Once aboard Moonmaiden, the crew is allowed a brief period
of celebration and introduction, but Captain Azurris quickly returns to
business, ordering the crew about. As
the crowd begins to disperse, Bonie steps forward, pointing at a name on the roster,
sharing a few sharp words with Captain Azurris.
Looking over the shoulder, I see the name—Tannor Brin of Longsaddle—and recognition
sets in. “A woman doesn’t forget the
name of a man that held a dagger to her throat,” she says, eyeing the Captain
darkly.
“Go bring me crewman Brin,” Captain Azurris orders, and I
step forward.
“Last time we encountered Tannor Brin,” I explain, “he
was hanging by his ankles from a beam in a barn.” Captain Azurris seems intrigued, and we await
the man’s arrival.
When the captain’s mate brings the crewman forward, we
don’t easily recognize him. Though his
face is now hidden by a thick black beard, we can see that he recognizes us,
and the man pales a bit. “Our Archguard
has leveled accusations at your character,” Captain Azurris explains. “Would
you care to speak for yourself?”
Tannor Brin replies sheepishly. “’Twas the night of the new year festival…I
think we all had a little too much to drink.” Bonie
stares him down, and he adds incredulously, “You were passed out in a stall!” Selben steps forward and begins to speak in
her defense, but she holds out an arm and confronts the man herself.
“I don’t know ye, but I know what you did,” she hisses.
Captain Azurris acknowledges Tannor Brin’s words as
admission and looks him over. “You’ll be
deposited at Post South when we arrive; your service aboard Moonmaiden is over.” The words affect him greatly, and the
man pleads with the Captain to change his mind, petitioning for a chance at a
new life aboard Moonmaiden and beyond.
“Very well, then,” Captain Azurris says gravely. “I’ll leave your fate in the hands of the
Archguard.”
I step forward.
“We’ll take you at your word, but if you’re not true to it, I’ll finish
the job I started in the barn that night.”
Tannor Brin seems suitably admonished, and as it seems that Zargon and
Audric agree with me and Bonie is not outwardly against it, we let the matter
rest. I imagine she will have words for
me later that night.
The journey downriver is perhaps 250 miles from Mirabar to
the Sea of Swords by way of the River Mirar.
The ship moves rapidly, propelled by both the current and her sales and
if all goes as planned, Captain Azurris hopes to make the open sea in two and a
half days. We evaluate the ships planned
course, Audric asking after any choke points along the river or places of
obvious heightened danger or ambush.
The ruins of Illusk present the most obvious
threat—though the river widens at Illusk, spilling out into a delta which bleeds
into the Sea of Swords, the ruined city is thought to be completely overrun by
orcs. Nearly two decades ago, siege
was laid to the city by orc hordes and overwhelmed—no ally or party
of adventurers, to anyone’s knowledge, has ventured there since or been able
to report the current state of the city.
Illusk presents the greatest obstacle in our path, and it is difficult
to avoid discussing it, though many miles yet lay ahead before we reach it.
Post South, also known as Orcdoom, lies but a few hours
ahead, and Illusk perhaps 200 miles further beyond. Audric asks more about Illusk, attempting to
gleam some knowledge of the city prior to its fall. It is a historically embattled site, being on
the frontier, and is known to be perhaps the size of Mirabar at its
height. Constant siege had ground down
the great city, however, before it eventually fell. None have any knowledge as to what we may encounter there now.
At one time, there were several stone bridges that
crossed the river—Illusk itself lies predominately on the southern bank, but these
bridges connected the north and south banks, and were known to be of a height to allow ships to pass unobstructed.
We learn that Captain Azurris was originally from Illusk, though at the
time he was but a child and remembers little.
It was part of what compelled him to accept this journey from its
benefactors.
At the mention of benefactors, I ask about Revenant, and
ask if we might be presented to him before reaching Orcdoom. Revenant is one of two dwarves aboard Moonmaiden,
the leader of a conglomerate of merchants that sponsored the cargo that
Revenant intends to see personally delivered to Fireshear. “Should I fall,” Captain Azurris explains,
“Revenant would assume charge of the vessel.”
There is something unspoken in his tone, as if Dame is less than pleased
with that arrangement. Captain Azurris
points to dwarf nearby. He wears a suit of armor, bears
a heavy axe and carries himself as a tested warrior.
We learn more about the structure of Moonmaiden: where
the crew’s mess and bunks are situated, as well as the cargo stored in the
lower deck. I ask how many crewmen must
be on deck to keep the ship on course should we come under fire—Captain Azurris
explains that at minimum three crew would be needed. Audric asks if there were oars stowed should
we require rowers, and Dame explains that there are none—Moonmaiden relies on
her sails and the current, making this a one-way venture with no room for failure. Satisfied for now, we make ourselves at home
aboard Moonmaiden.
After a few hours we see Orcdoom in the distance along
the north bank, and we can see a small contingent of Mirabarran Axe hailing
us. Captain Azurris slows the ship so
that news can be shouted back and forth, and we recognize Captain Serrus among
the guard. Dame asks one more time our
disposition on Tannor Brin—we confirm our decision to keep him aboard, and
Captain Azurris seems pleased to not have to leave a man behind with so much
uncertainty ahead.
We’re asked to dine with the Captain and the officers in
his quarters, and we accept. We are led
below decks in the early evening hours.
While not the most comfortable arrangement, his quarters are large
enough to fit a table meant to seat ten.
Captain Azurris, his lieutenant, the icemaster and Revenant are all in
attendance. We are all seated, and Dame
offers a brief introduction for everyone.
As we begin to eat, Captain Azurris speaks, indicating
that he wants this group—specifically us, his Archguard—to plan for the
approach to Illusk, as we are the most specialized in our skills and experienced in combat and tactics. He wants to be made aware of our plans in advance, so that he can know how to best direct the
crew.
I explain that from a magical perspective, at least, our
abilities are best geared towards defense and breaking up a crowd. He should not expect flashy displays of
arcane firepower, but rather we will coordinate our efforts to best
protect Moonmaiden and her crew.
We discuss the potential of leaving Moonmaiden to scout ahead
with a small party upon conjured mounts, and ultimately Zargon explains it best,
putting the issue to rest: as there is
no alternate path, knowledge of what lies ahead does not allow us the ability
to change course or prepare any more than we already have. It is more important to keep our full
complement of guards aboard Moonmaiden.
Dame does not want to steer too close to either bank,
should we come under attack, for fear of running aground in a shallow
area. He explains that the ship can
likely sail within thirty yards of either bank, should we need to
approach. We discuss the ships armament
and stores of ammunition—several men aboard have bows or crossbows, and each
has an ample store of arrows and bolts, five score or more for each archer. We are pleased with the level of preparedness.
Captain Azurris explains that at any given time, one
crewman mans the crow’s nest with a spyglass—a rare artifact indeed that allows
for one to see faraway objects, and one that will hopefully alert us of danger
and provide time to prepare a suitable defense.
That gives us some peace of mind, at least, as Audric discusses how
boulders and fire can be rained down on the ship as we cross under the stone
bridges of Illusk. We hope to keep a low
profile and avoid confrontation if possible.
“Keep the ship moving, keep the crew safe” is our unified goal.
We share our plans to split into three watches and share
them with Rann and Kaderron, the Highguard, as well as the men in their employ;
this should allow us to have a reasonable complement of guards on deck at any
given time. Captain Azurris and the
others seem satisfied with the plans, and once our meal is finished, we depart
to disseminate them to the other guards and prepare for the night ahead.
The first night aboard Moonmaiden passes
uneventfully. The quarters are not
particularly comfortable, but better than sleeping outdoors, and before long we
become accustomed to the constant rocking and movements of the ship. The following day, the sun beats down on the deck, and as we
travel further west, the banks to either side start to rise—this should
continue as we approach Illusk, though our crow’s nest is still at a height to
provide us the ability to see ahead and identify potential threats.
Zargon regales us with tales of ambushes from stories he
has heard, which does little to diminish the sense that we are utterly alone and
completely vulnerable on this journey.
Nevertheless, we execute our rotation of guards and continue as planned. As the sun begins its descent for the second
time, our minds turn to Illusk and what we might find there. Before we retire, however, we are alerted by
calls from the deck of a winged creature that approached from the south before
turning west—the men think that it was perhaps a wyvern. Fortunately, it seems to be distancing itself
from the river, so whilst we have guards ready to man the heavy crossbows and position
archers on deck, we are otherwise content to let it pass us by. There’s muttering on deck of it being an ill
omen, but aside from that, there seems to be no major cause for concern. The rest of the night passes without
incident.
The next morning, we awaken to dark clouds overhead. “Another ill omen,” I mutter to myself
bitterly, a perspective seemingly shared by many among the crewmen. From the crow’s
nest, we hear a call, alerting us to something on the south bank—a small party
of humanoids, possibly orcs, few in number.
Audric calls the other guards to the deck, and we wait for several long
minutes before we catch sight of them.
There are three figures lurking on the south bank. As we approach within a hundred yards, we can
discern from their posture and tones of flesh that these are indeed orcs. There’s a moment of stillness as they regard
our ship and mutual recognition sets in, then one of the orcs leaves its group
and begins running along the bank to the west. The others crouch down as if seeking cover or
trying for a view better of the ship.
Not wanting to allow the orc to alert others if we can
avoid it, Lom, Bonie and Zargon bring their bows to bear, and we
direct a pair of guards manning heavy crossbows to loose bolts as well. A volley of missiles flies from our deck,
though we are reasonably certain that all miss.
The orc flees inland and we lose sight of it. “That makes three now,” I grunt, tallying the
ill omens. Looking back at the pair of
orcs left behind, we can see them lying on the ground in heavy cover and decide
not to waste ammunition. Disappointed,
we return to our stations and keep watch for what might lie ahead.
The crew seems morose and low in spirits after our failed
encounter, and there are mutterings among the crew indicative of low
morale. Our run of ill luck is not done,
however, as several hours later, ahead on the south bank we see a fire in
the distance. The man in the crow’s nest
calls down that it appears to be a large bonfire, left unattended. We drift by the fire in silence.
Fear and unrest seem to grip the crew, with many of the
men looking as if they regret their decision to join this voyage. The bank continues to rise as we progress further
west, and late into the afternoon, approaching sundown, we witness a large
warband of orcs on the south bank—they raise weapons and grunt foul taunts to
Moonmaiden, and the intimidation strikes our crew as if it
were a physical blow.
I quickly pull Zargon aside, asking him to speak with the
men, fearing what might happen if the morale continues to plummet. Zargon does not disappoint, and delivers
a rousing speech about seizing the moment, taking the fight to the orcs, and
crashing through any opposition that lies ahead. “It all comes down to this, men!” Naming off the crew one by one, Zargon calls
upon their bravery. “Now is the time, we
either push through or we die trying—either way, we kill as many orcs as we can
along the way!” Zargon’s talent is undeniable,
as I find myself ready to draw steel and taste the iron of orc blood.
The warband nearly matches our crew in size. Dame turns toward the north bank, away from
the gathered orcs, but the warband marches west with us towards Illusk, keeping
pace. Rallied
by Zargon, we give call for bows out, and Audric marches along the deck. “Everyone not steering the ship should have a
bow hand and a sword at their belt!” he cries, and the crew responds. Audric orders stores of ammunition brought from
storage, and several bundles of arrows and bolts for the heavy crossbows are
piled onto the deck. We appeal to
Captain Azurris to raise speed, and Moonmaiden responds to his deft handling of
the wheel.
The tension of the constant jeers, shouts and guttural
cries of the orcs is unrelenting. As the
guards put arrow to string and make ready to fire, Audric command the
guards. “Our goal is to breach Illusk, not kill every orc we see. We
will do whatever needs done to push through.”
Dame accelerates Moonmaiden as
best he can, spreading every inch of sail, steering into the current and
favoring the north bank. Slowly, the marching
orcs are overtaken, needing to jog to keep up.
The men are bolstered as we outpace our foes, and some call out their
own taunts to the orcs as we pass them by.
Finally, the ship reaches a spot on the river where the space
between banks widens and we’re provided with a few miles of visibility in the
dimming light. On the edge of the darkening
horizon, the river broadens into a delta
that spills into the sea beyond. Upon the
south bank lies Illusk, and ahead we see the stone bridges we were told about early
in the voyage—on either bank can be seen hordes of orcs and larger creatures,
likely ogres, a veritable army of foes.
There are but minutes before we clash with our
enemy. Beyond the gathered orcs and
ogres, we spy another obstacle, and we can see Captain Azurris
wither. Spanning the River Mirar, lying
a mile directly ahead, there is another bridge, this one made from reinforced
rope and wooden planks. The rope bridge
spans the entire river, unavoidable, and sags dangerously low with the weight
of dozens of orcs upon it. The rope bridge
is too low for Moonmaiden to pass without risking her masts. The crew is silent as Captain Azurris looks
to us for guidance.
We convene for a panicked moment to discuss options. Dame warns that if the masts are damaged, even
if we somehow manage to win through Illusk and the army of orcs, he might not
be able to control Moonmaiden and keep us near the coast, fearing that we might
drift out to sea.
As running aground is too great a threat should we try to
run close to the north bank where the rope bridge is highest, and lacking any
way to magically clear a path, we call for Dame to slow Moonmaiden’s approach. Our hope is that Captain Azurris can minimize
damage to the ship and her masts as he pulls close to the bridge at an angle
nearly parallel to it, allowing us to launch an assault on the orcs
atop the bridge so that we might work to sever the heavy ropes that bar our
path.
As if that were not enough, we see yet another threat on
the south bank. Orcs and ogres have constructed
a pair of mighty catapults and are even now loading heavy boulders into the
cradles of the weapons. Calculating our
approach, we know that it will be several minutes until we reach the rope
bridge, so we make preparations and call out archers. Zargon raises his voice in a familiar tune,
his voice laced with a bardic magic that helps calm the adrenaline and focus
our efforts as Audric orders the archers to send a volley into the warband that
has been harassing us.
I begin to weave abjurations, using the first to protect
Captain Azurris—should he fall to an unlucky arrow, it would spell disaster for
all. I cast another upon myself and then
stand near the center of Moonmaiden’s deck, beginning a chant of my own to
counter the cries of the army of orcs, calling upon the Beastlord to shelter us
from the shafts of our enemy while lending a hunter’s accuracy to our own, and
Malar answers as the crew sends volley after volley into the orcs. The orcs return a feeble volley of javelins
and spears that splash into the river as more than a dozen are cut down by the
arrows of Moonmaiden’s crew before the warband flees.
As we approach within range of the siege engines, we make
ready to unleash hell. Audric calls that
there’s no reason to hold ammunition as the crew releases fire into the enemy. We call out for the men to
aim at the ogres, hoping that, if we can fell them, the orcs might be unable
or unwilling to crew the weapons, but their numbers are too many. The first boulder, a ranging shot, splashes
into the water in front of the ship. A
pair of ogres are slain by arrows and crossbows, but more step forward to take
their places, sending another boulder that splashes into the river, this one
nearer its target.
The rope bridge draws near, and we can see that many orcs atop
it bear crossbows. We brace for the
carnage those weapons will cause. Audric,
Zargon and I step forward together, each conjuring forth a caustic missile of
arcane energy, hoping to weaken the bridge as we approach. Zargon’s missile is the only one to strike
true, the heavy ropes sizzling as they begin to dissolve.
A hailstorm of deadly projectiles rains from the rope
bridge, and both Audric and Zargon are struck as well as several crewmen. Captain Azurris is struck as well, but
protected by my magic, the arrow bounces off him harmlessly. The ship is rocked
by a heavy boulder that strikes her hull, but not before our men loose a retaliatory
volley of their own. Orcs rain from the wooden
bridge, more than half a dozen falling dead or dying from arrows, though an
endless stream of others takes their place.
Another boulder splashes into the water as I use my magic
to conjure a rolling wall of fog between Moonmaiden and the catapults. The rope struck by Zargon’s spell snaps loudly as the
acid dissolves it, leaving but seven more to sever the bridge
completely. Arrows are sent from Moonmaiden’s
deck and received—many orcs are slain, and crewmen struck, but they fight through
their wounds with bravery.
Captain Azurris throws his weight into the rudder, causing Moonmaiden to scream against the strain as he pulls nearly parallel to
the rope bridge. We can see two dozen
orcs ready to wreak havoc on Moonmaiden, as Selben and I step forward to
disperse the crowd. My apprentice’s eyes
begin to glow as he chants, causing half the group to flee in terror. Another cluster falls into an enchanted slumber
by my own magic, and in the center of the eruption of arcane energy, Audric summons
forth a band of orcs atop a pile of dead kin, setting them to work on the ropes with hatchets and crude blades.
The ship is rocked again by a catapult—an unlucky shot. Both Zargon and Selben are struck by multiple
arrows as they dive for cover, and Bonie pulls a bloody shaft from her shoulder. One of Audric’s orcs
severs another rope—six yet remain—with a well-placed strike of its
hatchet. As Moonmaiden sweeps into the
bridge, there is a sickening crack as one of the masts breaks, though two remain intact. “To the bridge!” I cry,
knowing that pushing through the rope bridge is our only way ahead, as three
orcs leap from it onto the deck.
One lands awkwardly with a shivering crack, slain from the fall, but the others pull themselves to their feet as Lom rushes forward to meet them.
Boulders continue to splash into the water and arrows
continue to fly, felling both orc and man. Selben is struck again while casting a spell, and nearly collapses from his wounds.
Drawing upon my magic, I seize the minds of any orcs nearby, forcing
them to abandon their crossbows to attack me—a half dozen orcs crash into one
another in a race to get to me, just as Audric completes a conjuration that
causes a swarm of bats to block off the bridge from the south bank, buying us
precious seconds. We hear the snap of
another rope, severed by one of Audric’s orcs—five left.
Lom is gravely wounded as he faces off against two foes
but drives the shorter of his blades up through the neck of one of the
orcs. Audric looks on with concern, but
I wave him away, telling him it’s more important to cut the ropes and that I
will see to Lom. I cause the air around
Lom’s second foe to solidify, binding it in place, before Lom cuts it
down. Zargon and Bonie scramble nimbly
up the ratlines onto the bridge, where they begin to saw at the ropes, and
both are struck again by arrows from unseen foes. Zargon catches himself, holding on with but
one hand, as Bonie falls, landing heavily onto the deck. With Lom’s foes conquered, I leave him to
find Bonie.
Audric scrambles up the lines to the rope bridge with an
uncanny agility, aided by Selben’s magic.
Only two of Audric’s summoned orcs yet remain, though together with
Zargon they sever two more of the ropes that bar our path—leaving only three,
which sing with strain as they hold the bridge together. In the chaos, I find Bonie unconscious on the
deck, and call upon the Beastlord to heal her wounds—I offer Malar a silent
prayer as her eyes open feebly.
Another boulder pierces the fog and crashes into
Moonmaiden, pinning a crewman to the deck as it crashes through the planks. Nearby, Lom takes an arrow in the back and
falls to his knees, spitting blood onto the deck. Selben, heavily wounded, stands his ground
and uses a spell to attempt to weaken one of the remaining ropes, which screams
with tension in response, though it does not break.
Zargon looks up and acknowledges Audric with a smile as
the pair set to work on the remaining ropes.
Zargon, already grievously wounded, is peppered by more arrows—light flickers
from the bard’s eyes as he shifts between consciousness and darkness, still
trying to fight against his injuries to cut through the bridge. Finally, Audric’s enchanted blade, handled
deftly by Mystra’s champion, severs one of the remaining two ropes and, all at
once, the bridge collapses.
Orcs rain from the bridge, striking the deck and hull of Moonmaiden
before falling to their deaths.
Shattered bits of plank from the bridge and twirls of rope fly through
the air. Audric crashes to the deck amidst
a pile of dead orcs. Zargon—brave Zargon—fighting
against waves of unconsciousness from his accumulated wounds, arrows protruding
from his back and both sides—loses his grip and, unable to control his descent,
plummets into the black water of the River Mirar, disappearing into darkness.
Moonmaiden surges past the bridge, Captain Azurris throwing
his weight into the rudder to steer it away from the rapidly approaching south
bank. Looking ahead, the stone bridges
are clear of threat, as all the orcs had gathered at the wooden bridge to assault
the ship. I pull Bonie to her feet and
we struggle to the stern of Moonmaiden, where I find Audric, Selben and Lom—all
standing in silence, wracked by loss, looking back to Illusk, looking back to
where Zargon fell.
Raising my hand, I whisper a few words to summon a dim
arcane light in the sky, which floats gently towards the water as we leave
Illusk and our friend behind.
Audric and I tend to the wounded crewmen, managing to
pull two of them from the doors of Myrkul’s realm. One is the ship’s scribe, the other is one of
the Tunterhorn brothers. Our magical
energies expended, the rest of the crew are either too far beyond our ability to
save, or their souls have already departed.
As Moonmaiden breaks through the delta into the open sea,
Captain Azurris works frantically, calling out orders to the remaining crew, as
his ability to steer and control the ship is very much in question due to the
damage the ship has taken. The ship
lists heavily, her hull punctured by many boulders. We put ourselves under Captain Azurris’
command, not sure how to help—he has us looking out over the sides to make sure we don’t strike any rocks as Moonmaiden breaches the sea.
Over the course of the next several minutes, we ensure that Moonmaiden doesn’t crash into rocks as Dame hugs the northern coast,
steering away from the delta, having managed to regain control of the vessel
and her two remaining masts. He tasks us
with collecting bodies of the deceased crew and disposing of the orc corpses, a
duty we accept solemnly, our minds on our fallen friend.
Within a few days, we make our arrival in Fireshear. As we enter the bay, I stand at the bow of
Moonmaiden with Bonie, and mutter softly, “I don’t believe in omens.” She looks up at me curiously but says nothing.
* * *
In Dagger’s Deep, standing on the pebbled banks of the
River Mirar, looking out into the night, a single tear falls unbidden upon
Seirsha’s cheek.
* * *
Elsewhere, Falaeira stares dead-eyed at the ceiling as
the large, hairy man climbs atop her and enters her, grunting. When he finishes and makes ready to leave, he
turns and regards her one last time with disgust. “The money is on the counter.” Falaeira doesn’t hear the words though, her
mind instead focused on a name from the past, a memory of a man—a man named Zargon.
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