Zae started water boiling on the hearth. “You cast spells. I saw it!”
“I did.” Keren took a deep breath, then cursed herself for it. Zae winced in sympathy. “Shallow,” Keren added. “Shallow breaths, slow movements. I know.”
Zae pulled over a mug and drizzled a dark brown syrup inside it from one of her many glass vials. She added cold water to the mug and swirled it. “First order, something to prevent you from coughing.”
“Oh, bless you. I love you.” She took the mug and swallowed the contents in one bitter gulp.
“I love you too, Inquisitor Rhinn.”
Keren had the foresight to press the mug to her side before she laughed. “Yes, all right. You were right, if that’s what you’re waiting for.”
“No, I’m waiting to congratulate you, is what I’m waiting for. You did it. Iomedae worked through you. You were part of the great machine. It all worked.”
“Yes. And, again, you were right. It was exactly like you said it was supposed to be. I offered myself as her conduit, to do something for her that I couldn’t have done alone, and she filled me and worked through me and made it possible.”
“How did it feel?”
“A damn sight better than a kick in the ribs.”
Zae lifted Keren’s undershirt to her armpits, surveying the violet garden of blooming bruises across her skin. “That guy had hard feet.”
“Not nearly so hard as his head,” Keren grumbled.
“That’s a good thing. Anyone else, with less arrogance and willpower and all-around stubbornness, would have used the Bloodstone right away. Nothing to retrieve.” Zae still wasn’t entirely convinced that the permanent loss of a Bloodstone would be so bad, and she knew Keren felt the same, but if there was even a glimmer of hope that the order’s former god could be restored, Zae understood their need to cling to it.
“So,” she continued. “Can I please heal you now? Or do you want me to summon a portrait artist to capture these bruises for you before you let them go? They’re very impressive. Purple suits you as a skin color. Maybe you should dye yourself completely.”
Keren made a face, but didn’t laugh again. “I’ve always hated sitting for portraits. Sister Zae of Brigh, would you please give me the honor of the Bronze Lady’s healing light?”
“I thought you’d never ask.”
Technically, it didn’t matter where Zae laid hands on a patient, as long as she came into contact with them. Channeling healing energy worked by touch because touch told the magic where to go. Zae spoke her spell aloud instead of in a whisper. Bones knit and blood vessels mended, bringing Keren’s internal systems back to working order. Cupping Keren’s breasts in her palms didn’t send the healing to her ribs any more directly, but Keren’s reaction was even more magical than the spell. Everything felt right with the world when Zae was done; all parts clicked into place. Zae let her hands remain where they were.
“Am I the worst patient?” Keren asked her.
Zae nodded solemnly. “The absolute worst. Terrible. Stubborn. Always going out and getting injured again. Shameful, really. I’m glad you insisted on me. I wouldn’t dream of inflicting the burden of healing you on anyone else.”
Keren bent to kiss the gnome softly on her lips, then squeezed her hand so that the rings they wore touched with a faint click. The water was boiling, so Zae reluctantly parted from Keren’s skin to make tea, adding a drop of this for soreness and a drop of that to strengthen the blood. A healthy dose of soothe syrup, a soporific, would help the knight sleep; a drizzle of honey would make her dreams sweet.
“You need rest,” she said.
“I need rest,” Keren agreed. “And you? What do you need, Pixie?”
Zae smiled.
ACKNOWLEDGMENTS
So many people have helped to make this book a reality. Matt Harbowy, Fanny Darling, Steve Bornstein, and David Szarzynski, thank you for the full myriad of everythings: love, support, caffeine, and inspiration.
Thanks to Dave Gross, who put me up to it, and James L. Sutter, editor, for guiding me through.
To Chris Jackson, Erin M. Evans, Liane Merciel, and Mitchell Anderson for helping me chart the Pathfinder and RPG tie-in waters. And thanks especially to Venture-Lieutenant Andrea Brandt (Ret.): friend, Zae fangirl, GM extraordinaire, and trusted advisor. And to Brian Cortijo and Dennis Baker, for providing me with some cool tinkering devices.
To my band of fellow adventurers: Jonathon Schultz, Riah Evin, Kristin Lennox, Jordan Toth, Lady Jordan, and James Nighswonger, for reminding me to play in the world, not just write in it. Likewise the Pathfinder Societies of Oakland and the Central Valley.
To the creators and maintainers of Syrinscape and Hero Lab, two independent products which inspired and streamlined my writing process.
Appleslayer is a composite of three wonderful dogs: I owe a great debt and many apples to Ruby Talbert (RIP), Rufus Tobey, and Bronson Evin/Dehlinger for canine inspiration.
GLOSSARY
All Pathfinder Tales novels are set in the rich and vibrant world of the Pathfinder campaign setting. Below are explanations of several key terms used in this book. For more information on the world of Golarion and the strange monsters, people, and deities that make it their home, see The Inner Sea World Guide, or dive into the game and begin playing your own adventures with the Pathfinder Roleplaying Game Core Rulebook or the Pathfinder Roleplaying Game Beginner Box, all available at paizo.com. Reader specifically interested in the city of Absalom should check out the Pathfinder Campaign Setting supplement Guide to Absalom, while those interested in the faiths of Iomedae and Brigh should see Inner Sea Gods and Inner Sea Faiths.
Absalom: Largest city in the Inner Sea region, located in the middle of the Inner Sea.
Acts of Iomedae: Eleven miracles the goddess Iomedae performed while still a mortal, demonstrating Aroden’s might.
Arazni: Former demigod and herald of Aroden who was slain and then turned into a lich. Currently the ruler of Geb.
Arcanamirium: Prestigious school of magic in the city of Absalom.
Aroden: God of humanity, who died mysteriously a hundred years ago.
Ascendant Court: District in Absalom surrounding the Starstone Cathedral, and which holds myriad temples and markets.
Azlant: First human empire, which sank beneath the waves long ago in the cataclysm following the fall of the Starstone.
Azlanti: Of or pertaining to Azlant; someone from Azlant.
Belkzen: Region populated primarily by savage orc tribes.
Bloodstone of Arazni: Arazni’s internal organs, which were removed and stored in canopic jars, becoming powerful artifacts linked to her former divine power. Stolen and hidden long ago by the Knights of Ozem.
Brigh: Goddess of invention and artifice.
Bronze Lady: Another name for Brigh.
Calistria: Also known as the Savored Sting; the goddess of trickery, lust, and revenge.
Calistrian: Of or related to Calistria or her worshipers.
Castle Overwatch: Famous crusader fortress in Vigil.
Cathedral of Sancta Iomedaea: Enormous temple to Iomedae in Vigil.
Cayden Cailean: God of freedom, ale, wine, and bravery. Was once mortal, but ascended to godhood by passing the Test of the Starstone in Absalom.
Clerics: Religious spellcasters whose magical powers are granted by their gods.
Clockwork Cathedral: Legendary college for engineers and artificers in Absalom, founded by a mysterious figure called the Assembler.
Coins: Mercantile district in Absalom.
Construct: Mechanical creature given life through magical means.
Crusaders: Warrior societies who battle the various evils plaguing the Inner Sea Region, including those guarding against the orcs of Belkzen, the demons of the Worldwound, and the Whispering Tyrant.
Crusader War College: Military academy in Vigil focused on teaching tactics and strategy, as well as battle magic and siege warfare.
Demigods: Semidivine beings
, not quite as powerful as true deities, but able to grant spells to their followers.
Demon Lord: A particularly powerful demon capable of granting magical powers to its followers.
Desna: Good-natured goddess of dreams, stars, travelers, and luck.
Dwarves: Short, stocky humanoids who excel at physical labor, mining, and craftsmanship.
Elven: Of or pertaining to elves; the language of elves.
Elves: Long-lived, beautiful humanoids who abandoned Golarion millennia ago before the fall of the Starstone and have only recently returned. Identifiable by their pointed ears, lithe bodies, and pupils so large their eyes appear to be one color.
Forae Logos: Largest library in Absalom.
Foreign Quarter: District of Absalom containing the largest foreign population, as well as the headquarters of the Pathfinder Society.
Geb: Primarily undead nation that takes its name from its necromancer founder.
Ghouls: Undead creatures that eat corpses and reproduce by infecting living creatures.
Gillmen: Race of amphibious humanoids common near Absalom.
Gnomes: Small humanoids with strange mindsets, originally from the fey realm of the First World.
God’s Market: Street in Absalom’s Ascendant Court where many merchants sell holy items, such as divine icons, religious texts, and vestments.
Graveknights: Powerful undead warriors whose spirits are linked to their armor.
Graycloaks: Atheist guards assigned to Absalom’s Ascendant Court, tasked with keeping the peace.
Half-Elves: Descendants of unions between elves and humans. Taller, longer-lived, and generally more graceful and attractive than the average human, yet not so much so as their full elven kin.
Halflings: Race of humanoids known for their tiny stature, deft hands, and mischievous personalities.
Harlot Queen: Arazni.
Hex: Magical abilities granted to witches through pacts made with otherworldly patrons.
Holy Symbol: Physical icon that denotes the follower of a particular god or goddess, and can sometimes be used to channel divine power.
Inquisitors: Religious spellcasters whose power comes from a god, and whose skills are particularly dedicated to hunting down enemies of the faith.
Iomedae: Goddess of valor, rulership, justice, and honor, who in life was a member of the Knights of Ozem and helped lead the Shining Crusade against the Whispering Tyrant before passing the Test of the Starstone and attaining godhood.
Irori: God of history, knowledge, self-perfection, and enlightenment. Popular with monks.
Irorium: Largest arena in Absalom, dedicated to gladiatorial competitions and nonlethal combat.
Ivy District: Quiet, wealthy district in Absalom catering to artists and minor nobles.
Knights of Ozem: Military order devoted to Iomedae and based in Lastwall’s capital, Vigil.
Kraggodan: Dwarven stronghold.
Lastwall: Militant nation dedicated to keeping the Whispering Tyrant locked away beneath Gallowspire, as well as keeping the orcs of Belkzen and the monsters of Ustalav in check.
Liches: Spellcasters who manage to extend their existence by magically transforming themselves into powerful undead creatures.
Lich Queen: Arazni.
Merchants’ Quarter: Financial and business district in Absalom.
Nex: Nation in Garund formerly ruled by an immensely powerful wizard of the same name.
Noqual: Type of skymetal uniquely resistant to magic.
Oathbound: Citizen of Vigil, sworn and magically bound to support its crusade and defend the innocent.
Orcs: Warlike race with green or gray skin, protruding tusks, and warlike tendencies. Almost universally hated by more civilized races for their constant raiding.
Paladins: Holy warriors in the service of a good and lawful god. Ruled by a strict code of conduct and granted special magical powers by their deity.
Pathfinder Society: Organization of traveling scholars and adventurers who seek to document the world’s wonders.
Precentor Martial: One of five military leaders who serve under the Watcher-Lord in Lastwall. Also simply called precentors.
Seventh Church: Temple to Iomedae in Absalom and the site of her seventh of her eleven miraculous acts.
Shield-Mark: Magical mark in the shape of a shield, placed upon the palm, binding the bearer to defend Vigil and its ideals while also conferring the rights of citizenship.
Shining Crusade: Historic organization responsible for cleansing the lands of Ustalav and freeing the nation from the rule of the undead Whispering Tyrant a thousand years ago.
Silver Weights: Denomination of currency used in Absalom.
Skymetal: Metal that fell to Golarion from outer space—either as parts of mysterious craft or as meteorites—that has exceptional and sometimes magical qualities.
Starstone: Magical stone that fell from the sky ten thousand years ago, wiping out most preexisting civilizations. Eventually raised up from the ocean floor by Aroden and housed in the Cathedral of the Starstone in Absalom, where those who can pass its mysterious and deadly tests can ascend to godhood.
Starstone Cathedral: Enormous structure built to house the legendary Starstone and the mysterious tests by which it chooses mortals to elevate to godhood. Anyone who enters the cathedral either dies or becomes a god.
Sword Knight: Priest or other ranking official in Iomedae’s church.
Sword-Mark: Magical mark in the shape of Iomedae’s holy symbol, placed upon the palm, indicating membership in Lastwall’s military. When combined with the Shield-Mark, it indicates full rights and citizenship within Lastwall’s crusader city of Vigil.
Taldan: Of or pertaining to Taldor; a citizen of Taldor.
Taldane: Common trade language of Golarion’s Inner Sea region.
Taldor: Formerly glorious nation that has lost many of its holdings in recent years to neglect and decadence. Ruled by immature aristocrats and overly complicated bureaucracy.
Tempering Hall: Combat school in Absalom run by the church of Iomedae to train those devoted to fighting evil.
Ustalav: Fog-shrouded gothic nation with a reputation for strange beasts, ancient secrets, and moral decay.
Ustalavic: Of or related to the nation of Ustalav.
Vigil: Capital city of Lastwall.
Vigilant: Soldiers sworn to service in Vigil.
Watcher-Lord: Lastwall’s ruler and the commander with final authority over all that nation’s crusaders.
Whispering Tyrant: Incredibly powerful lich who terrorized Avistan for hundreds of years before being sealed beneath his fortress of Gallowspire a millennium ago.
Whispering Way: Secret organization that promotes undeath as a purer form of existence. None of its lore is written down or otherwise recorded, with all information whispered among its members.
Wispil: Gnome city in the Verduran Forest.
Witches: Spellcasters who draw magic from pacts made with otherworldly powers, using familiars as conduits.
Worldwound: Constantly expanding region overrun by demons a century ago. Held at bay by the efforts of the Mendevian crusaders.
THE PATHFINDER TALES LIBRARY
Called to Darkness by Richard Lee Byers
Winter Witch by Elaine Cunningham
The Wizard’s Mask by Ed Greenwood
Prince of Wolves by Dave Gross
Master of Devils by Dave Gross
Queen of Thorns by Dave Gross
King of Chaos by Dave Gross
Lord of Runes by Dave Gross
Gears of Faith by Gabrielle Harbowy
Pirate’s Honor by Chris A. Jackson
Pirate’s Promise by Chris A. Jackson
Pirate’s Prophecy by Chris A. Jackson
Beyond the Pool of Stars by Howard Andrew Jones
Through the Gate in the Sea by Howard Andrew Jones
Plague of Shadows by Howard Andrew Jones
Stalking the Beast by Howard Andrew Jones
Fires
oul by Gary Kloster
Reaper’s Eye by Richard A. Knaak
The Worldwound Gambit by Robin D. Laws
THE PATHFINDER TALES LIBRARY
Blood of the City by Robin D. Laws
Song of the Serpent by Hugh Matthews
Hellknight by Liane Merciel
Nightglass by Liane Merciel
Nightblade by Liane Merciel
City of the Fallen Sky by Tim Pratt
Liar’s Blade by Tim Pratt
Liar’s Island by Tim Pratt
Liar’s Bargain by Tim Pratt
Reign of Stars by Tim Pratt
Bloodbound by F. Wesley Schneider
The Crusader Road by Michael A. Stackpole
Death’s Heretic by James L. Sutter
The Redemption Engine by James L. Sutter
Shy Knives by Sam Sykes
Forge of Ashes by Josh Vogt
Skinwalkers by Wendy N. Wagner
Starspawn by Wendy N. Wagner
The Dagger of Trust by Chris Willrich
ABOUT THE AUTHOR
Gabrielle Harbowy first introduced the characters of Keren, Zae, and Appleslayer in the short Pathfinder Tales story “Inheritance,” available for free at paizo.com. In addition to her Pathfinder work, she’s also published the novel Hellmaw: Of the Essence, as well as short stories in such publications as Carbide Tipped Pens and Stars of Darkover. As an editor, she’s worked for publishers including Pyr, Lambda Literary, and Circlet Press; spent a decade as the managing editor at Dragon Moon Press; and is a submissions editor at the Hugo-nominated Apex Magazine. With Ed Greenwood, she coedited the award-nominated When the Hero Comes Home anthology series, as well as Women in Practical Armor. For more information, visit her on Twitter at @gabrielle_h or check out her website at gabrielleharbowy.com, or sign up for email updates here.
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