For the last three days Yiskoz Mountain has been the landmark
the heroes have travelled by, over the dusty steppe of North Head Acres. Three
days march over the steppe, out of sight of running water since Five Eyes. The
company moves slowly, circumspectly, alert for strangers and ready to conceal
Aelfwyrd and Enfrew behind the white cloths that mark those in need of Chalana
Arroy's protection. Not that these would deter the most ardent Chaos-fighters,
the devotees of the Storm Bull, should they be possessed of a divine headache.
The steppe is an open place, seemingly deserted. The sky is large, the winds
fierce, the ground barren, and even in Sea Season water is scarce. After three
days even the bedraggled oasis of Horn Gate beckons like a metropolis.
Horn Gate from the hills. Not that we saw it from this angle.
Horn Gate reveals itself in layers. First seen are the camps of the Bison Tribe,
the current lords of the oasis' vital wells. Surprisingly for Sea Season there
are many folk still in camp, when they might be expected to be grazing their
herds in outlying pastures. The Bison folk watch the arriving warriors impassively,
ready for any trouble.
Beyond the Bison encampments are the first wells, and the plantations of the
oasis: dates, grain and grapes are grown here. Farmers toil in the sun; in the
shade of trees thin mules and donkeys chew listlessly on scraps of straw. It
is quiet here, save for the chirping of cicadas and the heroes' footfall on
the dusty path between the plantations. Both the farmers and the livestock ignore
the outlanders: they have seen too many come and too many go, and they know
their own lot regardless.
The houses of the oasis folk begin scattered around the plantations,and
then there is a wall of white stone which herds the main cluster of
buildings towards the hills that drop into the western side of the town. The
poorest are little but dried mud thatched with palm fronds, and the best
crumbling mudbrick with small open courtyards. Stick-thin children with
over-large bellies play in the dirt and carefully avoid the grim strangers
that march past their door. There are no streets, sometimes no clear way to
pass, but all ways lead to the centre of Horn Gate: the ancient ruins.
These stone buildings are shunned by the oasis folk. Only the cults that
have made Horn Gate a centre for worship dare dwell in them. Here is a small
temple to the Earth Goddesses, and a shrine of Chalana Arroy. It is to this
place that the heroes have made their journey, and to this place they
have arrived.
Their arrival has been foreseen, and they are bid welcome to the
shrine's forecourt with water, sherbet and dates. The White Healer Korlmar herself
receives them, a woman renowned for her shrewd, some (from a safe distance)
say arrogant, nature, but a woman also possessed of an aura of compassion that
subtly disturbs the Humakti.
"Gods praised you have found your way to us once more," Korlmar the
White says. "If you desire sanctuary, the Goddess grant it. If you desire
healing, the Goddess grant it. If you desire succour, the Goddess grant it,
for you brought our sister Brenna to us, whom we treasure like Life itself."
Jamal is first to reply. "Greetings white lady, honour to you and your work, we have
some who may have need of your services. But I for one am anxious
to become re-aquainted with our former ten thane. How fairs Brenna with you ?"
"She fares well, yet time is needed to soothe all her hurts," replies
Korlmar. "At the moment she is drawing well-water, but she will be here
soon."
Enfrew approaches Korlmar with respect. "My friend Aelfwyrd and I
have been infected with Chaos by a vile Lunar sorcerer. Is there
anything you can do for us, or has our time to meet Humakt come?"
Korlmar turns her attention to Enfrew and, glimpsing the mishappen head
under its hooded cover, quickly controls a look of revulsion that
crosses her face in a spasm. "This is a difficult task, but not an
impossible one." After inspecting Aelfwyrd's sores she mutters some holy words
and gazes into the third distance for a short time, chewing thoughtfully
on a sprig of Hla-oad leaf.
"This is an unusual thing, but not unheard of - I have seen it before.
The empty magic has transformed you, yet not left you tainted by the
pre-dark. You are stung by the pre-dark, yet its poison has not been
injected into your flesh - do you understand? We can heal these wounds, but
it will not be easy and it will hurt you a great deal. The rituals will
take some time - for two days we will annoint your bodies with oils
made of soothing herbs and chant words of power. On the third day we will
invoke the Grace of Chalana Arroy and she will remove this blight from
you.
"There are faster ways of effecting a cure, but they are more
dangerous. Unless you have an urgent need to press on, I suggest you forget
about them and entrust your comrades to us for three days. The rest of you
may find residence in one of the ruins here, perhaps. Hospitality would
bid me welcome you under our roof, but the presence of so much Death at
a time when we look to Life would displease the gods."
Aelfwyrd had been unusually quiet and rather distant during the trip to
Horn Gate, his only exertion the daily training rituals.
Yet as the White Healer speaks of Death the Far Walker blinks as if
awakening from some deep trance, once again strange words form in his
throat
"For the Lord is coming with fire, and his war-carriages will be like
the storm-wind; to give punishment in the heat of his wrath, and his
rage is like purifying fire"
And holding out an arm of his filth soaked robes the Kargani's eyes
widen with fear "He is clothed in a robe washed with blood: and his name
is The Word of God"
Breathing hard Aelfwyrd falls silent once more and returning to his
stupour barely acknowledges the talk of ritual healing.
Then, inviting the heroes to stay and finish their refreshments,
Korlmar leads the other healers inside to begin preparations for treating
Enfrew and Aelfwyrd.
For three days Enfrew and Aelfwyrd are tended by Korlmar and her
assistants. The Herewardi and their hangers on stay encamped nearby in one of
the better ruins, spending most of their time drilling and repairing
their kit. Each day Brenna visits them to bring food and water, and
passes on news about their comrades.
They ask about the unusual presence of the Bison tribe, and are told:
"The oasis folk of Horn Gate have always been enslaved by the nomadic
tribes who war for control of the oasis waters. Three years ago the Bison
tribe drove off the Impala people, and they have ruled here since. They take
first use of the oasis waters, and graze their herds nearby during the lean
summer, and sometimes take refuge during bad Storm seasons. This year
has been a drought, so even in Sea season they stay close to the water."
As the Legion arrives in Horn Gate, the senior Humakti have noted its layout and points of tactical interest. When
the others set up camp near the healers, Hrolf has a quick discussion with Dori, then sets off with Hughie
and Angus for a quick survey of the area.
Everywhere is a choke point in Horn Gate - the paths through the oasis
are narrow and surrounded by dense foliage, the houses within and without
the walls are strewn in random confusion, and the ruins are are a broken
mess. The walls of Horn Gate are not in the best condition, but might be a
useful light defensive line if the inhabitants could be motivated to defend
themselves.
Brenna dresses simply in a white linen shift, and carries herself
modestly and humbly. Her duties for the healers appear to amount to no more
than carrying water from the wells, preparing food and cleaning.
Evidently her previous association with Death has not been 'washed away' in
the sight of the healers, for she has no part in tending the sick, or
even preparing herbs or bandages. She appears pleased to see the company
of her old comrades (although obviously disquieted to see the Uz).
However, her placidity makes it difficult to initiate any conversation, and
she frequently seems distant or slightly confused.
Hrolf is aghast to see Brenna in her current state,
despite his conviction that Chalana Arroy's path is as
pure and true as Humakt's. Clearly Brenna has been
marked by both gods; the burden of such a fate must be
terrible. He maintains a respectful distance from his
former Ten Thane.
Dori's heart sinks as she realises that her old friend
is nowhere near recovered from her injuries:
physically, perhaps, but not mentally. Clearly, her
hopes of going to Brenna for advice and support will
have to be abandoned. Still, she can put that problem
aside for now, and deal with the more immediate one.
If Brenna needs her help, in any way, she's going to
get it. It seems likely that what she most needs is
healing and time, and there will be little or nothing
that Dori can add there. But it could be worth checking...
For now, she talks to Brenna when she can, carefully
avoiding the subject of her injury and subsequent
conversion. As she knows all too well, reliving
painful subjects can be traumatic, and Brenna does not
seem to have the strength for that yet.
And then, when she has the time to spare from training
the new additions into something resembling a team,
she plans to go back to the main temple to see Korlmar, or
whoever else can tell her about Brenna's recovery.
After all, while it must be obvious to anyone that
"vague" and "placid" are not normally characteristics
of a Humakti Ten-Thane, they never knew her before,
and may not realise just a great a change of
personality this is. If there is anything she can do
to help Brenna regain her old edge: merely steering
conversation towards or away from certain topics, or
something more difficult, then she intends to try.
During the conversation Brenna seems distant and not altogether there.
Perhaps she is bored and missing life with the Temple, but she doesn't
ask about it or any of her old comrades. After some time and gentle
questioning Brenna finally opens up a little, and confesses to feeling "confused"
and in the "wrong place", but doesn't know what to do about it. She says that
Korlmar has said that this feeling will pass.
Brenna's memory appears to be more or less ok - she remembers who
people are, where they fought together etc - she's just not very interested in
that line of conversation and it is hard to keep her on it...
Dori approaches Korlmar to enquire about Brenna's condition. As she
speaks she is aware that the words she has chosen imply a criticism of the
White Healers that she did not intend. No matter, the words are said now, and
before she can explain herself Korlmar, looking displeased, says with
conversation-ending finality that there is nothing wrong with Brenna
that time will not heal. She then takes her leave with a certain degree of
haughtiness.
Lying in the shaded ruin during the day and upon his byre at night Aelf
is feverish, drifting in and out of consciousness. Yet without fail his
eyes snap open when any venture close, healer or not. Worse still when
Korlmar arrives to monitor his progress Aelfwyrd becomes agitated,
murmuring prayers of warding under his breath; prayers to his Lord, to
Death.
Deep in the night, as the heat drains from the sand Yrsga is belly down
on the roof of a nearby ruin carrying out a watch of her own. Trying
and failing to find a comfortable position amongst the rubble she eyes
the restless figure of Aelfwyrd lying atop a byre.
Finding no succour from the Little Death he slips out of his bedding
and walks away from the ruin and into the night. Prostrate under the
black sky the Far Walker kneels on the sand and prays to his Lord. Speaking
aloud the same questions over and over he seeks rhyme and reason for
his fate.
No answers are forthcoming and after an hour the Far Walker is silent.
Hanging his head he plods painfully back to his byre and tries the
Little Death once more but to no avail.
Atop the ruin Yrsga watches the scene unfold but remains quiet. Her
face full of sadness she glances back where the Herewardi are camped
before settling down for the remainder of her night watch.
She returns to the rest in time for the Dawn Muster, and Dori stops her as she goes to rejoin the others.
"How is he?" The Ten-thane's expression clouds as she hears Yrsga's report. "That's going to be a problem.
I trust the White Ladies to heal his body, but his soul?" She shakes her head.
"If Kargan can't answer Aelf's questions, what chance have I got? Well, no doubt we'll cope with it between us."
During the the hot and painfully bright days, Geran hides in the shade
of an old building. He must get back to Pavis soon, to rejoin his
sister, her bodyguard and his enlo band. Not that he misses anyone
particularly, but he is unsure what they'll do left on their own too
long. He did give instructions to Kogad to seek out the Mazar clan if
she needed help, but who knows what she thinks.
During the nights, he keeps an eye on Aelf, sometimes sitting beside
him, sometimes sneaking after him in the heavy shadows when he leaves
his bed. The large uz worries for his friend but senses that he needs
to be alone and so refrains from his usual exuberant hugs and other
physical expressions of his feelings.
It is a frustrating few days for him, worry for his friend, worry what
Kogad may be up to and the new situation of what to do with all this wealth.
When he is not stalking Aelf he keeps to himself and his followers,
uncounsiously avoiding Dorinda and the other humans from the Cradle.
His sleep is often disturbed by the sharp sound of their weapons as they
practice their skills and he is constantly hungry. One night, he takes
his band out into the welcoming shadows outside the town to hunt. To be
one with the dark again, only the sounds of the sighing winds and the
occasional screams of frightened prey. He does not return the next day.
Geran doesn't see much of interest whilst he's out hunting, but on the
return journey he sees some behaviour that makes him scratch his head.
A large group of 'oomans stand around one of the large holes in the
ground with a muddy bottom that serves as a well. There are some animals too,
many bison and two mules. One of the 'oomans is cowering in front of the
others, who beat him and shout at him in a strange language. He is dressed
different to the others - he must be an Oasis man, the others Bison people. They
appear very angry.
The well, in happier (wetter) days
One of the Bison men steps towards the mules and mutters something,
then with a quick slashing movement cuts their throats. The beasts' blood
spurts into the dust, and their breath mingles with the wind. The cowering man
begins sobbing and yelling, but the Bison people simply club him into
unconciousness and begin watering their animals at the well.
Geran waits in the shadows for the Bison riders to leave then walks
over to the unconcious man and picks him up gently. His friends take as many
of the mules as they can mamange before they all set off for their
building in Horn Gate.
The sun is getting high by this time so the uz make themselves
comfortable while Geran makes sure the man looks comfortable. As the
feasting starts he leaves to find Dorinda.
"Dorinda", he bows slightly and seems more relaxed and confident than
in a long time. "I found man, hurt by Bison people. Killed his mules."
"They're starting fights? With traders? Odd.... what've you done with him, taken him to the healers?"
Then she sees the battered figure nearer the entrance.
"Oh. Right. Well, at least you didn't eat him, I suppose that's something. Let's take a look."
To human eyes the trader is obviously not an Issaries merchant, but an
oasis farmer. He is not badly hurt, but bruised and concussed from the
beating. When he sees the fearsome death-marked warriors tending him,
the farmer starts babbling in fear in his own language.
Dori ignores the fear-stricken babbling for long
enough to assure herself that the farmer isn't badly
hurt, then turns back to Geran. "Just a local farmer,
no-one important, and he's more scared than hurt. No
wonder they beat him, he's certainly no warrior."
Used to treating Humakti, she can't quite hide her
contempt for the pathetic bleating he's making over a
few bruises.
"We may as well take him up to the Healers, since
we're going there anyway. You just got back in time,
didn't you? Aelf and Enfrew should be healed by now.
We can go and get them."
She looks round the rest of the group. "Who's coming? Yrgsa, Korol, Janeera... anyone else?"
Vastyr lifts his head and enquires, "Is there something else to do in this
heap of bricks?" He gets up and wipes his brow. "At least it is not mud..."
She shrugs. "I'd like to leave a few people to guard the camp. But it won't take many."
Oddus starts to pack up their gear and she stops him.
"Leave the camp set up for now. They may be cured, but
we don't know if they'll be fit to travel today.
Janeera, take charge of this wimp, would you? There's
no point in us scaring him to death on the way there,
and I'm not sure he can walk."
Geran follows docilely, raw mule haunch in hand.
Xenophon: "From the beginning the gods did not reveal all things to us, yet
through searching we may learn and know things better. But as for certain
Truth, no man has known it, nor shall he know it, neither of the Gods nor yet of
all the things of which I speak. For even if by chance he were to utter the
Final Truth he himself would not know it, for all is but a woven web of
guesses."