Semita violentiae
From the journal of Johanna Schwarz
19. Brauzeit, 2499
What is the nature of combat? Some see it as the epitome of
life itself – the self struggling to overcome obstacles in order to grow and
prosper. Some ascribe almost mystical, even divine properties to the clashing
of blade on blade. They argue that to face an opponent on the battlefield is a
transcendent act, the ultimate collisions of wills. Others compare it to a
celebration, a dance, the strikes movements in a careful choreography.
What self-serving delusions. Combat is one thing only:
Survival, or death. I have seen enough of it in my life to know that when you
face someone, the only thing that matters is survival. For those left bleeding
out, calling for their mothers and voiding their guts to the sand, calling it sacred,
or enjoying the aesthetics of it, is a pure mockery. So you have taken a life,
does that make you grander, more attractive, more moral or wiser? If so, then I
suggest you marry the next orc chief you encounter, for he is surely by that
metric probably one of the most attractive and admirable creatures you have
met. Their lives are defined by violence, after all.
No. Combat is a necessary evil when conflicts of interest
dictate, or to save yourself or others from ruin. Nothing more.
So the fact that some find enjoyment in arranging combat to
the death as a sport and game fills me with disgust. Surely, being a howling,
cheering spectator as others are forced – either literally or from want of
money – to fight and die in front of you, must be a mere hair’s breadth away
from consorting with the ruinous powers. It is a practice I wish was left to
the brutish chaos-worshippers of Norsca. It is a step down Khornes path.
Naturally, that is where my most recent investigation has
led me and my compatriots. Harold Lurkel had a passion for pit fighting, so we
have come to the primary (or worst, depending on perspective) establishment of
this sort. We are, naturally, disguised, as our little group has come into some
notoriety as the “saviours of Norden”. Sunniva poses as a visiting merchant,
and me, Torgil, Viktor and Eldur are her guards and advisors. Eldur, being ever
the petulant little child he is, flatly refuses to discard his flamboyant
wizards’ robes, but after some cajoling agrees to at least cover them up some. Once
more the idea strikes me that it is the fires of Aqshy that govern him, rather
than the other way around.
Above ground, the dealings in the fighting arena are benign
enough – merely glorified brawls without death or permanent damage. However,
with some aid from Johanns shady contacts, we are led through a back door, down
to the cellars, where an arena of quite a different, and decidedly less legal
sort is hidden. Here, the fights are to the death, and the stakes commensurably
higher. The clientele is the expected mix of low and high life – outright gangsters
sitting at the table next to the supposed elite of the city. It should not
surprise me – the high and mighty have always had the privilege of seeing both
war and duels as a refreshing sport, enjoyed at a safe distance, of course.
We find a table, and I go to fetch a drink for “Mylady”
Sunniva. In the bar, I casually converse with a patron, who turns out to be a
bit too familiar. I can see his greed and lust shine in his beady little eyes.
However, before making my excuses, I am able to glean some useful information
from him.
It turns out he has heard of the beheading and ensuing
slaughter. Harold, it seems, was a regular of this establishment. He made a bit
of a stir, being even more passionately excited by the blood and gore of the
arena than others. It seems that when he wasn’t at the fights, he enjoyed
hanging out at a bar called the Drowned rat, in Entwasserung. Even in my most
desolate days, I did not go there, although I know of it.
The first “match” of the night is a travesty. An armed
gladiator is pitted against two weak goblins. It is a pathetic slaughter. I do
not often pity the greenskins, but dying like this, for the merriment of
onlookers, is distasteful.
We are promised that the main event will be quite the
showstopper. Leo, a seasoned veteran soldier, no doubt down on his luck, will
face off against a longtime champion of the pit, a massive ogre called Orgrim.
I hold out little hope, but as a good luck charm place a silver on Leo winning.
The odds are ten to one in his disfavor, naturally. Sunniva has me place a bet
of ten whole gold crowns for her! Well, that may have been a sound investment,
it turns out.
As the evening draws toward the great fight, several of us
spot a man standing leaning against the railing looking intently down into the fighting
pit. A massive man of obvious norscan ancestry, Sunniva learns from conversing
with other patrons that he is called Fÿgmundir, and was a friend of sorts of
Harold. No doubt they shared a passion. He looks like obvious bad news, and I almost
smell Khornes influence across the pit.
For those wanting a spectacular fight, the main event does
not disappoint. The ogre seems unbeatable, massive and hulking, wielding two
massive double axes. Leo, in his tired armour, carrying a shield and spear, looks
puny. But he has the feel of a veteran, and I maintain some hope.
The battle starts with a wild charge from the ogre, who
makes short work of Leo’s shield. He looks visibly shaken, but manages to avoid
being cleaved. The ogre struts around, garnering sheers from the onlookers,
before charging again. This time, however, Leo sidesteps and jabs his spear
into the brute’s thigh. A furious melee ensues, and Orgrim smashes a massive
elbow into the side of Leos head. Reeling, he staggers backwards, but manages to
regain composure. The ogre, meanwhile, has become overconfident, and jumps
forward, intent on a killing blow.
As the fight gets bloodier, it does not escape my notice
that Fÿgmundir is becoming erratic, as if possessed. His face twists into a
bestial snarl, bloodlust shining in his eyes.
Leo dodges a clumsy swing from the brute, and jabs his spear
deep into the left arm of his opponent. An axe falls helplessly to the ground, dark
blood spraying into the sand. The beast, too late awakening to fear, tries to
fight back, but Leo feints and drives his spear deep into his bowels. The
berserker spirit of ogres descends on Orgrim, and he grips the spear, breaking
it like a twig, and punching Leo flat on his back. He is obviously intent on
taking Leo with him into Morrs embrace. However, Leo rolls away from a descending
axe. Picking up the fallen axe, he charges the kneeling giant, driving the axe
into the ogres head, nearly cleaving it in two.
As a great cheer erupts from the crowd, I see Fÿgmundir
visibly changing. His eyes glow red, and long copper claws sprout from his
fingers. Twisting, he drives his hand clean through the breast of a hapless man
standing next to him. Then, as if waking from a trance, he lowers the man
stealthily to the ground and walks hastily for the exit.
Our group trails him, the more stealthy of us taking the
lead, me bringing up the rear. We spot a couple of ruffians following our
vanguard at a distance. They look like members of one of Johanns rival gangs.
However, they give up the chase after a few blocks.
We trace the norscan chaos acolyte – for that is obviously what
he is – to the slums of Entwasserung, where he enters a hovel sitting in a
cluster of rickety wooden buildings.
We decide to not rush in, but rather establish surveillance,
information being rather more useful than one more dead cultist.
Sunniva recruits her usual band of urchins. This time, she
offers them as “payment”, in addition to the usual sum, to give them the “opportunity”
to become prospective members of Johanns unsavory crew. Ah well, of the many
disreputable gangs in the city, his is at least run by someone not on the
direct path to chaos. I cannot condemn their career – this city, this empire,
has sadly failed them in every way possible. What other choices do they have –
starvation and an early death? I wish it was not thus, but wish in one hand and
spit in the other, they say.
20. Brauzeit, 2499
After our prey leaves for his day of work carrying stuff
down at the docks, we secure entrance to his pitiful abode. The sight that greets
us blows away any smidgens of doubt we ever had about what we are dealing with.
It is like the cloister cell of a raging lunatic. Blood smeared on the walls,
carvings of mystical runes, and a small altar of sorts made out of stacked
skulls. Clearly, he is more than just a violent man.
The inscriptions are mostly gibberish, but we discern one phrase:
“Where the red child stirs in darkness the shadow of Suth
calls,
the forgotten flame, a hidden sword to lead the gore-queen’s
thralls”
This sounds forebodingly like parts of a dark prophecy, but
of what? Who is the “gore-queen”?
Leaving the grisly hovel, we turn to the books. I delve into
the library of the Witch hunters guild, and Sunniva and Eldur seek out the
hidden library at the University, helped by the introductory letter I gave them.
I don’t like hanging the sword of the hunters over the librarians heads, but
seeing as they hid damning books, it is no more than they deserve.
After a long, exhausting day, we are able to dig up more
foreboding scraps of prophetic ramblings. It is a poem, of sorts, although the
pursuit of beauty had nothing to do with its creation:
"When skies weep crimson and mountains tremble,
The winds of Chaos shall carry her name,
Upon the wings of war, her shadow descends,
Her spear thirsts once more, the world to maim.
By blood and fire, her soul unchained,
From the skulls of the fallen, her throne will rise,
The Gorequeen returns, with fury untamed,
To bathe the earth in blood, beneath scarlet skies.
As mortal kings kneel and warriors fall,
The Blood God’s bride shall reclaim her place,
The heavens will darken at her call,
For Valkia, reborn, shall lead Khorne’s race.
Beware the day of endless war,
When the Blood Queen takes flight anew,
The rivers run red and the weak are no more,
For the Gorequeen lives, and none shall break through.”
As we are ruminating over who this “Valkia” is, I am
summoned to a meeting with the head of my order, Witch finder general Zeuss. This
is the first time I have met him, as he is often travelling and drowned in
research.
What meets me in his stately office is an older man with
penetrating eyes. A radical, he is known for favoring careful gathering of
information to wanton burning. The book, more than the torch and thumbscrew. A
laudable perspective.
It turns out he has been keeping an eye on my doings, and
has obviously read all my reports with a keen eye. I sense quickly that he is
not one for mincing words, or for games, and that he prefers the iron of truth
to the silver tongue of flattery. I try not to make him too aware of my commoners
ways.
He tells me that my work has been more than satisfactory.
Surprisingly, he says I am to be promoted, to an equal footing with my former
mistress Ostara. But rather than having a specific city to be Inquisitor of, I
am to have a special remit: To investigate and combat necromantic dealings in
all of Nordland, and above all, to keep the Chalice safe.
He tells me not to focus on the dealings of Malice at
Wreckers point for now, but rather to make sure to root out the recent Khorne
cult we have discovered. He also advices me to keep a keen eye on Eldur’s development,
as he is distrustful of what might happen. I promise not to disappoint his
trust in me.
He also shares some insight into our investigation. It turns
out that this “Valkia” was a famed Norscan chieftess some hundres of years ago,
who was so notorious in her violent ways, that Khorne supposedly took a
personal interest, and elevated her to a greater daemon upon death, as a sort
of consort.
He also tells me that Suth is an aspect of Khorne, a more
subtle, shadowy form.
Can this prophecy speak of the rebirth of that bloody daemon
into our world?
After my meeting with Zeuss, the group adjourns to discuss
our paths forward. We all agree, after Torgil points it out, that if we are facing daemonic forces, we will
need enchanted weaponry of some sort. We also agree to keep gathering
information, and stay on Fÿgmundir, to see if he leads us to more of his cursed
kin.
That evening, we follow him from his home. He does not go to
the Drowned rat, but rather to a hidden doorway into what seems like a cave
network. After a while, we open the door discreetly, and follow inside, trying
to be as stealthy as possible.
Long halls lit by solitary torches in sconces lead far into
the rock. Finally, we come upon a large chamber, possibly natural, but expanded
by mining, lit by torches. In it, a group of ten people seem to be having a
sort of dark mass. They all look like warrior people, akin to Fÿgmundir. We see
a soldier, a guard seargant and several others – among them Leo, the
ogre-slayer. They all brandish weapons like it’s a part of a ceremony. We have
found a whole cult of Khorne, hidden in the middle of the city! A cowled,
shadowy figure leads the ceremony. We consider attacking them, but soon come to
realise that ten seasoned warriors would be bad odds for us, so we observe and
learn instead. Later, we can take them one at a time, when they are weaker.
The ”priest” (I shudder to call a leader of a chaos cult by
that honorific) shouts a darkly prophetic stanza at the height of their
ceremony, which brings chills to my bones:
"In the womb of the north, a child shall be born,
With hair of fire and eyes of wrath,
Her cries shall echo like a war-horn’s sound,
The Blood God's mark upon her path.
Beneath the gaze of a blood-red moon,
Her youth will pass in shadows deep,
But as she grows, the earth shall swoon,
For Valkia's spirit wakes from sleep.
On the eve of her blooded age,
The winds of war shall stir and howl,
Her heart shall burn with ancient rage,
And empires tremble at her scowl.
The day she spills her first true blood,
The world will feel the Gorequeen’s might,
From innocent hands, a spear shall bud,
Her ascent to power in Khorne’s sight."
Clearly, they are conspiring to bring about Valkia’s return,
and the girl seen at the beheading of Harold seems to be at the centre of it
all. The “priest” urges them all to protect the child. We must find her, and
bring about the end of this malign prophecy, or ruin may befall all of
Nordland!
After completing the ceremony, the assembly leaves back the
way Fÿgmundir came in, all apart from the cult leader, who departs a different
route. We make sure to stay out of sight in a side passage, and enter the altar
cave once they are gone.
In the cavern is an altar to Khorne, with the usual bloodied
skulls, and a statuette of a cloaked figure. And inscription reads:
“The Red Child rises... Our Lord of Shadow feeds the fire
within her.
Through Suth, the blood will flow. Valkia's time approaches.”
This does not bode well.
We trace the cult leader’s footsteps to a different exit
from the cave system. This one is in the heart of the noble quarter of
Salzenmund. The heart is darkened, a blood-red dawn approaches as we turn
towards home.
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