[Toilday, 23 Sarenith 4708 A.R. continued]
The Reckoner
rushes in and smashes his war-maul into the purple worm’s thick chitinous
exoskeleton. But he’s not ready for its
tail stinger to whip around and stab him in the torso, simultaneously injecting
a toxin that turns his muscles to jelly!
Goldcape conjures ice spears that stab into the beast’s softer
underbelly while Yraelzin’s magic turns the beast’s exoskeleton brittle. Anorak tries to race in to aid The Reckoner,
but the severely wounded purple worm is too fast and bites the dwarf, shaking
him vigorously and nearly swallowing him.
But although injured and poisoned, The Reckoner has enough strength for
a massive swing that finally brings the beast down!
After several attempts,
Goldcape’s nature magic succeeds in drawing the poison out of The Reckoner’s
body. The purple worm’s corpse is
butchered in the vain hope that it carries swallowed treasure. Despite Goldcape’s warning that the worm’s
flesh is dangerous to eat, Anorak harvests seven pounds of its flesh.
[Wealday, 24
Sarenith 4708 A.R.]
The Harrowed Heroes wake to find powerful winds swirling ash and dust across the mostly-barren surface of the Cinderlands. But although it limits their vision and makes travel arduous, the wind at least helps keep the summer’s heat at bay. Rocky’s powerful wings are strong enough to manoeuvre despite the air currents, allowing Goldcape to fly high enough to spot a route around the volcanic cones that blocked progress the day before. After a few hours of travel, piles of stones arranged in rough pyramids begin to dot the landscape, with most topped with animal skulls. The pyramids, which serve as both signposts and warnings, appear more frequently as the group travel east into the area known as the Kallow Mounds. The Reckoner removes his helmet (a disguised symbol of the Red Mantis) and calls out that he and the others come in peace. Without warning, four Shoanti warriors wielding bows and wearing white, skull-like face paint emerge from hiding places around them. The Shoanti aren’t rude or hostile, but nonetheless demand to know why tshamek (strangers) come to the Kallow Mounds. Goldcape does the talking for the group, and the Shoanti warriors visibly relax once they hear mention of Thousand Bones and his deceased grandson, Gaekhen.
The Shoanti warriors, known as Boneslayers of the Skoan-Quah (Clan of the Skull), lead the travelers further into the Kallow Mounds, where hundreds of cairns mark the resting places of revered warriors and elders of every Shoanti tribe. Before long, the travelers see a small but permanent-looking camp: a few dozen yurts arranged around a fire circle. Several Shoanti look at the newcomers with a mixture of hostility and curiosity before going about their daily tasks. Sunning atop a cairn not far from the largest tent in the camp is a creature with a lion’s head and the body of a small dragon, but stumps are all that remain of its wings. Anorak recognises the creature as a dragonne, and one of the Boneslayers explains that it is named Wicked Claws, and now protects the Skoan-Quah after its life was saved by the clan’s chief during a battle with a bulette.
As the group are
returning to the camp, the sound of several horses galloping in can be
heard. A half-dozen Shoanti, brash and
young with tattoos very different than that of the Skoan-Quah, lead their
mounts into the center of the camp.
Their apparent leader, an intimidating, muscular brave, pulls the body
of a slain Shoanti from where it lays slumped over the saddle. Boneslayers silently accept the body and take
it away for internment. Seeing the
Korvosans, the leader of the newly-arrived Shoanti sneers and calls out for
Chief One-Life. “Why do the Skoan-Quah
harbor tshamek trespassers?” he says in the Shoanti tongue—which both
Goldcape and Ralph are able to understand.
But Thousand Bones responds sharply.
“Tell me, Krojun Eats-What-He-Kills, when did the Sklar-Quah become
judges of who trespasses upon the Kallow Mounds where the ashes of our fathers
lie?” Krojun snorts, “Your words change
the question, Thousand Bones. These ones
bring trouble to the Cinderlands, and you know it. The coming days shall reveal to us all who is
right about them.” “Perhaps,” Thousand
Bones replies. “But not today, and not
here. Would you have word that Berak’s
burial was tainted by bloodshed get back to your Sun Shaman?” Cords in Krojun’s neck strain, but then he
exhales and grins. “You misunderstand
me, Thousand Bones. My grief has wounded
my words. But see to it that no tshamek defiles our memories here.”
The match begins, and immediately Krojun begins to growl and gnash his teeth like a rabid dog to intimidate Ralph. But Ralph gives as good as he gets, insulting Krojun’s bad breath. The two begin to pull, their bodies straining while all in the camp observe. They’re almost evenly matched and every time one manages to gain a few inches, the other pulls him back. But Krojun is more experienced at sredna and has learned how to transform rage and frustration into raw strength—finally, Ralph is forced to give! But although Ralph has lost the match, he has gained respect. Krojun claps him good-naturedly on the shoulder. “Almost as good as an aurochs calf. Nothing to be ashamed about.” With a hearty laugh, Krojun reclaims his strap and returns to his kin to see to their brother’s burial.
As night falls,
Thousand Bones invites the Korvosans to join him at the center of the camp for
the Bone Council Fire. The rest of the
Skoan-Quah have retired early, leaving only Thousand Bones, Chief One-Life, and
the tribe’s most revered shaman, an elderly woman named Ash Dancer,
present. Only Thousand Bones speaks, but
Ash Dancer sprinkles the fire with a greenish-brown herbal dust, and the
resulting fumes slightly blur the vision and bring on a feeling of ease. Thousand Bones begins: “You have already done
my people a great favour by returning the body of one of our warriors. I sense now you come to me to ask something
in return, yet know that by asking for this, you are helping us all. The Skoan-Quah are a peaceful people, yet we
are also all but shunned by our kin. Our
willingness to mix with tshamek shames
many of my brothers and sisters in the other quahs. Only their respect for our tradition of
guarding and protecting the dead of all Shoanti keeps them from open hostility
against us. And thus, my words do not
reach their ears when I warn them of Queen Ileosa and her rise in power. They hear tales of the city in flames, of its
kind dead, of disease ravaging its people, and they see this as a just
punishment for a hated enemy. My people
do not see that a greater threat is growing in this turmoil. And now, you come to me with concerns,
seeking the aid of my people. Speak of
what you wish of the Shoanti, and perhaps we may find our needs are the same.”
Goldcape begins by
explaining that the Seneschal of Castle Korvosa is still alive, and believes
that Queen Ileosa has been corrupted by something she found in the deepest
vaults under the palace: the fangs of an ancient warlord named Kazavon, which
may be the same thing as an ancient Shoanti legend called Midnight’s
Teeth. Thousand Bones grows visibly
distraught when he hears the words.
Ralph provides a full recounting of how the Harrowed Heroes fought the
derro to recover Gaekhen’s body, discovered that the Queen’s own agents were
responsible for the disease called blood veil that swept the city and killed so
many, and how Rolth Lamm managed twice to escape justice for his crimes. Ralph raises the possibility that the group
has been guided on their path by forces seen and unseen—the divinations of the
Harrower, and perhaps the spirits of the Shoanti peoples. Thousand Bones nods with recognition and
expresses his appreciation, as the Skoan-Quah value a tale well told above
almost all else—for such stories can pass from mouth to ear across generations
from time immemorial into futures of unimaginable duration.
Thousand Bones
ponders for a long moment and then begins to speak again. “My people dwelt where your people live now,
not so long ago. We remained there for
many, many generations, but across the centuries my people have always kept the
lore of our ancestors in mind, passing knowledge to the new generations. Yet when Cheliax came to us with war and
drove us to the Cinderlands so many years ago, we fought. And died.
And many of those who died took this lore to their graves. The name ‘Kazavon’ is not entirely
unfamiliarly to me—it is a name associated with a great and ancient evil, and
many Shoanti believe to repeat such a name aloud is to preserve the evil. This, coupled with the deaths of so many lore
keepers, has sequestered the knowledge I suspect you seek in the minds of a
rare few: the Sun Shamans of the Sklar-Quah—the Clan of the Sun. They alone preserve the history of the
Shoanti time in the lands you now call Korvosa, but they do not readily share
this with tshamek . . . or fellow
Shoanti, for that matter. Yet . . . . if
you were to build your names among my people, to earn proper respect, even the
eldest of the Sun Shamans would agree to provide the knowledge you desire.”
Thousand Bones
congratulates Ralph for his fine performance in the sredna match against Krojun Eats-What-He-Kills, and says already
the group has begun to gain respect among the Shoanti. But much more would have to be done before a
Sun Shamans would share the truths entrusted to them by their ancestors. Thousand Bones proceeds to outline several
possible ways the Korvosans could earn respect, emphasising that no single
method will suffice, but no single method is mandatory either.
He begins by
relating the tale of Skurak, a legendary Shoanti hero. “Skurak was a great warrior and greater
traitor to the Sklar-Quah. He slew his
brother, a man of even greater courage.
To the Sklar-Quah, family is purity—crimes against family are the
greatest one can commit. Although Skurak
claimed the death was an accident that occurred while he and his brother were
hunting, others spoke of murder spawned of jealous rage. Skurak was declared a tshamek by the Sun Shaman and cast out. But before Skurak left, he said he would be
born again and return to his tribe.
This, he did. He went to the killing
grounds of great Cindermaw the Clan-Eater.
Skurak walked up to the beast carrying only his dagger. Without fear he dove into the beast’s mouth
and cut his way out. He returned to the
clan and declared he had been reborn, and had left his misdeeds behind in the
cleansing fire of Cindermaw’s belly. The
legend says the Sun Shaman accepted this and Skurak’s time as a tshamek was spoken of no more.” Thousand Bones says Cindermaw still lives,
and if his guests were to travel to the great worm’s killing grounds and
replicate Skurak’s deed, their legend would grow. But such a feat would need to be witnessed by
Shoanti eyes to gain veracity when the tale is told.
Thousand Bones
then relates a second possibility: if they can convince a member of the Sklar-Quah
to proclaim one of the Korvosans as his nalharest—honorary
sibling—then the Sun Shaman would surely see this as a sign they are to be
trusted.
A third option, he
says, is to secure the endorsement of a Truthspeaker—one who has lived many
lives without lie, and who achieves the gift of speaking only truth after
decades spent in chastity, self-control, and introspection. But, Thousand Bones says, he knows of only
one living Truthspeaker in the Cinderlands today—a man named Akram who lives
among the Lyrune-Quah (Clan of the Moon).
Next, Thousand
Bones speaks of the Thrallkeeper’s Mark, explaining how, in ancient times, a
caste of spellcasters his people remember as the “Thrallkeepers” kept them as
slaves. Although the Thrallkeepers are
now gone, some of their buildings remain.
Once such building lies in the Cinderlands, a dangerous acropolis some
Shoanti warriors enter to prove their courage.
Those who return are marked by their experience and known to be
powerful, lucky, or both.
Another means to
earn the respect of the Sun Shaman is more direct: to undertake the
Sklar-Quah’s Trial of the Totem and survive it.
This would be a demonstration of the travelers’ dedication and perseverance.
Finally, Thousand
Bones raises the idea of demonstrating bravery and prowess in combat by slaying
the long-standing enemies of the Shoanti and returning with trophies in the
form of their severed heads. Powerful
orcs, giants, dragons, and criminals known to the Shoanti would earn the group
esteem.
Thousand Bones
says he has no intention of sending his guests into the Cinderlands on their
quest alone or unarmed. He calls forth
four brave young Skoan-Quah Boneslayers—Ahalak, Hargev, Nalmid, and Shadrar—to
serve as guides and witnesses to the adventurers’ deeds. Ralph intuits that the way he and his allies
treat the Boneslayers is another, unstated, test. Thousand Bones then provides the group with
some gifts in the form of magical wands, potions, and pots of Shoanti war
paint. He concludes by saying the group
is welcome to stay in the Kallow Mounds as long as they desire, and to return
for advice and rest as needed. Thousand
Bones and the other leaders of the Skoan-Quah then retire to their yurts.
Ralph makes a special point of welcoming the Boneslayers and getting to know them; it seems that Ahalak is the speaker for the group and the Boneslayers specialise in destroying undead. Ahalak is quizzed about the distances to the locations mentioned by Thousand Bones. Ahalak says he and the others move slowly and cautiously across the Cinderlands, and for them, the Ash-Blown Lands (Cindermaw’s hunting grounds) would be six days’ walk, while the Thrallkeepers’ Acropolis would be about five days’ walk, with the House of the Moon (where the Lyrune-Quah would be camped at this time of the year) a little further on from it. The nearest location to the Kallow Mounds is the settlement of the Sklar-Quah—a place called Flameford. Ralph says he’s leaning towards challenging Cindermaw as a first step, while Anorak is inclined to visit the Acropolis. But for now, with the evening wearing on, the visitors settle down for a good night’s rest—knowing that, tomorrow, their real tests begin.
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