Chapter 1: "A Beginning"
"Kill them!! The womans screams shatter your thoughts. Kill the
Tormentors! Witness the signs - they are here for all to see!" Warm blood,
your own, lifeblood, trickles down the palms of your hands and down your
fingers. The womans mad glare strikes you hard. Worse than her screams is
the fact that the people around you begin to react to her pleas. The blood
flows from a score of wounds - the pain is intense. "Strike them down!!
Blood and roses!", the hag howls. How did you get into this mess? Your mind
races as the events of the morning flit across your mind.
The morning for Rubix started much like any other over the past three
years. Service to a patron as wealthy and influential as Sir Havenshaw is a
profitable venture, if not a bit dull. The Havenshaw estate near the south
wall of Port-a-Lucine sprawls for nearly two acres. By far the largest of
its kind in the whole city. The only structure in the entire domain of
Dementlieu to top it in terms of shear size is the cities own fortress in
the center of town. Not even the Temple of Ezra or Lord Governor Guignol's
estate could match House Havenshaw.
Henri Havenshaw made his fortune early in life when he took his small
mercantile company to the seas. He was only a young lad when
Port-a-Lucine's tiny harbor on the shores of Parnault Bay expanded to make
room for the larger and more profitable merchant schooners. At that time,
Henri stocked his huge triple-masted trading vessels with leathers, venison,
timber, fish and fine textiles - much the same as any merchant of
Dementlieu. But it was a stroke of luck when on a chance visit to northern
Lamordia he discovered the odd obsession those hearty people had for
potatoes and there were plenty of potatoes to be had in Dementlieu! Soon
the Havenshaw Mercantry ships were ploughing the stormy coasts of the Sea of
Sorrows bringing loads of Dimentlieu's tubers to the port of Ludendorf, then
inland to Neufurtenburg and even as far north as icy Martira Bay in the
domain of Necropolis. He wasn't sure what those people did with all of his
potatoes, all he knew was that the northerners couldn't get enough of them.
When Sir Henri Havenshaw arrived at his estate this morning accompanied by
his cabby Faulkenroy, he was in a frightful mood. The old man (he must be
in his nineties!) thrust his soaking tailed overcoat, black top hat and
gnarled walking stick into the ever-patient arms of Fosdick, his dwarven
majordomo. You could tell by the trail of thick mud from his leather shoes
as he stomped through the main hall that the master had been to the shrine
again. Every street in Port-a-Lucine had long been paved or cobbled and the
Governor made sure they were kept clean. Sir Havenshaw never visited the
fields outside of town and the only other place with that much mud was the
Ezran shrine in the city park.
Havenshaw was a pious man and loved his morning worship in the park. Even
in the foulest weather he would choose to worship at the public shrine
rather than waste his time with those fool jack-abouts at the temple.
"No!", he would often shout, "Those charlatans in town are merely pretenders
and there's no better way to run afoul of Ezra than to pay your respects in
that house of jackals. There isn't any other church than the true Church at
Mordentshire!" But why the foul mood this morning was still a mystery to
you.
Soon Agnus and Bertie were at the old man's side, waiting on his every whim
and offering any that he couldn't think up himself. "Get ya some hot tea,
suh? Warm ya right up it will!". "Heavens, suh, yer soaked to clear
through! You'll catch a deadman's cold if yer not more careful." The two
sisters were not as old as Havenshaw but they treated him as if they were
both his equal mothers. Agnus and Bertie rounded out the staff of house
Havenshaw which also included Faulkenroy, Fosdick and yourself, House
Captain -- otherwise known as chief of security.
Your chores are simple. Make sure nothing is stolen and no violence is
committed within the house or upon the grounds (except for the occasional
whack from Sir Havenshaw's gnarled cane). Three years of service to the
ancient entrepreneur has seen very little action. An occasional petty
burglar, a few busted raids on a shipment of goods, and once every month the
old geezer throws a huge celebrity social function in which everybody who is
anybody in Port-a-Lucine is invited over for dinner and you get the task of
making sure no theft or murder takes place! So far your record is perfect.
So far.
But on this particularly drizzly and grey morning, the old man had something
else in mind for your talents. "CAPTAIN!!!", he shouted as if you were
somewhere outside the city walls, "Oh, there you are! Stop sneaking around
like that, you're likely to scare the ghost out of me one of these days!
Now listen here, Captain. I've got a job for you. Faulkenroy took me out
to the shrine this morn', you know how I like to get there before the day
breaks, well, we took the carriage to the city park and all was just fine.
The constable had his men all in place and nothing looked out of the
ordinary. We rowed out to Isle d' Faux and when Faulkenroy helped me off
the raft my eyes saw the most terrible sight! The shrine of Ezra was
desecrated! Those beautiful columns had writing all over them, in blood I
think, and the slab was knocked clean over. Whoever did this must be
punished and severely! I need you to find out who did it." Sir Havenshaw
slumped into his favorite cushioned chair and clutched at his chest as he
finished speaking. The old man did not look well at all.
"That writing was like something I've never seen before", he continued with
a wheeze. "Get yourself over to the Academy and see if you can't find one
of them bookworms to go with you. Maybe they can help figure out what it
says. Here . . ." he handed you a fat purse that jangled healthily when
you shook it. "This ought to help convince someone to go with you."
"And you need to find someone to consecrate the place, too. I heard Dr.
Vilhelm say the other day that a holy man from the Church at Mordentshire
arrived last week. I don't want one of those local churchmen. I think the
good priest is staying at Beaumount Manor. I'm sure he'll go with you if
you tell him about it."
Then, as an afterthought, the old man threw a second purse at you. "Better
hire some muscle, too." he said before turning back to Bertie who was
pouring the noxious contents of a black bottle into a huge cooking spoon.
"You better not be thinking I'm going to drink that, you old crone. Now get
me my pipe and a glass of rum before I have Fosdick beat your kneecaps!"
Rarely had you seen the master of the house in such a surly mood. Thinking
you had better get this mess taken care of quickly, you grabbed a few
belongings, carefully concealed a cache of weapons within your thick woolen
clothes, snagged your collection of components for a few of your favorite
magiks, and headed out into the cold and gloomy morning.
As you walked the streets of Port-a-Lucien, you took a moment to breathe in
the sights and smells of your home town. The city housed nearly five
thousand people within its high stone walls and nearly half that many
farmers and fishermen lived outside them. The streets were wide and
cobbled, people strolled along without a hint of hurry while fine lacquered
carriages drawn by teams of jet black chargers from far-off Nova Vaasa
clopped by at a lazy gait.
The buildings were tall, two or three story affairs but were generally
quite thin and all pushed in tight together as if squeezed by titanic
hands. Iron lampposts decorated each corner, the haunts of criers and
harlots at both day and night hours. Merchants stood on the streets or next
to their shops selling all manner of goods from small wooden carts and
stalls. Flowers were very popular at this time of year to brighten even the
gloomiest of days. Wool clothes, fresh fish from the seas and venison from
the thick forests, were all for sale. The smells of fresh baked bread,
pastries, meat pies, hot teas and burning tabac could be smelled at each and
every turn.
But the most common commodity on the streets was the art. Oil and water
paintings, charcoal and chalk drawings. It seemed as if half the citizenry
thought they were master artists. Women and men of all ages and even a few
children showed off their wares; set in crude wooden frames, tacked to the
sides of buildings or rolled into bundles, art is definitely for sale in
Port-a-Lucien. Landscapes were most common, portraits and seascapes were
numerous, as well. Even a few brave artists dared to show off some of the
more bawdier works, defying the Governor's decree on decency.
The people of Port-a-Lucien were nearly as varied as the vendor's goods.
Rich aristocrats with long tailed coats and top hats, ladies wearing mellow
colored dresses and petticoats, high laced boots, wide brimmed frilly hats
and an occasional parasol walked freely among the poor beggars and middle
class burgioses. Those at the lower end of the social scale mucked around
in the gutters wearing mostly articles fashioned from burlap and animal
skins while the more common citizen wore fine wools or even cotton shirts.
It was only ten blocks to the Academy, a blocky stone fortress of a building
sporting five storeys of columned balconies and buttressed lead windows.
You looked upon the guarded entryway with a fair amount of trepidation as
the college was often frequented by members of the local Guild of Magiks.
You have always preferred to keep your arcane talents your own personal
business and certainly felt your identify, as well as the steep yearly
penance, was of no concern to the bunch of parlor tricksters and fat-headed
entertainers that comprised the groupÆs members. Unfortunately,
unregistered mages often found themselves at the hands of the Governor's
advisors or worse still, a patient at Dr. Vilhelm Mikki's Sanitorium d'
Chateaufaux.
Steeling your reserves, you strode past the two local militia men located
outside the front doors and entered the quiet, dark school. Inside, a
feeling of claustrophobia threatened as the very narrow hallways and wood
paneled walls seemed to close in on you. A thin red carpet lead the way
through the maze of corridors to the reception desk and kept you from
straying down one of the many halls, staircases or doorways alongside your
passage. The reception desk sat off to the side of a very quiet lounge.
Divans and stuffed chairs were scattered around the polished wooden floor,
hunting trophies of deer, elk and black bears adorned the walls while low
lit oil lamps hung to head height throughout the room and a huge stone
fireplace was lit with a small guttering fire.
You explained the purpose of your visit to the bespectacled, waifish, bald
man behind the desk who seemed to think himself more than the desk clerk he
really was. A look of poorly hidden disgust crossed the clerk's face as you
described the bloody handwriting you wanted deciphered. He then opened a
giant leather bound book and began shuffling through dusty pages. Finally
he looked up and told you that he had just the person for the job. And
since her tuition was past due, he would take her pay up front in advance.
You handed over a satisfactory sum in gold.
Another closed in hallway led you deeper into the building. Following the
clerk's instructions, you walked past rows of small cubicles. Each one
sporting a solidly locked wooden door and paned windows looking into the
room from the hallway. The rooms to your left also had a small leaded
window view of the outside. The rooms contained a small cot, trunk, writing
desk and bookshelf. Every one of them was occupied by a bleary eyed
student. Some asleep in their cots, others at their desks. Most were neat
and tidy with what looked like up to one hundred books all neatly aligned in
their shelves. Some, however, were complete disasters. Such was the case
when you found door number 32.
The woman inside opened the door for you with a suspicious gaze. Half the
books that ever existed in the domain seemed to be piled up here. Giant
towers of stacked books, papers, parchments and scrolls littered the room.
What's more, the scent of wolvesbane and holly assailed your nostrils. Even
a hastily thrown blanket could not conceal the pewter and porcelain dishes
and vials in the corner. This woman was more than just an ordinary
scholar. She had the look and smell of something a bit more arcane.
After introducing yourself and failing to receive the gesture in return, you
explained your predicament. No sooner had you finished telling of the
desecrated shrine when the woman wordlessly began packing all manner of
belongings into a sack. Uncertain of what to do or say next, you began to
tell the woman of how grateful Sir Henri Havenshaw would be and that a man
of such influence would be a good friend to have. However, before you could
finish, she interrupted you with a curt, "You're sure it was written in
blood?" All you could do was shrug.
The woman would have certainly lead the way directly to the city park
herself by the bent and purposeful way she headed down the street. You had
to grab her roughly by the shoulder to get her attention and explain that
you still needed to gather a couple more people before heading to the
shrine.
The city's own mercenary guild, where toughs and roughnecks registered in
hopes of finding a way onto the Governor's well-paid militia, was only two
blocks from the Academy. However, once you stood out front of the
oppressive structure with its iron fence and tiny, turreted towers, you
suddenly had a change of heart. Remembering a nearby tav you used to
frequent, you grabbed the woman's hand and headed over to Arbor House Drinks
and Smokery.
The atmosphere in the Smokery resembled sun-up on a cool day in the heart of
the moors. The smoke and haze from dozens of pipes and rolled papers was
blinding. The buzz and laughter from the many patrons drowned out all but
the loudest conversations. Nope, hadn't changed a bit. Still the same old
rack of dart boards on the far wall, still the same rough cut tables made
from fishing net spools snagged from the harbor. While most of the staff
had changed, Antoinette was still serving fish cakes and sour mash to the
many patrons and she was still as pretty as ever. And old Marcel was still
tending bar! With a wave to an astonished Marcel, you made your way over to
one side of the bar where a handful of silent and brooding men and women of
all shapes, races and colors sat nursing warm mugs of ale.
Faces turned to look at you expectantly and once eyes began to notice the
fairly fine clothes you wore, the looks suddenly turned to wide-eyed
stares. At the end of the bar a ceramic bucket sat; that bucket hadnÆt
moved in years. Reaching your hand in to the bucket, your fingers crashed
into a pile of cool, smooth wooden chits. Plucking one from near the bottom
of the bucket, you pulled the chit out and read the number written on it in
black ink. "Number 16!", you shouted above the din, holding the chit out
for all to see.
"Ah, for the love of the lich!", a sullen looking halfling moaned, "Why does
it always have to be the new guy?" The Smokery's odd-job lottery had been a
tradition at the busy pub for as long as anyone could remember. Those
patrons in the mood for a little off-the-cuff mercenary work could buy a
chit number from the bartender and wait at the bar for a person in need of
such "services" to stop by and pick out a chit. No questions asked, few
questions answered, quick and easy. The only rules were that the hirelings
had to buy food and drink while they waited for their number to be drawn, if
you left the tav the barkeep would remove your chit from the bucket, and
finally, once you finished a job you kept your mouth shut about it.
You knew that you could have just as easily found someone for hire from the
city's merc guild, but after years of patronage at the Arbor House and
watching the "hirelings lottery" you just really wanted a chance to try it
out yourself from the other end of things this time.
As it was, a broad shouldered dwarf with a wickedly decorated long sword
strapped to his back jumped off his barstool and hefted both a deep sigh and
a broad grin, all at the same time. "You got my number, buc,." he said
wryly. "Name's Pablo. What kind of price are we talkin' about for my
expertise?"
You hastily introduced yourself and explained about the desecrated shrine.
The dwarf just grinned and repeated himself, "How much?".
With a sigh of your own, you handed over a satisfactory sum in gold.
The three of you made it out of the bar and back into the gloomy streets. A
gentle yet frigid rain set in, and as you were adjusting your woolen cloak
you suddenly remembered that you hadn't introduced the woman who was
traveling with you. As you opened your mouth to begin the formalities, you
shut your jaw just as quick as it dawned on you that you didn't know her
name either. With a shrug you headed in the direction of Beaumount Manor.
The Beaumounts were another influential family in Port-a-Lucien. While not
nearly as wealthy as Henri, Jaqueline Beamount owned most of the potato
fields north of the city and controlled a substantial amount of forest range
used for hunting in the domain. What's more, Jaqueline sat upon the
Governor's Advisors Circle and her influence was nearly law. The Manor was
no longer a residence for any of the Beaumount family but served as an inn
and fine eatery for the upper class and visiting dignitaries. Knowing full
well the meager salary of those people of the cloth, you guessed that the
good father's stay here at the manor fell under the second category of
residents rather than the first.
The Manor was a two story wood framed house painted yellow with white
trimming. Green shrubs and well manicured bushes surrounded the plentiful
yard around the house and were, in turn, surrounded by a quaint, low, white
picket fence. A number of servants ran about in the rain outside the house
tending to a variety of chores while a handful of white-clad scullery maids
worked on cutting fruits and vegetables on the covered front porch. None
gave you even a second look as your trio made your way through the front
doors.
The common room was spacious and bright. Large bay windows on all of the
walls let in what light there was to be had from the overcast day. Tables
and benches were scattered about the room and one or two guests lounged
about in front of the blazing hearth. The inn-keep gave you a polite nod
from across the room. You were headed toward the inn-keep to ask if the
visiting cleric from Mordentshire happened to be in when a gentle tug at
your sleeve caused you to halt. Your hired scholar had your sleeve in one
hand and pointed to the near corner of the common room with her other.
Sitting alone in the corner and in perfect meditation was a young man
dressed in a traveling cloak and woolen breeches. A candle burned on the
table in front of him. The young man was fairly ordinary except for the
Ezran medallion clearly visible hanging from his neck and the fact that his
hands seemed to glow slightly with a bluish light.
Not wanting to disturb the holy man in the midst of his prayer, the three of
you walked softly to the table nearest him and sat down to wait. You didn't
wait long. With only one eye open, the priest regarded you with a look that
made you feel that he already knew why you had come. "Yes? May I help
you?" he said in a calm and even voice.
You found yourself explaining the purpose of your visit for the third time
this morning. When you finished, the priest sat and looked at each of the
three members of your group. After a moment, he stood up and rubbed his
hands vigorously. "Well, I hear the park is not far from here and I wanted
to pay the shrine a visit before I left for Mordentshire. Now is as good a
time as any." He bent over to retrieve a fully stocked pack and a walking
staff. "My name is Saladrin. Not Father Saladrin, or Your
Worshipfulness; just Saladrin." He smiled at each of you and began heading
out the door.
"I am very glad to hear that there is still some interest in the old
shrine." he said over his shoulder. "I would have thought most believers
would spend their time at the temple and not at some silly shrine in the
middle of a bog."
With your party now complete, the four of you headed across town once more.
The shrine was on the northeastern edge of town within the city park. Most
of the park was located in a sunken depression alongside the city walls
forming a small natural bog in its center. A tiny spurt of land juts from
the center of the bog where the Ezran shrine is located. A finely crafted
wooden raft was usually moored on the beach for the faithful to use in
reaching the shrine. Paved trails and walkways led this way and that
through the tall pine and willows surrounding the bog making a pleasant, if
not a bit smelly, escape from city life.
Deep in thought, considering your new companions and the task before you,
you didn't pay much attention to Magdelline who sat huddled in a vacant
doorway to your right muddling to herself. Maggie was one of
Port-a-Lucien's many unfortunates who fell short of a levy, tax or bill at
one point in her life. The Governor has little tolerance for those who
ignore their financial responsibilities. Destitution was the best one could
hope for in most cases. In other cases, death was the more desirable
outcome. Unfortunately and quite mysteriously, many of Port-a-Lucien's
homeless slipped into an even greater hell, insanity. It was not known why
so many of the city's poor lost their wits, it just happened, and Magdelline
was no exception.
A lone black Nova Vaasan charger harnessed to a flat bed cart carrying giant
bundles of long stemmed red roses headed to one of the many vendors in town
clopped along the cobbles on the street next to you. Its driver dressed in
thick grey wool and huddled within his cloak to escape the now heavy
rainfall. The park entrance was just visible three or four blocks ahead and
to the north when it happened.
Just as you passed Mad Maggie, crouched in all of her filth beside the
doorway to your right, she let out a spine-jarring scream. Startled beyond
the grave, all four in your party spun around and braced yourself for
whatever was upon you. Pablo's sword was in his hands and gleaming while
Saladrin held fast to his walking staff. But all that you faced was a mad
woman, her terrible glare and fading scream.
Unfortunately, the black charger was slightly more affected by the wail than
you and your companions. Rearing up on hind legs and squealing, the huge
horse thrashed in its harness sending the cart and its bittersweet cargo
crashing all around you. Pieces of broken cart and bundles of green leaves
and red flowers ploughed into you. Thorns and splinters cut deep. Hundreds
of sharp punctures riddled any exposed flesh and drops of your own red blood
began to flow while you stood or lay sprawled in front of a shrieking Mad
Magdelline.
"Kill them!!" The woman's screams shatter your thoughts. "Kill the
Tormentors! Witness the signs - they are here for all to see!" Warm blood,
your own, lifeblood, trickles down the palms of your hands and down your
fingers. The woman's mad glare strikes you hard. Worse than her screams is
the fact that the people around you begin to react to her pleas. The blood
flows from a score of wounds - the pain is intense. "Strike them down!!
Blood and roses!", the hag howls.
Mad Maggie is in a rage and her lamentations only increase as she points at
the roses scattered around the paving stones and the drops of blood dripping
from your exposed flesh. A half dozen random people from the crowded street
try desperately to calm the rearing stallion and help the poor driver to his
feet. The others in the crowd along the street simply stare at you, trying
to make some sense of what the woman is saying. Is she calling for your
deaths? Or is she ordering you to commit a murder? Who is she demanding be
struck down? "They have chosen you," she continues in a much subdued
voice. Pointing a crooked, dirty finger in your direction she says,
"Torture to the Tormentors!"
A band of six serious looking militia men are pushing through the crowd from
an eastern side alley a mere twenty feet from where you stand. What do you
do?