Esmeree sighs and finishes off her mug of courmi. With
a despondent finger, she shoves it beneath one of the
countless leaks over the bar. Slowly, the mug begins
to fill with dirty rainwater. Despite the incessant rain
outside, she suspects there is more mud and water inside
the Orphan’s Bag than out.
To make matters worse, her ember has been acting up all
day. Phantoms swirl across her vision—she keeps hearing
voices and dodging things that aren’t there—and her homunculus
won’t answer questions as to why. It’s like an itch she
can’t scratch.
Ongram shifts slightly across the bar from her. “Sä,
how was yer trip tä Ceilbyrig?”
“Other than wet and pointless?” she sighs.
“Yäh.”
Esmeree shakes her head. “It wasn’t hard to find the
information I needed… It just wasn’t the information
I wanted.”
“What do yä mean?”
She shrugs. “Hiisi’s slavers booked passage on the EroBernac
steamers that sail out of Ceilbyrig every month or two.
They piled our sorcerers in as cargo. Called ‘em slaves.”
“Sä where did the ships go?”
Esmeree grimaces. “It’s a regular route. South to Ehre,
then to Mut, across to EroBernd, up to Palpin, and then
back here.”
“Sä…”
“So, the sorcerers could be anywhere! Ehre, Mut, EroBernd,
somewhere in-between. I’ll have to travel to all their
ports, ask around if anyone saw any slaves unloaded...”
“That’s a lot of travellin’, uh?”
“Yäh. Travelling I can’t do no more. Not with
Myrdd, not with Iall. Not with the price on my head.
It’s a dead end.” She sighs deeply, “I’ve failed him,
Ongram. Surely the boy is dead by now.”
Ongram grunts. “Perhaps, perhaps not. At least yä’ve
narrowed down yer options, yäh?”
His smile deteriorates beneath her glare. Looking back
down at his cards, he mumbles, “’S yer play, inigena.”
Esmeree stares down at the cards in her hand without
enthusiasm. Playing maru-catu isn’t much fun in the first
place, but when you’re not even wagering money, well,
what the Hells is the point?
She draws and plays her discard without much consideration.
EroBernac maru-catu conveniently omits the folklore aspect
of its Brackish cousin, but its rules are consequently
more onerously complex. At least she has Myrdd to help
her.
The old man leans closer. “Ah!” he exclaims, “The four
of gæsum reinforces the pilgrims of the dunum.
Interesting.”
Ongram grunts in surprise and takes a closer look at
Esmeree’s discard.
As Ongram ponders her bafflingly arbitrary—and yet somehow
brilliant—strategy, she looks over at the only other occupant
of the bar. The solitary ahrounoi remains where it has
sat all day, its grotesque automata standing dutifully
nearby. The dwarf drinks regularly and copiously, desperately
trying to get drunk on human alcohol. The automata is
completely immobile, blasting air flatulently from strange
vents in its fleshy joints. Aside from the rain and Myrdd’s
running commentary, it’s been the only sound in the bar
for hours.
Esmeree has never seen an ahrounoi before—at first, she
was even tempted to summon Iall for a look as well—but
its continuous lack of interesting behavior has dampened
her enthusiasm. For some reason, however, her ember keeps
drawing a glowing aura around it.
Ongram sighs and throws down a card with disgust. Myrdd
purses his lips and clucks as he contemplates the play.
Turning back to the game, Esmeree leans forward and stares
at the card Ongram just threw. It portrays a man who,
eyes heavenward, is about to step off a cliff.
Every suit in maru-catu has a cuall card, but
the cuall of the man suit is the most powerful
in the deck—or the least—certainly the most enigmatic.
It is for good reason that it is called the Pure Fool.
“Ha! Ha!” Myrdd giggles. “What will my child play now?”
She picks the card up for a closer look. Her finger
thoughtfully traces its border, her mind no longer on
the game. She’s been handling maru-catu cards for most
of her life—ever since she became the Lady’s apprentice—but
she’s never really looked closely at the Pure Fool.
Now she sees the blue designs running up and down his
arms and legs.
“Huh,” she sighs as she tosses the card back on the table.
“He’s got tattoos just like you.”
Ongram raises his eyebrows and picks up the cuall
of man for another look as well. Esmeree uses the opportunity
to steal some cards from the deck. “Uh,” he grunts
as he examines the card closely. “Seems he does, yäh?
Never noticed that before.”
Esmeree plays the seven of man—the Incunabula—and the
ten of bri’ua—Faith—to counter the Pure Fool and
then lays down two more number cards as an attack. Ongram
laughs. The Pure Fool will make the rest of this game
unpredictable, and Ongram is better at EroBernac rules
than she is.
“Hmmn,” she groans with ennui as Ongram begins shuffling
through his cards again. “I’m not sure how much more
of this rain I can take.”
Ongram nods as he peruses his hand. “It’s the season.
Probably won’t let up much ‘til after Frost Season when
the cauaros migrate, uh?”
“You know,” she adds, “I saw a man with tattoos like
yours back in Cliffs Reach.”
“Yäh?” he asks, only partially interested.
“Yeah, ‘cept he had a lot more than you. He was covered
in them. Head to toe. Had a big sword too.”
Esmeree toys with her courmi mug, now nearly half full
of rainwater. Outside, she can hear Iall laughing and
playing in the muddy downpour. Damn pektus. She
never tires.
Down the bar from her, the ahrounoi impatiently raps
its mug against the wood for another refill. With each
blow, its aura pulses brightly. Eventually, one of Ongram’s
donas materializes to freshen its drink. With
a glare at Ongram (obviously wishing he’d pay more attention
to his paying customers), the wife disappears again
without a word.
But of course the wife doesn’t say anything, Esmeree
muses, she has no tongue! She frowns as a thought occurs
to her. Now why would Ongram have tongueless wives if
he isn’t really a Brack?
“Hey, Ongram, wh—” her voice trails away when she sees
the expression on his face. “What?” she demands a little
defensively. He hasn’t moved since she last looked at
him.
“What do yä mean he was covered in tattoos?”
She frowns. “Just what I said! Every inch of him.”
He hesitates before shaking his head. “Nage.
How’d yä know that, uh? Maybe his arms
and legs, but yä couldn’t see through his clothes,
yäh?”
Esmeree taps the side of her nose with her finger. She
can see Ongram’s testing her. “By the Prophets, I do
know it. See, the man was butt-naked, and he was covered
with the blue swirly things. Head to toe.”
“I don’t believe yä.”
“Believe me or not. I have his sword. Brought it with
me. I can show you.”
“His sword?”
“Yäh, a mirain thing. Long, slender, elegant.
Heavy as Gock’s scales though. Couldn’t imagine how you’d
swing it around.”
“Yä’d be surprised,” Ongram mutters.
“Did you know,” she says, leaning forward, “The damn
thing doesn’t rust? Had it up in our room for days in
this damp weather. Even my little Palpi blade’s needed
oiling and polishing once in a while. But not that monster.
Doesn’t rust, tarnish, or need sharpening. It’s as sharp
as the day I found it.”
Ongram blinks. “Amazin’. Tell me about him. Where’d
yä see him? Where’d he go? How’d yä get
his sword?”
She shakes her head. “Not much to tell. The Inquisition
killed him.”
Much to Esmeree’s surprise, Ongram looks shaken, stunned,
as though he just suffered a personal loss. “Nage…”
he whispers pathetically.
Feeling the need to fill the silence that follows, she
adds, “I saw him alive only briefly. It was a… strange
experience.”
He looks up blearily at her. “Why was that?”
Esmeree frowns at the memory. Her ember begins to tingle
with sympathy, but she manages to stop it before it summons.
“He was being led through the streets, and he just looked
at me. It was… it was like he reached out and touched
my anatlon, my stone, something… I was filled
with his magic all of a sudden, and I couldn’t see right.
My stone came alive and burned as though it was on fire.”
She looks at Ongram with confusion. “It was as though
he gave me a piece of him—left a piece of him with
me before he died—because he knew he was going
to die. It’s happened to me before, but only with people
who I had been close to and never so strongly.”
Ongram nods sadly. “Asps are said tä be
very powerful magicians, though I’ve never heard of one
castin’ spells.”
“Asps?” she asks incredulously, “As in the castles
game piece? The little knight-horse things?”
Ongram shrugs.
“Asp is an Ulbandi word, Esmeree,” Myrdd pipes
up. “A class of mounted warrior, now unknown in the Seven
Kingdoms. In Bredbeddle’s Crusade, before the time of
Kahedin, they were all driven out of Medianist lands.
Their only legacy is the castles piece that was named
after them. I told you about them years ago—but you were
just a little girl—I don’t expect you’d remember…”
Esmeree looks at Myrdd with some alarm. It has been
a while since he’s actually participated in any conversations
or shown any ability to discern the past from the present.
Perhaps he’s getting better after all.
Perhaps she’d better start watching what she says around
him.
She looks back at the barkeeper. “So, these asps
are magicians? Sorcerers? What kind of sorcerer doesn’t
cast spells?”
Ongram scratches at his beard as he nods. “These kind.
There is a difference between castin’ magic and bein’
magical, yäh? They are holy men, warriors,
tricksters, and whatever else yä can think of tä
call them. The dragon coils they wear are bound tä
their stones. The more coils, the larger their stone.”
Esmeree is surprised. She points at Ongram’s tattooed
arm. “So you’re a sorcerer? You have a stone?” It had
never occurred to her to check.
Ongram grimaces awkwardly. “Nage… The asps
hold the belief that everyone has some sort of
stone, na matter how small. They believe everyone
is capable of some kind of sorcery, sä anyone can
be rewarded with coils. Just not that many of them, uh?”
“I’ve never heard of such a thing!”
“’Tis an old legend. It tries tä explain why
only humans have stones and why only humans can be sorcerers.”
“Do you know it?”
He looks uncomfortable. “Not well.”
“I thought you were the one that was full of stories,
odocos.”
He quickly clears away the cards of their game, laying
down only the Pure Fool before her. “Tä be an
asp, a Pure Fool, means tä have a stone
of great size. It is said they are their stones.”
“That’s impossible!” Esmeree exhales.
“Sä yä says. The coils protect them, sä
they have little use fer clothes. This is why
they are called ‘sky-clad’.” Ongram shrugs. “If he was
as covered with coils as yä says, then he was such
a man.”
“How many asps are there?”
He shakes his head sadly. “Not many, and now less one.”
He leans forward and taps the maru-catu card for emphasis.
“He came tä Cliffs Reach—tä you—fer
a reason, Esmeree. Knowin’ those paranoid Medianist lands
would be the death of him, he came tä deliver a
message.”
“What message?” she demands.
Ongram nods. “That’s fer yä tä
discover. He has done his work and has died fer
it. It is now up tä yä tä learn
his purpose. Fer his sake and yers, yä
must see this through.”
“And how do you expect me to do that?” she snaps.
“There is another asp, one known tä the
Bracks around here.”
“Another one?”
Ongram nods. “I’ve heard tales of him fer as
long as I’ve been in Ceilbyrig. He’s been hauntin’ these
Ymyl Gwland lands fer decades. He must be very
old by now.”
Esmeree laughs. “And what makes you think he’s still
alive, then?”
“Hope. Prayer. Faith. Plus, I know of others who have
sought him out.”
“And they found him?”
Ongram shakes his head. “They never returned.” He smiles
at Esmeree’s stunned expression. “He lived in a placed
called the Locus Amoenus. I can show yä how tä
get there.”
“Locus Amoenus?” she snaps sarcastically. “You know
that means the Wonderful Place? My! It certainly sounds
safe!”
“There is someone or somethin’ out there, Esmeree,” Ongram
agrees with severity. “I can only hope it is our asp.”
“You can hope? How about me? You want me to
go running off after some crusty old legend—some bottomless
pit that no others have returned from—and you are
hoping?”
The old barkeep smiles boyishly. “Well, yäh,
but I imagine yer a bit concerned too.”
Esmeree pushes away from the bar with a disgusted snort.
“Esmeree,” Ongram asks quietly, “Is there any other way?
I was not there with yä when yä saw the
asp, but I can see how it affected yä—”
“A lot of things have affected me since
last we met, vitchoor,” she snarls. “Shall I list
them for you?”
“…but there is na other option,” he continues
calmly. “Yä must understand! These men
are rare! Fer one tä sacrifice himself,
it must have been fer an important reason! If
yä want answers, I don’t see any other solution.”
Without thinking, Esmeree kicks a stool angrily—a lot
harder than she intended—and the wooden seat skids across
the floor and, to Esmeree’s horror, comes dangerously
close to hitting the ahrounoi patron. At the very last
second, its automata bends and plucks the projectile off
the floor. Almost daintily, it rights the stool and sets
it back down.
“Talk, talk, paap knows,” the ahrounoi says, turning
slowly in its seat. Its voice is filled with inappropriate
inflections and bizarre accents. “Interesting paap,
yes. Ahrounoi paap knows asp knights.
Ahrounoi paap play castles game too.”
Esmeree and Ongram look at each other. Ongram shrugs.
“I’m sorry,” Esmeree says to the ahrounoi. “We don’t
understand you.”
The ahrounoi blinks its large black eyes. “Talk, talk,
paap not you-paap. Talk, talk, paap
knows castles game.”
Esmeree looks at Ongram. “What is it talking about?”
“It’s talkin’ about playin’ a game of castles, I suppose.”
Esmeree shakes her head. “I’ve heard stories about these
dw—” She stops herself just in time. “ahrounoi.
They’re insane.”
Ongram chuckles. The ahrounoi raps its mug against the
bar angrily. Again, its aura pulses brightly. “Talk,
talk, paap not lukk-mad. Paap play
castles game too.” It points at Esmeree. “Talk, talk,
black asp not capture white asp.”
Her ember buzzes almost uncontrollably. Flickers of
magic color her eyesight. Ongram laughs at the meaningless
words and shakes his head, leaving bright trails in the
air, but Esmeree rocks back on her heels as though slapped.
Through the haze of magic clouding her head, she realizes
the damn ahrounoi is right. In the game of castles, asp
can never take asp. They are never on the same
color square. It is just a fact of the game, and it never
occurred to her to wonder why. It never occurred to her
to think it was significant.
But maybe it is.
Suddenly, Ongram’s bar blurs away, only to be replaced
by a vision of her castles game with Verole. Asps,
artillery, rukhs, infantry, sorcerers, sappers.
The pieces shift and jockey for position on the board.
Slowly, they change from pieces of ivory and ebony to
men of true muscle and steel. As each piece is tipped
over, flesh and red blood spills across the worn stone
of the castle. This is no longer a game but a true war.
She looks up at her opponent and realizes that he is
not Verole after all—he is the Deacon Mummenschanz… or
is he Primate Klemm? It is difficult for her to discern
the two. The first time she played with Verole, the stakes
were her life. What are the stakes of this game?
Esmeree is afraid to ask.
As she struggles to move her pieces, strengthening defenses
or abandoning those that are hopeless, she quickly realizes
the defenders of her castle are horribly outmatched.
Her defenders are few while the attackers bring a staggering
array of soldiery to the field. With only a crumbling
dunum as her castle, her warriors are just brave,
yet simple Brackish cings, striving to hold off
the legions of Seven Kingdoms musketeers and cannon.
The Primate’s sorcerers are clever, lethal, and experienced.
Hers are confused, disorientated, and serving little purpose.
One is a dark-haired girl of great power but little experience.
The other is ancient, strange, and difficult to motivate.
She wants to use him but cannot understand how his piece
moves.
Primate Klemm simply laughs, moving his units with speedy,
lethal efficiency. She can’t keep up, and sometimes he
takes two moves to her one. It is through her own inaction
that her only rukh is slain.
Watching the carnage from high above, Esmeree screams
to her sorcerers. She sees the gambit the Primate is
preparing, and she tries to warn them. She tries to tell
them their strength is greatest when they are joined—it
is only in that way that they can hope to defeat the Medianists—but
the sorcerers cannot hear her commands and instead try
to lead their cings from different parts of the
dunum.
At last, she prays, begging God to help her, and He answers.
There is a tingling in her ember, and she discovers she
can now communicate through the stones of her sorcerers—in
fact, she realizes she always has been connected
to them—she just never was able to see it. Finally, her
sorcerers understand. They come together, and their hands
touch.
With a flash of magic, Esmeree stands face-to-face with
the Primate, their hands closed around the neck of a fine
chalice. They struggle over possession of the grail,
pulling and straining against each other with all their
might. Straining against the old man, Esmeree manages
to tip the cup, and water pours over the castles board.
Some pieces are washed away, others are simply knocked
over. Klemm screams in horror and rage. The game is
ruined.
Or is it?
Suddenly, a third player joins the game. One at a time,
he places his pieces on the board, arraying them against
Klemm’s army of the Seven Kingdoms.
Esmeree looks up into the eyes of an alf.
“Esmeree?”
She blinks and shakes her head.
“Esmeree?” Ongram repeats again, concern touching his
voice.
She touches his hand and nods. “It’s OK. I’m OK.”
“Yä were gone again.”
“Did I say anything?”
He smiles and shakes his head. “Not this time.”
He shuffles the thick deck of maru-catu cards. “Anythin’
useful, uh?”
Esmeree laughs and shrugs. “I don’t know. I think so.
I hope so.”
At long last, her ember is calmed—the colors are gone—and
she can see normally again. She looks around the bar
and frowns. “Where’s that ahrounoi? I’d like to thank
it.”
“Ahrounoi?” Ongram grunts in surprise. “Didn’t know
we had any in the Orphan’s Bag. Not the season fer
‘em, yäh?”
She looks around the bar. Save her, Myrdd, and Ongram,
the room is empty. “But… it was drinking over there all
day.”
He shakes his head. “Been here all day. Haven’t seen
na dwarves. Just yä—and yä just
comes in and stares off in tä space fer
a while—‘til yä wakes up just now.”
Esmeree numbly sags into her stool, and Ongram presses
a full mug of courmi into her hand. “Care fer
a game of maru-catu? EroBernac rules, o’ course.” He
begins dealing the cards without waiting for her to answer.
She finishes her drink quickly and sets the mug down.
With a despondent finger, she shoves it beneath one of
the countless leaks over the bar. Slowly, the mug begins
to fill with dirty rainwater.
“Ongram,” she says as he picks up his hand and begins
sorting his cards, “Tell me about the asps. Tell
me about the knights that wear the dragon’s coils.”
vvv
A gray sun briefly pokes its rays through the rain-swollen
clouds. Esmeree’s marka is impatient to be off,
and she has to struggle to keep it in place.
“I still don’t understand why yer leavin’,” Ongram
grumbles.
Esmeree squints up at the sun and nods. “It’s hard to
explain. Suffice it to say most of my life, I’ve broken
promises. For once, I’d like to fulfill one. And… I
think this is something I have to do.”
Ongram chews on this for a moment and then nods. “Fair
enough. Yä alsä goin’ tä this Locus
Amoenus place of yers?”
She looks back at him and tries to blink the sunlight
from her eyes. “Sure,” she says. “If I can find it,
but I’ll not get my hopes up. Ymyl Gwland is a big place.”
“Aye. The Ongram of yer vision seems tä
be more informed than this one. I’m sorry fer
that.” He nods. “Not tä worry. If yer
meant tä find it—and by the sounds of it, yä
are—then yä will.”
Iall rushes up from the barn, her bare legs churning
the thick mud. “Esmeree! Esmeree! Don’t leave yet!”
Esmeree kneels and lets the little girl plow into her.
Ignoring the knee-deep mud, she holds her tight. “I’d
not leave without saying goodbye first,” she murmurs.
“Will you be gone long?” The girl’s voice is muffled
by Esmeree’s hair.
“Only as long as I have to, inigena,” she whispers.
She catches Ongram’s eye. “Not a second longer.”
Gently pushing Iall away, she looks into her eyes and
wags a finger. “Now. While I’m gone, you’ll be doing
your exercises, right?”
“Yes,” Iall pouts. She is near tears.
“And you’ll be doing the chores gwledig Ongram
gives you, right?”
“Yes, Esmeree.”
“And you’ll help odocos Myrdd with his chores
when he needs it, right? You know how he gets confused.”
“Yes, Esmeree.”
Esmeree embraces the girl tightly one more time. She’s
never had a child of her own—and with her ember, she isn’t
sure if she ever can—but somehow this orphan has touched
her more than nearly any other fry she’s known. Looking
into her eyes, Esmeree is reminded of poor, sweet Baran,
and her heart nearly breaks. He would almost be a man
by now had he lived. Esmeree is resolved to see Iall
grow to a fine, strong young lady.
Kissing Iall one last time on her muddy forehead, Esmeree
rises and looks at Ongram. “You take care of my child,
man,” she growls sternly in Brackish. “I come home and
find her short a tongue, I’ll take something equally valuable
from you, yäh?”
Ongram chuckles and nods. “Yes, my daughter. I’ll take
good care of her.”
Esmeree swings into her saddle and then leans down to
kiss him. As they part, she grabs him by the beard and
pulls him back to her painfully. “One more thing,” she
whispers, “You promise me now, no matter what the repercussions,
you’ll never offer her up to the rraakks as tribute, yäh?”
Ongram momentarily looks surprised and angry, but then
he blinks and nods. “Of course not. I promise.”
She rewards him with another kiss. This time, it is
Ongram who pulls her back. “Yä’ll not reconsider
this?”
“No. This is something I have to do.”
“Very well then… I have somethin’ tä tells yä.
Yä know me, inigena, uh? People
talk, I hear things—they trust me tä keep me mouth
shut—sä I risks a lot in tellin’ yä this.”
“What is it?”
“There’s talk that the Medianists know yer in
Ymyl Gwland—in Ceilbyrig—maybe even in the Orphan’s Bag.
They say they’ll be sendin’ someone here tä bring
yä back tä them. Bounty-hunters and soldiers
and the like. The Inquisition in Cærimonia wants yä,
Esmeree.”
Esmeree shudders briefly, reflexively. “I doubt they’ll
be able to take me so easily now,” she hopes she sounds
more confident than she feels, “but thank you for the
warning.”
“Yä take a ship tä Ehre,” he warns, “and
they’ll know yer there almost as soon as yä
step ashore.”
“All the better then,” she states. “They’ll leave this
place and you and my friends alone.”
“We can hope,” he nods. “Sä yä’ll still
be leavin’?”
She smiles. “Yäh, of course.”
“Then the blessin’s of Hoël be upon yä, me inigena.
May Suptra guide yer heart and yer feet.”
They embrace awkwardly one last time. With a smile and
a wave to Iall, she spurs her marka out of the
dunum. Iall runs along side for as long as she
can, waving and crying, but slowly she falls behind.
Esmeree doesn’t look back.
vvv
He looks at the point she indicates with some surprise.
“Not many people there, mergâ. Who’re jû
looking to meet? Alfs?”
“Ah,” Messer nods. “Jû got zum Ehrech sweetheart
vaiting for jû in the thick Fée forests, jâ?”
“You want food, fremder?”
vvv