demonstrates that he can spit Chaos-slime and at this point I notice his eyes are those of a cat’s! Caesar is a chaot! Suddenly I find myself seeking a hidden agenda. You can’t trust chaots, not unless they’re in Thanatar, and not even then if they’re Thanis or Atyaris!

 

Caesar tells us he never wanted his Chaos features, though they can prove undeniably useful and one is the reason for his affinity with his canine friends – and I thought he was just a good dog-trainer! It seems he was driven from his original home in Hoebottom when the Vikings of Gung-Ho got wind of his afflictions.

 

He mentions that Retcher has a ‘monster’ and I ask if that’s the thing or things in the sand? Caesar confirms that there are giant worms and we would be wise not to cross the sands (which means climbing down the brow of the hill on a rope) but the monster is something else. Caesar’s only glimpsed it the once but what he saw had both claws and tentacles and one of its heads was that of a wolf! Well happy day!

 

We ask if Retcher is a broo but it seems he’s a man and his only obvious Chaos features are brown skin, like Mukula (but I don’t think his is Chaos) and ram’s horns - well great, rolling heads, now there’s a coincidence!

 

I don’t like this. Slimepriests have only one aim in life, to spread Chaos. We have nothing he will want but I really don’t want to indulge in violence with a Slimepriest in his own midden with, probably, more than one monster fighting on his behest and slime on his weapons.

 

With that Caesar bids us good night. We will sleep on the floor of his hall watched by his dogs, one of which is Caesar’s allied spirit (an iron-shod quarterstaff stands in a corner). Despite his affability I cannot totally relax under Caesar’s roof and sleep with my dagger close to hand.

 

Slime: Clayday, Harmonyweek, Darkseason 607

But we all awake greatly refreshed and only Mukula was disturbed when a hound licked his face in the night. Over a breakfast of bread toasted before the fire, we debate how to approach Retcher. Caesar himself says Retcher occasionally calls on him but Caesar never visits the caves. When we express doubt about the sands he freely lends us a rope. And we set out on foot. Jack’s sniffle seems to have gone.

 

We had originally considered trekking over the brow of the hill from the north and climbing down the steep southern face of the hill to reach the caves without crossing the sands but I find myself uncomfortable with the thought of abseiling directly on top of a Chaos slimepriest’s stronghold. Instead we do the civilised thing and hail him from the edge of the sands, thirty yards from the nearest cave.

 

There’s a short wait and someone emerges but it’s a woman with no obvious Chaos features. She asks us our business (amidst bragging how Chaos has enhanced sexual athletics for her and her husband) and I tell her we seek white ferronite, which is rumoured to be found in her cave. She withdraws to consult with her husband but warns against crossing the sands and bangs her staff on the ground three times before retiring. We wait.

 

Retcher emerges a few minutes later. His description matches Caesar’s verbal portrait but I notice that while his skin is as brown as Mukula’s, no one could confuse the two. Retcher looks like a white man painted brown and there is no nobility in his features, though he has a certain charisma.

 

I reiterate our quest, and Retcher promptly responds that if white ferronite is in his cave it must be his so what do we have to offer in return? I reply that we have money but he probably has no need of this and Retcher nods agreement. So I ask him what he wants?

 

As I feared, all he wants is to spread Chaos. He offers to let us search his cave in return for each of us drinking his slime and taking away more with which to poison the well in Freetown. I feel the power of the rabbit’s foot upon me when I reply that we will not poison the well but my companions and I will drink his slime.

 

We fall to arguing about this. Jack and Mukula are with me but Roxanna would rather abstain and Harlequin argues outright that we should attack immediately, “We can take him!”

 

I feel we probably would win the fight but we know he has the sandworms and at least one monster within his caves. Furthermore, if he hasn’t smeared Chaos slime on his weapons he probably doesn’t deserve the title of slimepriest. So if we fight I see not all of us walking away and some of the survivors with Chaos features. Better to take the Chaos features without the violence. Jack and Mukula agree. So does Roxanna but she still won’t drink the slime.

 

So we declare that three of us will drink the slime and two remain outside but Retcher shakes his head. He wants five mugs of slime to be drunk. If two decline, others must drink twice.

 

We discuss things further. Drinking it all at once means only one chance to gorp, which is the main concern for all. Both Mukula and Jack are willing to drink a double dose; it seems unfair for them to risk more than me so I tell Retcher that the three of us will each take a double dose and that the extra is to buy good will on his part, to ensure his monster does not interfere.

 

Retcher agrees and his wife brings out a tray with three wooden flagons. Ugh! The stuff stinks and I have to hold my nose but somehow we all gulp it down without throwing up. (Now we know why he chose ‘Retcher Vomitman’ as his nomme du phlegm.)

 

Then there’s a shrill scream from Mukula that ends in to a gurgle as he starts collapsing to gorp! Horrified, I call to both Thanatar and Demosthenes for intervention (I need Mukula for the ceremony) but both turn a deaf ear. Dimly I hear Roxanna also intoning a call to Gowrie.

 

Then abruptly Mukula stops screaming and his jellifying form returns to normal. Jack sinks to the ground, his skin so pale he looks almost transparent. Evidently he too called for divine intervention, but Neibelung heard him! Mukula owes Jack a drink – I think this has left Jack’s spirit fearfully drained.

 

But then the Chaos features start sprouting. Mukula, now completely solid again, sprouts a long twisting horn from his forehead and suddenly his mere presence menaces. Jack, on the ground with his back to the rock and gasping for air is suddenly wiping his brow with a tentacle instead of a hand.

 

And I suddenly get the feeling that I can afflict others at will. I don’t know what I can do yet but I’m sure I will learn soon. And then a burning sensation starts to spread over my skin. Suddenly I know I don’t like this and I summon the power of the rabbit’s foot. The burning sensation fades to be replaced with a sense – an innate knowing – that I can assume another’s form. It would take days and I will need to learn to employ it effectively, but I’ve a feeling my future career will involve infiltration.

 

I help Jack to his feet, noticing a very faint fizzing noise and a pungent odour from his body, not unpleasant, just strong, then suddenly he’s scrambling out of his hauberk; his sweat is attacking the bronze of his armour!

 

We turn back to Retcher. We’ve kept our side of the bargain. He sneers that we are now free to enter his cave and he will do nothing directly to harm or hinder us. I remind him that the extra dose of slime was to purchase good will. He returns that he thinks his monster can handle anything we have to offer. Maybe that’s so and maybe not, but I make him realise that even if his monster wins it will prevent us spreading our Chaos abroad. Reluctantly, nay, sullenly, he agrees. He vanishes in to the cave only to emerge a minute later to tell us that his monster is hidden away.

 

So we light a couple of lanterns and enter the cave. Even with the lanterns, seeing is difficult. There are occasional torches but even I, used to the dim lighting of the skulls, find things difficult. Nameless faeces cover the floor and the whole place stinks of slime.

 

We pass a passage to the left, immediately after which Mukula calls a halt. Careful probing with his sword reveals a pit filling the left side of the passage, covered with a woven mat and disguised with filth. Evidently Retcher’s good will is a very limited quantity.

 

Further down we pass another passage to the left and then we see some sort of chamber but as I step forward there’s a whirring noise and I feel a sharp pain in my right calf. I’ve tripped a cord made of sinew and a vicious little blade sprang out of a crevice in the rock, slicing through my cour boulli. I bind the wound as well as I can; it’s not serious, just painful.

 

So we move forward in to a natural cave about twenty-odd feet across. I immediately start searching the walls for seams of pale rock but Mukula makes a clicking noise and nods toward the middle of the chamber; slithering across the floor come Chaos rats. Almost instinctively I use my new-found ability and feel something pass from me to the nearest rat, which promptly falls behind the rest. Interesting, looks like I have an innate binding.

 

It takes a minute of hacking and stabbing in near dark to dispose of the rats, none of which land a bite. The chamber proves devoid of white ferronite so we exit through the left-most of three other passages. After two dozen yards we reach a side passage to the left just before our passage turns right. Listening carefully, we make out unnatural and rather disturbing noises coming from round the bend. Thinking this must be where Retcher keeps his monster, with barely a word we turn left.

 

A dozen yards later we find another chamber, slightly smaller than the first. A familiar noise makes us look down and we find more rats. This time we’re outnumbered and you never know when a Chaos rat will have a seriously nasty Chaos feature so I cast Bladesharp on my sword as we go in. I don’t know if the others do the same but this time we despatch them all in seconds – except that Mukula establishes some sort of rapport over his. Oh, the joy of Chaos!

 

And then real joy! A streak of pale rock shows through the gloom. I chip a lump off and test it with Basetop’s acid. It fizzes and leaves a dark residue that looks orange to me, albeit by lantern-light. I chisel off some more and pack it away and we leave the way we came, taking care not to fall in the concealed pit. I watch out in case Retcher has reset his trap.

 

So we stand at the cave mouth. We could call Retcher to ensure his sandworms don’t bother us, or we could all sprint for solid ground thirty yards away. But it seems sensible to climb up the rock face and return over the hill. Roxanna climbs easily and with the rope we all get away without incident. (Actually Harlequin nearly falls but just manages to find a toehold in time.)

 

As we trek back to Caesar’s Palace it begins to sink in that Jack, Mukula and I have just undergone a life-altering experience. We are now chaots! Though from their words I suspect Mukula and Jack may already have been chaots, yet now they both bear very obvious chaos features – in Mukula’s case, very obvious indeed.

 

I myself am now chaotic. Never again will I seek passage by sea and I must be careful when traversing the Hoe Downs. I’ve read that Chaos colours your very thought. Will I start to think differently? We shall have to see but I must tread carefully. Thanatar is the least chaotic of all the Chaos cults – it’s the only Chaos cult not associated to Chaos. My Chaos features may enhance my career but there must be those in Chancery and the other skulls who would be suspicious – doors may open, others may close.

 

We collect our horses and ride off. Caesar seems amused but hardly surprised at the changes to Jack’s and Mukula’s appearances.

 

Return to Freetown: Moonday, Harmonyweek, Darkseason 607

We have no encounters on the way home and the weather is thankfully benign. I take the opportunity to stop at a farm along the way and relieve a nanny goat of her beard. That just leaves a dice or card belonging to a Nemesis runelord. We reach Freetown by the evening of Moonday, Harmonyweek.

 

Entering the consulate, I discretely enquire after Ingrid and I’m told she’s taken to drinking after work at the End of the Road so, of course, I invite the team down there for a drink.

 

Buying drinks for all of us at the bar I spy Ingrid and Edith at a table by themselves. On joining the two women, Ingrid sadly has to break the news to Harlequin that his uncle Castiel was murdered only this morning on the streets of Freetown. No one knows who did it but she’s already advised the town council that the Duke of Moonguard takes the matter very seriously and expects the culprits to be apprehended and sent to Moonguard to suffer Ducal justice. Harlequin looks so happy.

 

Ingrid’s Brief: Godsday, Harmonyweek, Darkseason 607

The next morning at work Ingrid gives me as much of the full story as I want to hear. She’s pretty sure some senior Ma-Fearans killed Castiel, now we have to deal with the assassins ourselves. She’s called in a favour from someone high in Moonguard to deal with Murray Lombardo.

 

My task is still to deal with the lower initiates, Johnny ‘No Nose’ Difronzo and Lonnie ‘2 Crossbows’ Altieri. Ingrid has their address and has had them tailed for the last week. They’re not overly bright and tend not to change their route when making their way home from work in the early hours of the morning. Ingrid wants all the assassins taken out the same night so none can warn the others. She believes this will be the night of Waterday next.

 

That evening, once Difronzo and Altieri are at work, I walk along their route home, seeking the right spot for an ambush. It doesn’t take too long to find a convenient alleyway. It takes longer to perfect the plan.

 

Harlequin will be on the roof of a building adjacent to the alley. He will signal Mukula and Jake who will be stationed out of sight around the corner at the far end of the alley. Meanwhile Roxanna and I will conceal ourselves behind some bins. When the two assassins enter the alley, Jake and Mukula will seal one end, Roxanna and I the other, then we loose a volley of missiles, Jack hits them with a shade (Chaos!) and we close to finish them off hand-to-hand. Then we load the bodies in a handcart and dump them in the sewers.

 

The Hit: Waterday, Deathweek, Darkseason 607

Everything goes like clockwork. Roxanna and I hear Difronzo and Altieri talking loudly at least half a minute before they reach us so we have plenty of time to cast spells. They enter the alley suspecting nothing.

 

As Roxanna and I close their rear, Jack and Mukula are already shooting. One slumps to the ground, clutching his chest. The other hops back, apparently only grazed by Mukula’s javelin. I put a quarrel in his thigh and he falls over too.

 

I’m still expecting a shade when Roxanna glides past me, holding a dagger poised to strike. It looks to me as if she’s trying to assassinate him but her technique is flawed and she winds up just gashing his shoulder. I step forward and thrust my shortsword through his eye.

 

The rest is straightforward. I remove the missiles from the bodies while Roxanna searches them for valuables (we get a few shillings each). We then throw them on a handcart as Harlequin shins down a rope. Five minutes later Roxanna and I are keeping watch as the other three drop the bodies in sewers in Tannery Lane, where they probably won’t be noticed until they’re really ripe.

 

More Preparations: Clayday, Deathweek, Darkseason 607

The next morning I tell Ingrid our problem has been disposed of. She reports success at her end too. I ask for remuneration for my accomplices but it seems the Ducal pocket, despite the vast sums coming from the Casino, can only stretch to 40s each! I think this is a little paltry and make it up to 100s from my own funds.

 

It seems the way is clear for the ritual this weekend. I formally request that my ‘never use fire’ geas is lifted temporarily and Ingrid herself summons the Vox Sancti. It’s a horrible feeling stating my petition; the gaze of the Voice of God, manifest as a hornéd silver skull with eyes glowing purple, seems to go right through me, but my request is granted.

 

Of course I still need one more ingredient. The Nuncio refuses to co-operate, point blank, but Sam Braun needs to hear the good news about the Ma Fearans so he must be a good bet for some dice or a pack of cards.

 

Sam is delighted to hear that his old associates have ‘left town’. He doesn’t seem to realise that they may have left this frame of existence and I see no reason to disillusion him. He’s already looking forward to getting his family back, though I advise this probably won’t be until Sea Season next year.

 

He’s happy to give me dice – I offer the excuse that I want a memento of the affair. I now have all the ingredients but the purple beechwood still needs blessing from an Earth priestess, which I purchase for 5s at the Mercer Market Hall.

 

(Incidentally, the Mercer Market Hall is guarded by a Great Troll – this is what happens when the up-and-coming generation have never experienced a Troll raid. Before the Timestop Trolls regularly raided Freetown or Moonguard most winters. But of course the Zorak-Zoranis lost tremendous face and possibly more than 90% of their numbers at the end of the Timestop. Because of this, there’s been almost no trouble from Trolls in the last 25 years, with the result that people are getting blasé. Mark me, there’ll be a reckoning.)

 

And finally I visit the Luciferans to ask after my penance – privately I’m disgusted with their attitude, typically Lightbringer, ‘money makes good’, but they don’t even set a decent price on the girl! The physician mutters ‘recent initiate’ under his breath before pronouncing a ‘good will’ donation of 100s to her family can discharge my debt.

 

I tell him to transfer 500s from my dwindling funds held in the Luciferan hospital but mere money isn’t really the issue. I acted in a manner contrary to Alison’s weal and as a result she died. Now I’m not about to beat myself up over the affair and I acted according to orders but you would think a cult like Lucifer would at least use the opportunity to secure some service of benefit to the community. Somewhere between Lightbringer materialism and Viking vengeance lies a happy medium.

 

But at last we’re all set bar the travelling.

 

The Ritual: Moonday, Deathweek, Darkseason 607

We ride south on Fireday and camp a few miles north of Walnut Manor. We have no encounters. The weather is cold but fine.

 

We take our time the next morning but by lunch we’re in place in a wood a mile away from Walnut Manor. We watch it all afternoon and spy just two Broo who occasionally leave a stone building close to the graveyard to wander the compound, like sentries, though they don’t seem particularly alert. Smoky Broo – some of Graalhist’s coven, but miraculously there’s no sign of Graalhist himself. I begin to feel some sort of confidence.

 

An hour after dark we slip quietly down to the Manor and appraise the building. We wait for an hour, hoping to pick them off individually as they emerge, but the Broo don’t emerge at all after dark so obviously we must carry the fight to them.

 

After a brief whispered discussion, Jack summons a shade within the building. Twin screams announce success and Jack pulls the shade out. Roxanna kicks down the door.

 

Within we see one Broo cowering in terror while another in the middle of the room reaches for his weapons. We loose a volley of missiles and he goes down. He does not get up. I suspect Klute had already intervened for him when the shade struck.

 

We reload our weapons in the doorway and shoot the second Broo still cowering in the corner. Naturally Klute brings it back but Jack, Mukula and I make short work of the creature, though not before it hits me with some sort of curse.

 

A quick reconnaissance confirms that Walnut Manor is ours. There’s a few clouds about but the low mountains are breaking them up and the Moon shines bright and clear.

 

I light the fire, we chant, we burn the ingredients and the rabbit’s foot is destroyed in a flare. I, and the World, are free of a curse. I pray for Alison’s spirit to find rest. We burn the building with the Broo bodies.

 

Next morning the Broo’s curse causes all my teeth to fall out but the weather is fine and we take our time getting back, arriving at Freetown Freezeday, Fertilityweek. I pay Jack and Mukula the balance of their wages; they’ve earned it! I enquire at the Luciferan Hospital if the can surgically reinsert my teeth but then I find my Chaos feature can make them grow back, with a little practice.

 

Now I shall surprise the mandarins of Chancery by making Doom-master, probably in the summer.

 

Character Profiles

Roxanna Mendoza: an enigmatic dancer originally from Silversmith’s Circus. Now unemployed and afflicted with a cursed ring she has grown to seven feet in height, impairing her qualities as a dancer, but she seems strangely adept at stealth. I also observed her attempt what looked suspiciously like an assassin-style attack but this was on a victim who was himself an assassin.

Sebastian Stardust/Harlequin: an Atyari posing as a Gowrie entertainer, involved in a possible coup by his uncle, Doommaster Castiel Stardust. Both are related to Alvin Stardust, Doomlord of Starkenberg Skull and Cassandra Stardust, whom Castiel described as his sister-in-law.

Jack ‘Black’ Hoebottom: a journeyman Neibelung blacksmith.

Mukula N’Kunde: a Zebrarider, initiate of Big Dada.

Ingrid Lunt: a Thanatar Doom-mistress and supervisor of the Freetown Consulate.

Alison Sanders: a Luciferan initiate, now dead.

Mad Jim Wheeler: he may be what he says, a Selenite Runelord, or he may be something else, but he eventually turned on his own men, killing two Selenite soldiers; when confronted in the Circus, he Shadowported away; he’s still loose and very dangerous.