The Worldwound Gambit

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The Worldwound Gambit Page 33

by Robin D. Laws


  "Now I've been thinking of the rip," says Vitta. "Reviewing it in my head ..."

  "Here it comes," groans Gad.

  "I like to have matters straight in my mind, so as not to nag at me."

  "I suppose you also tug at threads to see if your garments unravel."

  "Answer a few questions and I can eat in peace." She gestures at him with her fork.

  "What's the point?" Jerisa sighs. "We won, didn't we?"

  "Yes, but there's the matter of not being included in the full details of the plan. Makes one feel like a dupe. A lackey."

  "What are you on about?" Gad asks.

  "Why didn't you tell us Calliard was going to go off and drink from the blood of Xaggalm? That might have been pleasant to know, instead of worrying constantly that he was on the verge of cracking."

  "Your locksmith's mind hasn't tumbled that out?"

  "Tell me, to confirm it," the halfling insists.

  "I had to feel shame," Calliard says. "Xaggalm read not so much thoughts as feelings. The greater the shame, the smaller his suspicions. If the rest of you knew, if you did not spear me with your doubtful gazes, I'd have rested easier. And he would have sniffed out that ease, and never trusted me to take as a gift to Yath."

  "Does that untrouble your mind?" Gad asks.

  "On that point, yes."

  Even Tiberio groans.

  "Go on," prompts Gad.

  "This I hate to ask," says Vitta. "But as I said, like a kit of tools, it is best after a rip to fit each moment in its proper compartment. For full understanding."

  "Ask it."

  "The letter from Jerisa. Spilling on your tryst with the priestess. That was also part of the plan, yes? Because I assume so. It makes sense. You needed Fraton blinded with anger and hatred, to drag you to meet Yath, not stopping to look for the gaffle in it ..."

  "But?"

  "But when you butted her in the face, that seemed real even to me. I mean, yes, now that I say it out loud, I realize that of course it was all part of the rip. It was improvising, maybe. The detail of how you'd show your supposed betrayal. But Jerisa, the look on her face..."

  Silence hangs in the air. Jerisa's cheeks lose their color.

  Vitta blushes. "I'll stop now. Let's eat. Yes, obviously, you don't have to say it. I can see it. All part of the gaffle. Are there herring?"

  Slowly they get back to eating, until the plates have emptied.

  Gulping down the last of the dumplings, Gad says, "I don't have another rip lined up just yet, but there may be prospects ..."

  Tiberio shakes his head.

  "Where will I look for you?" Gad asks.

  "I may set up a shop in Nerosyan," says Vitta.

  "You're going legitimate?" Jerisa asks.

  Vitta makes the sign of the trickster goddess. "Calistria forfend!" she mutters. "I'll create a shop as a false front and establish a workshop for the study of exotic locks and mechanisms in the back. I'll find some well-connected, down-on-his-luck sort to run the place and act like he owns it."

  "Thank heaven," Jerisa says. "For a moment there I thought you possessed."

  "And you, Jerisa?" the halfling asks.

  "Father wants me home, to ready myself for command."

  "So that's where you'll be? Suma Castle?"

  "Haven't decided yet," she says, studying Gad for hints of a reaction.

  "Hendregan?" Gad prompts.

  "Hrm," he says. "I am of three minds. One, return to my prison asylum at Bogilar fortress; I like the food there. Two, Jerisa's father has offered me a position as Suma's house wizard."

  "Which is to say, sorcerer," Vitta interjects.

  "He appreciates a man who can blast demons from the sky," Hendregan continues.

  "That he does," says Jerisa.

  "Third, there is a volcano in the savage lands of Belkzen that has long beckoned me. I may venture there to see what it has to say." He reaches for another round of ham. "Does anyone wish to come with?"

  "I'd tell you you're mad," says Vitta, "but you already know that."

  Hendregan smiles, raising his goblet to his lips.

  "Calliard?" Gad asks.

  "I'll be around, as usual. You'll find me."

  "And you're good?"

  "I'm good," he says. Gad doesn't mention the bulge of the demonblood vial in the man's pocket.

  Calliard signals for the homeliest of the whores to refill his goblet. He downs its contents at once.

  "You sure you're good?" Gad asks.

  "Yes," says Calliard.

  "And Tiberio, where will I look for you?"

  The half-orc sets down his forkful of fish. "I'll be back in Dubrov, but don't look for me."

  "No?"

  Tiberio takes his time before speaking. "What you asked me to do, it was necessary. I see the reasons for it. We saved many lives, and that outweighs much. This purse will go far to help my village in the hard times ahead. Mendev has many fewer defenders than before. The demons will find another way to come at us. But what I do to help, I will not do by fighting. What we did reminded me how tired I am of blood and fear. I have done more than can be expected of any man. I'm out, Gad."

  "I shouldn't even ask?"

  "Come as a friend, when all is well. We'll have a meal together. Not as impressive as this one, but a good simple meal all the same."

  "And if you're needed?"

  "Find someone else. There's always someone else."

  Gad reluctantly nods.

  They pick silently at the remains of the feast.

  "Should I belch flame to lighten the mood?" Hendregan asks.

  "Maybe not," says Vitta.

  When they can eat and drink no more, they stand and exchange embraces. Tiberio is first to leave, then Hendregan. Vitta and Calliard go together, headed for the city.

  Jerisa lingers.

  "I'm sorry you found it difficult," Gad tells her.

  "You knew I would."

  "I needed you."

  "For the rip."

  "Yes, I needed you for the rip."

  Jerisa sighs. "I gained insight, maybe."

  "Maybe?"

  "Employing the insight, that's another matter." She lets the statement hang in the air.

  "So are we good, or not good?"

  She steps out onto the brothel porch. She walks down the steps.

  "And if I need you?" Gad asks.

  "For another rip?"

  "For another rip."

  "What the hell, right?" Jerisa heads off, her black gear fading into the coming night.

  From the indigo sky, Gad hears a flapping noise. A lone demon circles overhead, barely distinguishable against the twilight. Gad makes it for one of those bat-things.

  It surveys the town, then, evidently deciding that it's too resistant a target, flies off.

  Gad's eyes narrow. "To success," he says.

  About the Author

  Robin D. Laws is the author of six previous novels as well as various short stories, web serials, and comic books, plus a long list of roleplaying game products. His novels include Pierced Heart, The Rough and the Smooth, and the Angelika Fleischer series for the Black Library. Robin created the classic RPG Feng Shui and such recent titles as Mutant City Blues, Skulduggery, and the newly redesigned HeroQuest 2. His previous fiction for the Pathfinder campaign setting includes "Plague of Light" in the Serpent's Skull Adventure Path and "The Ironroot Deception," available free online at paizo.com/pathfindertales as part of Paizo's weekly web fiction. In his latest endeavor, Robin finds himself shepherding the launch of a new fiction line from Stone Skin Press. Those interested in learning more about Robin are advised to check out his blog, a cavalcade of hobby games, film, culture, narrative str
ucture, and gun-toting avians.

  Glossary

  All Pathfinder Tales novels are set in the rich and vibrant world of the Pathfinder campaign setting. Below are explanations of a number of 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 Pathfinder Roleplaying Game Core Rulebook or any of the books in the Pathfinder Campaign Setting series, or visit paizo.com.

  Abyss: A plane of evil and chaos ruled by demons.

  Abyssal: Of or pertaining to the Abyss.

  Antipaladin: A holy warrior who crusades on behalf of evil gods.

  Aroden: Last hero of the Azlanti and God of Humanity, who raised the Starstone from the depths of the Inner Sea and founded the city of Absalom, becoming a living god in the process. Died mysteriously a hundred years ago, causing widespread chaos, particularly in Cheliax (which viewed him as its patron deity).

  Azlant: The first human empire, which sank beneath the waves long ago.

  Azlanti: Of or pertaining to Azlant.

  Bogilar Fortress: Frontier fortress in Mendev, originally built by the cursed Bogilar clan.

  Brevic: Of or pertaining to Brevoy.

  Brevoy: A northern nation famous for its swordsmen.

  Cheliax: Devil-worshiping nation in southwest Avistan.

  Chelish: Of or relating to the nation of Cheliax.

  Chesed: Port city in Numeria.

  Demon: Denizens of the Abyss who seek only to maim, ruin, and feed.

  Demonblood: A powerful drug with demon blood as its primary ingredient.

  Demon Lord: A particularly powerful demon capable of granting magical powers to its followers. One of the rulers of the Abyss.

  Deskari: The principle demon lord responsible for the demonic invasion through the Worldwound. Also known as the Lord of the Locust Host.

  Druma: Extremely mercantile nation.

  Dubrov: Small farm town in Mendev.

  Dwarf: Short, stocky humanoids who excel at physical labor, mining, and craftsmanship. Stalwart enemies of the orcs and other evil subterranean monsters.

  Egede: Mendevian port city on the edge of the Lake of Mists and Veils.

  Egelsee River: River flowing through southern Mendev.

  Elemental: Being of pure elemental energy, such as air, earth, fire, or water.

  Elf: Long-lived, beautiful humanoids who abandoned Golarion before the fall of the Starstone and have only recently returned.

  Estrovian Forest: Large forest in Mendev.

  Gaffle: Mendevian slang for a con or swindle.

  Gnome: Race of fey humanoids known for their small size, quick wit, and bizarre obsessions.

  Golarion: The planet containing the nation of Mendev and the primary focus of the Pathfinder campaign setting.

  Half-elf: Of human and elven descent, half-elves are often regarded as having the best qualities of both races, yet still see a certain amount of prejudice, particularly from their pure elven relations.

  Halfling: Race of humanoids known for their tiny stature, deft hands, and mischievous personalities.

  Half-orc: Bred from a human and an orc, members of this race are known for their green-to-gray skin tone, brutish appearance, and short tempers. Highly marginalized by most civilized societies.

  Inner Sea Region: Collection of nations around the Inner Sea that trade with each other. Mendev is one of the most northern nations of this region.

  Invidiak: Another name for shadow demons.

  Iobaria: Region east of Mendev, across the Lake of Mists and Veils.

  Iomedae: Goddess of valor, rulership, justice, and honor, who was a holy crusader in life before passing the Test of the Starstone and attaining godhood.

  Kellid: Traditionally uncivilized and violent human ethnicity from northern Avistan.

  Kenabres: Fortified crusader city along Mendev's border with the Worldwound. Currently the center of a radical, witch-hunting faction of Iomedae's faith.

  Krega: Small town in Mendev.

  Lord of the Locust Host: See entry for Deskari.

  Mendev: Cold, northern crusader nation that provides the primary force defending the rest of the Inner Sea region from the demonic infestation of the Worldwound.

  Mendevian: Of or pertaining to Mendev.

  Mesz: Alchemical agent involved in the creation of demonblood.

  Monastery of Tala: Multi-faith crusader monastery in Mendev.

  Mwangi: Of or pertaining to the hot, southern jungle region known as the Mwangi Expanse.

  Nerosyan: Fortress city and capital of Mendev, situated along the nation's southwestern border. Also called the Diamond of the North, after its shining towers and diamond-shaped layout.

  Nerosyani: Of or pertaining to Nerosyan.

  Nirmathas: Fledgling forest nation constantly at war with its former rulers.

  Nirmathi: Of or pertaining to Nirmathas.

  Numeria: Land of barbarians and strange alien technology harvested from a crashed starship near the nation's capital. Borders Mendev and the Worldwound.

  Paladin: A holy warrior in the service of a good and lawful god, granted special magical powers by his or her deity.

  Rip: Mendevian slang for a con or swindle.

  Sarkoris: Northern nation destroyed and overrun by the Worldwound.

  Sczarni: Criminal gangs of ethnic Varisians who live via swindling others; the primary reason for prejudice against Varisians.

  Sellen River: Major river that flows through Mendev.

  Shadow Demon: Type of demon made of shadows and without a solid physical form; able to possess mortals and control their actions.

  Shelyn: Goddess of love and beauty.

  Shudderwood: Forest running through Ustalav and the Worldwound.

  Sorcerer: Spellcaster who draws power from a supernatural ancestor or other mysterious source, and does not need to study to cast spells.

  Starstone: A magical stone that fell from the sky and was later raised from the ocean floor by the god Aroden. Has the power to turn mortals into gods.

  Suma Castle: Frontier fortress in Mendev.

  Ulfen: A race of Vikinglike humans from the cold nations of the north, primarily Irrisen and the Lands of the Linnorm Kings.

  Urannag: Dangerous, semi-sentient hazards from the Abyss, which lie concealed in the hope of trapping and slaughtering prey that moves across them.

  Varisian: Race of northern wanderers, entertainers, and tinkerers who travel in caravans and have strong family ties.

  Wardstone: Magically imbued obelisks that line the Worldwound's border and help hold back the tide of demons.

  Wizard: Spellcaster who masters the art through years of studying arcane lore.

  Worldwound: Constantly expanding region overrun by demons following the death of Aroden. Held at bay by the efforts of the Mendevian crusaders.

  Xa Hoi: Far eastern nation, so distant that few in Mendev have even heard of it.

  Yath: Strange demonic tower-entity recently arisen in the Worldwound.

  Zharech: Rough-and-tumble town in Mendev with popular gladiatorial events.

 

 

 


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