The Enemy Within (WHF Witch Hunter Quest)

XX - Lèse Majesté
[x] Confront the Watch

XX - Lèse Majesté

Spätin is probably correct in believing the watch is heavily compromised by the merchant's guild, but your corpse will be cooling in the ground before you flee the authorities like some common criminal. You grit your teeth and make for the front door, and the look on your face is enough to tell the duelist what your decision is.

"You're absolutely mad," Spätin says, a strange kind of admiring horror in her voice as she looks at you.

"I am a servant of the law, Frau Spätin," you say sternly, "and I will not flee like a thief in the night."

"Well I'm not, and I will," the witch snorts, turning on her heel and making for the back garden, "Best of luck!"

"Spätin!" you snap, but she is already gone, the door to the rear garden slamming in her wake. You can't afford to waste time chasing her, not with the watch patrol almost here, and with bile burning in your heart you turn back and step out of the front door. The soldiers draw up short at the sight of you, their faces red and puffy and their breastplates gleaming in the noonday sun, and you nod severely to the sergeant at their head.

"Guildmaster Magirius has been murdered," you say to them in a clear voice, "you will find his body upstairs. Secure the site and send for the mourner's guild."

The soldiers hesitate, and then they look to their sergeant, a meaty looking man with a stringy excuse for a beard that seems to dance as he sneers contemptuously at you. "Heinrich, go check the body. As for you, sir, I must ask that you surrender your weapons and place your arms behind your back."

You frown intently at him, but the sergeant seems unbothered. "For what reason?"

"The guildmaster's servant claims that you confronted the guildmaster in his home and slew him when he would not yield to your demands," the sergeant says, drawing himself up, "I am hereby placing you under arrest on suspicion of murder."

"Ridiculous," you scoff, glancing around to see if the 'servant' in question is anywhere nearby. Alas it seems not - likely the daemon kept the disguise just long enough to deliver the report, then disappeared once more. "I am a Templar of the Holy Orders, not some common murderer."

"That would be for the courts and my commanders to determine, sir," the sergeant says firmly, putting a tad too much emphasis on that final word for your liking, "Your rights and status will be respected, but I must do my duty to Bögenhafen."

He speaks the words, but it isn't the town that commands his obedience. You can see it in his eyes, in the way his hands ball into fists, in the sneer he just barely keeps from his face. The daemon chose its patsy well for this, and for a moment you wonder if this sergeant's corruption is financial or more theological. Either way, you won't be convincing him to let you go without a fight, and you have no interest in risking your life here or slaughtering the loyal soldiers who are following him.

"I will not relinquish my weapons," you say firmly, "but I will permit you to escort me to your commander, so that we may resolve this situation swiftly and fairly. That should suffice to fulfil your duty."

"I, uh," the sergeant hesitates for a moment, then nods, "Yeah, I guess that'll do. Right, you lot, fall in. Let's head back to the Fort."

Being marched through the streets by a group of armed watchmen is an unpleasantly novel experience, but you do your best to adapt to the change in circumstances with appropriate dignity. The headquarters of the watch lies in the beating heart of Bögenhafen, where shops and trade outlets compete with private residences for space and hundreds of people throng the streets and whisper at the sight of you passing by. Many are workers and labourers, but the majority you think are members of the rising middle class, those who own property of their own and treat the sight of a Templar being arrested as a source of scandalous gossip more than any real threat. You speak to none of them, and take note of the quiet relief in your escort when they realise you are not about to call upon a mob of the faithful to demand your liberation.

As with many settlements across the Empire, Bögenhafen's town watch is drawn from the ranks of the State Army, trained soldiers pressed into other service in the absence of an immediate war to fight. You are not sure just how much martial readiness is left inside the 99th Reikland Foot after such a prolonged change in duties, but their banner flies proudly above the gate to Fort Bögenhafen and the walls of the compound seem sturdy and well built. It is easy to believe that this place could serve as a fine headquarters in the event of invasion or civil unrest, but right now the gates are open and the guard on the gate merely raises an eyebrow as you are marched past him into the courtyard beyond. Here a score of new recruits practise their drill in ordered ranks, while hoary veterans shout encouragement and an officer in the most resplendent finery looks on. All of them stop and stare as you are marched in through the gates.

"What is the meaning of this?" The officer is tall and almost cadaverously thin, his thinning hair the colour of sun-bleached bone, and there is an aristocratic lilt to his voice as he looks down at you from his position on the steps leading up to the main blockhouse.

"Captain von Goetrin, sir!" The sergeant who escorted you here stops and salutes smartly before continuing, "I regret to report that Guildmaster Magirius has been murdered, sir! Throat cut from behind, looks like. The guildmaster's servant accused this man of being the killer."

The report sets off a wave of whispers and gloomy muttering across the courtyard, but you do not care to wait for the soldiers to sort themselves out. Instead you step out from behind your escort and lift your head to regard the officer who now studies you in turn.

"My name is Markus von Bruner, Inquisitor of the Holy Order of Sigmarite Templars," you say formally, pitching your voice so that everyone can hear it, "I have been investigating a hidden cult operating within this town, and Guildmaster Magirius was cooperating with my investigation, which I believe they murdered him to prevent."

Captain von Goetrin considers you at length as the whispers spread, and you have to fight not to be distracted by the spectacular visage of his moustache. It almost looks like someone implanted a pair of horizontal walrus tusks into his upper lip, and you cannot imagine the amount of time and effort it must take the man to keep it clean and properly shaped each day.

"I have been warned about you, Herr von Bruner," the captain says at length, giving you a slow and serious nod, "Councillor Teugen informs me that you have a track record of murdering merchants for spurious reasons. High Priest Edel, meanwhile, has assured me that your investigation is nothing more than a politically motivated sham."

For a brief moment a spark of fury blossoms in your heart, but you quash it ruthlessly. You will need to have words with Edel about undermining your authority with such talk, especially after he took such pains to project unity less than a day ago, but those problems can wait.

"Captain, I assure you," you begin, taking a step forward, but before you can approach the man two of his soldiers step forward and slam the end of their polearms into the dirt before you, barring the way with crossed blades.

"Markus von Bruner, you are hereby charged with the murder of Frederich Magirius," the captain says in an arch tone, looking down his nose at you and making a cutting gesture with one hand, "As a man of quality, I must ask you to surrender your arms and offer your parole."

Markus makes an Average (+20) Intuition test. Skill is 62, roll is 62, bare pass.

You glance around swiftly, taking in the expressions of the watching soldiers and the attitudes on display. Some of them seem gleeful at the sight of your arrest, while others are worried and uncertain, and a few even outright disapproving. Still, none go so far as to protest outright, their respect for the captain and his authority too pronounced to dare such a thing without further encouragement. As for Goetrin himself, you have no idea whether he truly believes you guilty or is merely acting to further his master's interests, be they mundane or diabolic. At this point, it matters little.

"Listen to me, all of you," you call out in a clear and ringing voice, putting your conviction and urgency behind every word, "There is a cult of the dark gods at work in Bögenhafen, and it must be stopped. The Ordo Septenarius has summoned daemons and offered human sacrifice, and they mean to conduct a ritual this very night to secure their power. I know where and when, but without good and loyal soldiers like you I cannot hope to stop them alone."

Markus is going to use a charm test for public speaking. He has a base skill of 51, and as he has a higher status than the average watchman he gains +10 on the skill. Additionally, he has the Noble Blood talent, which adds an additional SL to tests affected by status if he succeeds.

Unfortunately, he rolls an 85, and so fails. After the fight against the stevedores, he has no fortune points remaining and so cannot reroll this.

For a moment it seems like you have them, that your words have struck a chord, but then Captain von Goetrin's voice cracks like a whip and the moment is lost.

"I see we are adding incitement to mutiny to your charges, sir!" he roars, bristling with sudden fury, "Well then, I had planned to host you as your station demands, but if you will act like a mere recidivist then that is how you shall be treated! Soldiers, disarm him and take him to the cells."

The soldiers obey their commander, and with brutal speed and practised efficiency you are stripped of your weapons and armour alike and frog-marched across the fort towards a set of stairs that descend into darkness. Your protests are ignored, and since you stop short of attempting to actively fight back the rough handling likewise stops short of an outright beating, and soon enough you are all but thrown into a dingy little cell beneath the barracks with only a flickering torch for light.

"We shall send word to High Priest Edel and the Graf von Saponatheim," Captain von Goetrin sneers from his position by the door, "But as the former is very busy and the latter dwells some eighty miles north of here, it may be some time before they respond and your trial may be arranged. Until then, you will enjoy our finest hospitality."

"Captain, you are making a dire mistake," you say, trying to keep your frantic concern from your voice, "Please, if you will but accompany me with a small force at the proper time then you will see the truth of my words."

"Frederich Magirius was a respected patron of mine, templar, and more than that he was one of very few men I counted as a friend," the captain says, a cold and ugly look in his eyes as he looks at you, "If it were up to me you would hang this very night. As it is, I shall pray to Verena and Sigmar alike that justice be done and you pay the price for your crimes. Good day."

He leaves then, slamming the cell door closed and striding away down the corridor, and before he departs the building entirely you hear the distant sound of barked orders as he establishes how you are to be restrained. You don't doubt that he will bend every resource he has to seeing you blamed and executed for the death of the guildmaster, and while you truly do not think it will go so far, the idea that he might release you in time to intervene in the Ordo's plan seems equally distant. Fearful despair takes root in your heart and begins to rise, but you push it back down and sink to your knees.

"Blessed Sigmar, hear the words of your servant," you murmur, clasping your hands together and hoping with every shred of resolve you have left. "I implore you to guide the captain's heart towards wisdom, or else send a sign that the wise may follow. And… if not that, my lord, then I ask only that you send another in my stead, to defend this land where I cannot."

You receive no answer, only silence and the gnawing cold of the buried cell. Not that you expected a bright light and booming voice, of course not, but previously prayer has helped to centre you, to give you the sense of purpose and certainty that you need. Now… Now there is nothing, only the disquiet beating of your heart and the growing awareness of your own failure. You pray again, whispering the words of your earlier entreaty, mumbling old chants beaten into your memory with growing desperation, and nothing comes.

Hours pass, and save for the odd patrol of a passing guard, nothing stirs you from your forgotten solitude. You pray where you can, pace back and forth in the growing darkness of your cell where you cannot, and in the end resign yourself to simply sitting there in silence, lost in your own thoughts. Despair freezes you by inches, like the first frost of winter creeping across the fields, and this time you can do nothing to halt its ascent. The fire you need so desperately has gone out, and you do not know if it can be rekindled.

Perhaps this is the sign you sought after all. How many times have you failed now? You acted blindly when your father strayed, and so betrayed him to his death. You could not choose a side nor see a path to unity when news of the Mutant Edict broke, and so allowed doubt into your heart. You persuaded Spätin to turn herself in, then drove her to abandon you, and in your foolhardy pride you placed yourself into the hands of your enemies and lost all chance of saving Bögenhafen from the scheme that threatens to ensnare it. You are not worthy to call yourself a Templar, not strong enough to serve Sigmar and he deserves. Perhaps you never were.

How long you sit there in the cell you cannot hope to guess, for there is no natural light down here and the walls are too thick to hear the sound of the distant bells, but after some time you become aware of a quiet scraping sound from the wall to your left. You stare, baffled and confused, and then leap to your feet a moment later as one of the stone bricks pops out of the wall and slides aside, revealing a narrow tunnel and a familiar face beyond.

"...Master Banbury?" you whisper, blinking in shock, "What is the meaning of this?"

The halfling puts a finger to his lips, cocking his head to listen for the sound of guards. When last you saw him he was all but dying in the Shallyan hospice, but now his face is flushed with vigour and there is only dedication in his eyes. After another moment's caution he nods and pulls himself out of the tunnel completely, gesturing for you to enter it in turn. For a moment you hesitate, wary of adding further crimes to your apparent tally, but then sense returns and you go down on your knees. The tunnel beyond is a small and narrow thing, barely large enough to accommodate you, but you grit your teeth and keep going as Ozzy Banbury levers the stone back into place and crawls along behind you.

The tunnel is not very long, as it turns out, and less than a minute later you are emerging into the reeking confines of Bögenhafen's sewers. A small lantern has been left on the side for you, and you take it up as you stretch as best you can, breathing shallowly as you wait for Banbury to join you. The halfling seems no happier about being back in this place than you are, but after a moment he masters himself and leads the way along the narrow walkway, one hand firmly against the wall to avoid going too close to the toxic stew. You are almost unsurprised when he leads you to the sealed door you encountered upon first entering the sewers, the one marked by the sign of the local smugglers, and after a quick series of knocks the portal opens and you are ushered through.

The room on the far side is clearly a cellar of some kind, stacked high with boxes and barrels covered by heavy canvas tarpaulins, but tonight it is being used as some manner of covert rendezvous. You recognise Adhema the merchant leaning against one of the nearby boxes, while Spätin reclines catlike atop another. Close to a dozen hardened looking men and women sit around the perimeter beyond a small ring of lanterns, while nearer the centre a brawny looking man in an innkeeper's leather apron stands flanked by a pair of identical twins bearing identical swords. Elvyra is with him, and unlike your other companions the cheerful woman seems entirely at ease in such company.

"Ah, Master Markus, there you are," the apothecary says in a warm voice, nodding in satisfaction, "I wasn't sure they'd put you in with the common cells, but it seems old Reiner decided to make a show of it."

"Frau Kleinestun," you say warily, nodding to her as you step out of the doorway and close it behind you, "I will not deny it is good to see you, but you will forgive me for asking how, exactly, this came to be."

"Ah, well, less than an hour after you left to go answer that message, this one came running back home with some daft story about how you'd gone and gotten arrested - and gone quietly, at that!" Elvyra clucks her tongue disapprovingly at you, nodding up at where Spätin rests, "So I decided I'd gather up those other friends of yours, and then reach out to a few friends of mine."

"Franz Baumann," the innkeeper says with a cheerful smile, crossing his broad arms across a barrel chest and nodding to you, "Your friendly local innkeeper and, more relevantly, priest of Ranald and master of the local Crooked Fingers."

"...a criminal, then," you say with a frown. The Cult of Ranald is not technically a proscribed faith (though you have never been able to entirely follow the theological and political reasons for why) but there are few Sigmarites who care much for the god of criminals, revolutionaries and outcasts.

"Just like you now, way I hear it," the priest says with a nasty grin, and though you flinch you cannot help but concede the point with a sharp nod, "Don't take this the wrong way, templar, but I really don't like your kind very much. This little favour is done entirely because Elvyra here made a pretty striking case… and because it means you owe us one. Rest assured we will be collecting."

"I see," you say warily, and though you suspect you know the answer already, honesty compels you to ask, "And if I should refuse to cooperate, or recognise any debt you might imagine I owe to a band of recidivist criminals and outlaws?"

"Well, then my boys Reiner and Reiner here would get very upset," Baumann says with an exaggerated shrug, the identical twin bodyguards grinning unpleasantly at you, "And then something very unfortunate would probably happen to you. I try not to spend my time thinking too closely about what - not good business for an innkeeper, you understand, if his stomach turns at the wrong moment."

You nod, since that is more or less what you expected. You should probably be offended at the idea of criminals daring to threaten a templar and noble so brazenly, but these are Ranaldians, so you can't really claim to be surprised. "Very well. Let none say I do not recognise when others have done me a service, nor that I forget my debts."

"Marvellous!" Baumann says cheerfully, clapping his hands together, "Now, seeing as all your shiny gear is in Reiner's lockup, I figured we might as well stretch to some charity. No silvered swords or fancy pistols here, I'm afraid, but there's some proper leather and a pair of cutters in that bundle by the door. Reiner will lead your little band through the sewers down to the docks, near the warehouses, since I hear that's where you're looking to go. From there, well, it's up to you."

You nod silently, and without further ado one of the twins peels off from the group and opens the door back into the sewers, handing you the bundle as you get close. Adhema, Spätin, Elvyra and Banbury all fall in behind you as you follow the Ranaldian back out into the sewers, and from there down towards the docks. You walk in silence, partly due to stealth and the listening company, and partly because none of you want to open your mouth or breath in too deeply while in the reeking confines of the sewers. You thought it would be easier the second time, but it really is not.

Reiner knows his trade, at least, and no more than a quarter bell later you are being led through an overflow pipe and out onto the muddy shoreline of the River Bögen, the iron grate that is meant to prevent just this kind of trespass lifting freely out of its socket at the enforcer's gentle touch. Night has clearly fallen, and a thick mist seems to have rolled in off the river to swamp the entire district while you were imprisoned, drowning all sound and making your damp clothes cling to your skin. Reiner tips a mocking salute, pulls the grate back into place, and vanishes.

"My thanks, all of you," you say at last in a rough voice, busying yourself by pulling open the pack and strapping on the boiled leather armour within. Hopefully you will be able to reclaim your chainmail and brigandine from the watch before too long, for the protection it offers is far superior to this, but tonight it will simply have to do.

"Don't mention it," Ozzy Banbury says blithely, squinting up at the shadowed bulk of the nearest building as you clamber up onto the waterfront proper, "Never could have afforded the lady's medicine without you anyway, so I reckon I owe you at least one more. Now… where would warehouse thirteen be…"

"Turn right and go for a block or two, I reckon," Adhema the merchant chimes in, beads of water glittering like diamonds in her long curly hair as the mist grasps at her, "And cut that talk of debts, too. Even if we didn't owe you a penny, this is important work. Got to be, given, well."

She points skyward, and you are forced to acknowledge what you were hoping to avoid. Night has fallen but darkness has not come with it, for in the sky over Bögenhafen the chaos moon has swollen to a vast and terrifying size. If you did not know it to be impossible you could almost imagine it possible to reach out and touch Morrsleib from the top of the town's highest roofs, and the pattern of shadows and lines on its broken face gives the unshakeable impression of a hungry, smiling face staring down at the streets below. Morrsleib is as a gourmand awaiting the feast, and your lives and souls mere morsels to satiate its remorseless hunger.

"Something foul is happening," Spätin murmurs grimly, "The moonlight feels like poison, but underneath that, if you know what to look for… whatever they're doing, Markus, it isn't some petty ritual to bring good luck."

There hardly seems to be a need to answer that, and so with a grunt you simply nod and begin ushering everyone along the waterfront at as fast a clip as you can manage. The moonlit mist swirls around you like a living thing and the shadowed bulk of the buildings pass you like leviathans in the deep, but soon enough you find yourself approaching warehouse thirteen. You know this must be the place you seek, for it alone of all the buildings near here is lit from within by flickering candlelight, and you could swear you hear the faintest echo of chanting carried on the still night air.

"More thugs," Spätin murmurs as the five of you take cover behind an abandoned cart closer to the waterfront, peering into the gloom, "Two, four… could be a dozen or so, if they're spread out around the whole perimeter. Reckon we'd need to go through two of them at least if we wanted to burst in."

"Could always try sneaking past," Ozzy Banbury replies, studying the facade of the warehouse before you, "Mist is pretty thick, and these guys don't look like they'd want to go hunting for every little sound."

"Could even offer to pay some of them off," Elvyra notes, "I don't reckon they like listening to that chanting all that much. They might even listen to a bit of righteous preaching, though if they got picked to stand guard over this I kind of doubt it. Anyway, I'll be here in case any of you get knocked about, but I'm afraid I'm not very good at fighting."

"Whatever we do, we need to do it now," Spätin hisses, shaking her head as if to ward off a gnat, "I can feel the power building. They're nearly finished."

Article:
How do you proceed? There is no time to secure further reinforcements - either you can lead a witch, a student lawyer and a grain merchant to save Bögenhafen, or the dark gods win.

[ ] Charge
You have no time for subtlety. Surprise and sudden violence will get you past the guards and into the warehouse, where you will stop this ritual or die trying.

[ ] Sneak in
The mists offer a great deal of cover, perhaps enough to creep past the guards and get a good look at the interior of the warehouse before being discovered.

[ ] Attempt Persuasion
You will gamble on the notion that the guards can be bought off or perhaps even swayed to your side, thereby removing them from consideration and allowing you to focus on the ritual.

-/-

Markus has no guns, little armour and no remaining fortune points. There are, however, other powers that might be willing to lend a hand in stopping a Tzeentchian ritual, especially if it allows them to get their claws into a noble-born templar riven with self-doubt and vengeful fury.

Taking a Dark Deal allows you to reroll any test after the result is known, even if it was already rerolled, and then take the better of the two results. This can be done for the price of a single corruption point each time. Currently, Markus has two Corruption points, and will need to test for mutation if he reaches ten.

This is presently Markus' only possible source of rerolls. Are you willing to take advantage?

[ ] In Dire Necessity
Markus will take a dark deal only for the most critical of rolls, to avoid being slain or defeated outright, provided it can be done without pushing him over the threshold of mutation.

[ ] Die Pure
Markus will take no dark deals of any kind, and allow the dice to fall as they may.

[ ] Drink Deep
Markus will take the deal to reroll any failed test, hoping that the additional success will allow him to end this ritual swiftly before the cost grows too high.
 
XXI - A Shadow over Bögenhafen
XXI - A Shadow Over Bögenhafen

There is a part of you that wishes nothing more than to kick down the door and denounce all the wickedness that you find within in a ringing voice, but there is a much greater part that considers how lightly equipped you are for the task at hand and sees the virtue in discretion.

"Best to avoid any fight we do not need," you murmur to the others, studying the misty street and eying the distances between the shadowy forms patrolling it, "Let's see how close we can get without being seen."

Markus makes an Easy (+40) Stealth test. Skill is 66, roll is 69, bare failure.
Thugs test perception, skill is 25, roll is 27, also bare failure.


Even with the thick banks of mist cloaking everything the infiltration comes perilously close to failure more than once, with guards seeming to turn towards your fleeting footsteps at the worst possible moments and a plethora of small stones scattered in just the right places to be disturbed by an errant foot, but somehow you manage it. Slowly releasing your breath and wiping the combined sweat and condensation from your brow, you gather the others around you and press up against the outer wall of the warehouse. From here the sound of chanting is all too clear, and though there are wooden slats across the windows and the doors remain barred, you are able to find a small crack that allows you to peer inside.

Within, nine chanting figures stand in a loose circle in an open section of the warehouse floor. Eight of them are robed in red and masked by silver, while the last seems like nothing more sinister than a young nobleman from the courts of Altdorf, disdaining concealment in favour of a sardonic smile as he watches the others intone the ritual words. A familiar copper ring lies on the ground between the group, encompassing within its shining lines an elaborate octagram speckled in blood and marked by eight black candles that burn with pale light, while at the centre a shallow silver bowl holds a human heart that glistens in the candlelight.

(A bloodstained bundle of rough canvas lies propped up against the far wall, just the right size and shape to hold a young woman's body. You close your eyes for a moment and mutter a prayer for the victim's forgiveness, for you were not swift enough to save her from this fate.)

It is obvious which among the foe is the leader, at least, for one of the cultists is bloated and obese beneath his robes and clutches a sacrificial dagger in one pudgy hand that he passes rhythmically through the flames of each candle in turn. That would be Franz Steinhäger, you assume, which makes the lean looking nobleman the mysterious Gideon.

"Nine of them," you murmur to the others, describing what you can see of the ritual and its layout in a quiet voice as they lean in close to hang off your every word.

"They're nearly finished," Spätin replies in an equally quiet voice when you are finished, "I don't know how I know that, but… there's no way we get away and come back before they're done. All or nothing. Make the call, boss - how do we stop this?"

Nodding grimly, you cast back through your memories in search of anything close to this kind of ritual that you've seen or heard of, and more critically what it might take for your small band to stand a hope of disrupting it.

Markus makes an average (+20) Lore (Witches) test. +10 from Spätin assisting, skill is 70, roll is 88, failure.

Unfortunately, while you learned more than enough to recognise an evil ritual by the slightest trace of evidence or scattered paraphernalia, concrete advice on how to stop one once it is already in operation was somewhat harder to come by among your studies.

"We'll just have to kill as many of them as possible, and hope they need everyone alive to finish the ritual," you say grimly, "Stand with me now, and do not fear. Sigmar is with us."

Pushing down the treacherous thoughts that whisper doubt in your mind, you make your way around to the side door, the one that the warehouse workers use to enter and leave without needing to struggle with the main portal. It is unlocked, thankfully, and with a last moment to commend your soul to the gods, you push it open and step inside.

Markus makes an average (+20) stealth test. Skill is 46, roll is 52, failure. Surprise lost.

You were hoping to slip in unnoticed and seize the advantage of surprise, but the door hinges squeak loudly as you swing it open and all the masked faces turn to face you immediately. Suppressing the urge to curse, you step forward into the candlelight and draw your borrowed swords, holding them ready and visible at your sides.

"I am Markus von Bruner, of the Holy Order of Sigmarite Templars," you say in your sternest, most commanding voice, "You are all hereby charged with murder, blasphemy and the performance of forbidden magics. Surrender."

"Keep the chant, brothers," the leader of the cultists says in a harsh, rasping voice, "Gideon and I shall deal with this… interruption."

"I suppose we shall have to," the lean looking nobleman says with a sigh, making a tutting motion as he steps forward to put himself between the ring of cowled figures and your little band, "You know, I really thought Goetrin would be able to keep you locked up for at least one night. You really can't get good help these days."

He's confident, they both are, and while that is to be expected it is also displeasing to you in the extreme. Whatever injuries may have been done to your pride and self-regard, you are still a Templar of Sigmar, and you will not allow your god or order to be mocked even by proxy. So you take a gamble, and address the smiling rake directly.

"Sheru-tar Gee'taru, I presume," you say in a cold and level voice, your tongue tingling slightly as it twists around the name that the guardian daemon snarled at you before you destroyed it. You doubt it is the entirety of the daemon's true name, and even if it were you lack the mystical knowledge to properly leverage that advantage, but from the way 'Gideon' flinches at the words it must feel rather like being scourged across the face.

"...very well then, templar," the daemon says, its mocking grin sliding away and leaving only cold malice in its wake, "We'll play it your way, and long may you regret it."

"Indeed!" Franz Steinhäger booms, casting his arms wide and throwing his head back as unclean power gathers in great coruscating arcs around his splayed hands, "We will show you the gifts our learning has brought us! Witness true power!"

The air turns greasy and thick, strange whorls of light and shadow rippling across the ground surrounding Steinhäger like an inverted halo, but before he can finish whatever foul working he is engaged upon the sound of a serpent's hiss fills the warehouse and a small leaden ball strikes the merchant lord in his prodigious gut.

"Ha!" Master Banbury cries out in triumph, already winding his sling back around a calloused hand as he scurries for cover behind a stack of wooden crates. "Take that, blackguard!"

"Martak shira corus!" Steinhäger snarls in reply, only to stop and grab at his throat, "Sen? Fo, talar…"

For a moment you think he might be intoning the words to some spell, but no magic comes forth, and when Adhema screams a wordless battle cry and hurls herself at the nearest of the robed figures still locked in their chanting no curse or malediction befalls her.

"Oh dear, lost control of the magic already?" Gideon tuts like a disappointed parent, raising his hand and tracing a lurid purple rune on the air that hurts your eyes to look upon, "This is the problem with you humans, all ambition and no talent. Don't you agree, Master Templar?"

Growling, you heft your swords and step towards him. Except… no, something's wrong. The weapons feel heavy and off balance in your hands, as if flawed in their construction. No, not even that. You are sure there is a way you should be holding them, some technique to balance the two against each other and fight effectively with two weapons in hand, you were taught how to do that, weren't you? Yes, you know you were, you remember the lessons in your old garden, the tutor hired at great expense to instruct you, but somehow the thought of what it was you learned turns to water and slips away as you try to grasp it.

"Ah, the look of realisation is always so sweet," Gideon croons, staring at you with a rapt expression on his false face, "That's right, templar. No skill, no training, no little tricks or memorised lessons. I've taken everything from you except what your brute form alone provides, and I think we both know how little that is. Tell me, Markus - how will you win now?"

You hesitate, mind racing, but before you can recover your wits Spätin lunges past your frozen form and stabs Gideon through the chest. The daemon in human form staggers backwards, stumbling like a drunk with an expression of mortal offence on his stolen face, and Spätin spares a moment to glance back over her shoulder at you.

"It's not complicated, Markus," she says with a laugh, holding her rapier in a two handed grip like a child playing with sticks, "Pointy end goes in the enemy!"

For one absurd moment you feel like objecting, the hot bloom of affronted pride chasing away your paralysis, but now is most assuredly not the time. You can imagine your peers laughing and your old tutor despairing, but that hardly matters compared to your duty, so you drop one of your swords in the dirt and take the other in a two handed grasp, stepping forward to hack at Gideon's slender form like a lumberjack going at a tree. The blade bites deep, oily sap leaking from the wound in place of blood, and the daemon shrieks.

"No, no, no!" it squeals, false human skin peeling away like paper charring in the flames, revealing nothing but pink flames and a maw filled with a thousand and one mismatched fangs beneath, "This isn't fun anymore! Just burn!"

Boiling pink and purple flames erupt from the daemon's maw and wash over you like a tide, at once agonising and enlightening, and you stagger back with a hoarse yell of pain swallowed by the blaze. The fire does not stop with you, leaping across the room to consume Ozzy and his hiding place both, and with an agonised scream the halfling collapses to the ground, rolling around in mindless pain as his flesh cooks and his clothes burn. You bat out the flames that threaten to consume you, choking back a further cry of pain, and in a fleeting moment behold the whole scope of the battle in a single glance.

Ozzy is on the floor, shrieking in pain, consumed by daemonic fire. Adhema is retreating, one hand clutched to a horrible bleeding wound in her side, desperately fending off the lumbering form of Steinhäger as the cult magus advances on her, his sacrificial knife already wet with blood. You and Spätin are locked in combat with a daemon, one even now shedding its skin and bringing fresh power into play, while beyond you can see the main door open and the first of the cult's hired thugs stepping in to join the battle. And in the middle of it all, the seven remaining members of the Ordo Septenarius' inner circle continue their chanting, the ritual nearing completion. For one terrible moment, everything hangs by a thread. Then Spätin pushes past her fear and rams the point of her rapier down the daemon's slavering maw, ignoring the way the teeth close around her forearm like a vice.

"Tell your master," she hisses, face white with pain and fear alike, "that the answer is no."

Sheru-tar Gee'taru is a creature from far beyond this mortal realm, but this does not make it invulnerable or immortal, and this final blow is more than its conjured corpus can sustain. The daemon disintegrates, wailing in a child's terrified voice as its stolen limbs vanish in a haze of purple flame, and as it passes so too does the curse it laid upon you. All your skill and certainty returns in a rush, and before the enemy can adjust to the sudden change in fortunes you seize the advantage, leaping past the dying daemon to engage the fool that summoned it.

Franz Steinhäger turns to face you at the last moment, but his skills with a dagger are far from sufficient to save him from your wrath, and with a single brutal motion you open his gut from right to left and send blood and bile cascading in a waterfall down the front of his crimson robes. The merchant lord staggers back with a bubbling shriek, tripping over his own feet as the strength leaves his lumbering body all at once, and scatters the candles as he falls within the copper circle upon the floor.

"Franz Steinhäger," you say firmly, breathing hard but evenly as the remaining cultists break off their chants with cries of fear and alarm, "By your actions, the plea entered against my charges is one of manifest guilt. The punishment for any one of your crimes is death. May Sigmar judge you fairly, and Morr guide you to such a fate as you deserve."

"No…" Steinhäger moans faintly, hands flailing as he tries to drag himself back across the dirt, as he tries to staunch the mortal wound in his gut, as he tries to save himself in any way he can, "No, this isn't right, this isn't what was promised… my lord, you promised me! My lord, save me! Save me, Lord Tzeentch!"

The candles ignite, red and blue and green and a thousand other hues beside, and as you step back in alarm the flames leap in great arcs from the whip to lash at Steinhäger like snakes. The merchant shrieks in pain and fear, his swaddled bulk igniting like a bonfire, and from the smoke that rises from his burning corpse a great shape takes form. Your mind refuses to accept what it is, or perhaps it simply cannot make sense of all that your senses perceive. A great orb of inner flame, a swirling maelstrom of scintillating light, an abyss of whispering shadows, and above all else, an eye. The Eye.

There is no portal. The pact is broken.

The voice is felt more than heard, a thousand panes of glass shattering in agonising, mesmerising chorus to produce something that is very nearly a sound. You fall to your knees at the edge of the room, while somewhere behind you Adhema shrieks and Spätin weeps like a babe.

Your souls are mine. They always were.

One by one, the remaining members of the Ordo Septenarius combust like torches soaked in oil, burning in a thousand tongues of flame that slink like serpents through the air. One by one, they are consumed by the eye, wailing in shock and confusion as the betrayal takes hold. Some protest their innocence, others babble their ignorance, and one poor soul tries to call out to Sigmar to save him. None of it works.

The Eye looks upon you, and bit by bit you start to unravel, your every petty hope and ignoble ambition flensed from your soul and dragged weeping to the surface, dreams leaking from your eyes like pale tears.

Markus von Bruner. Your soul too is mine. One day I shall claim it.

You choke on empty hope, writhe beneath the lash of hollow desire, burn in the fires of faith denied. You scream without words as pain unlike any you have ever known lashes you to the bone, and none of it hurts nearly as much as the despair that threatens to consume you at the sound of that awful, wonderful voice.

But not today.

And just like that, it is over. The voice falls silent, the eye disappears, and in the span of a heartbeat you are left on your knees in the burned out ruin of a warehouse, broken corpses and smouldering shadows all around. For a long moment, the only sound to break the silence is the soft, broken whimpering of minds pushed too far past their limits. Then you push through the pain and the fear and the feelings you don't even have a name for, and force yourself to your feet.

"You there. Stevedores," you say in a hollow voice, nodding to the terrified, near babbling wrecks of the two men by the main door, or perhaps more pertinently to the merely uneasy comrades who joined them after the horror was over. "Summon the watch, the high priest, and the head of the Town Council. Go, now."

The minions take off running, and you nod absently as you move towards the centre of the room. The copper circle has melted into slag and the bodies of the cultists are little more than burned cinders scattered around the perimeter, but there is enough here to make it clear just what it was that you interrupted. The others seem to be alive, one and all, though Ozzy and Adhema are even now being fussed over by Elvyra (who, it seems, stayed well clear of the warehouse entirely until the sounds of combat stopped), and you should feel happy about that, you think. Or perhaps you should be feeling angry or horrified about what else transpired, or… or something, surely. But no. You can only stand there, silent and still, until at last Spätin drags her way over and leans against the crate next to you.

"Here," the duelist turned witch says hoarsely, thrusting a bottle into your hands. You realise, in a dim sort of way, that it bears the same markings as the wine that Josef carried as cargo on the way to Bögenhafen. A funny coincidence, you suppose, or perhaps nothing nearly so benign. How would you even tell? "You look like you need a drink. Me too. I… that was… is it always like that?"

"No," you say quietly, pulling the cork from the neck and taking a long swig from the bottle, feeling nothing at all as it burns its way down, "Not like that. Never, I would have said, but… well."

Spätin grunts wordlessly, and together the two of you stand amid the ruins, drinking stolen wine and letting your thoughts slowly settle. Not that they ever will, after tonight. Not truly. You don't want to think about that, though, so you cast about for something else to break the tension and land on an errant bit of curiosity.

"You said… it should tell its master your answer was no," you say after a long moment, watching the mist flow slowly in through the open door, "What did you mean?"

"Ah," Spätin winces, then from her doublet fishes out a small scroll capped in brass. She passes it to you, and when you look down at the strange lettering that covers it you find you can taste blood in your mouth. "I, uh, stole that. From the temple. The first one, in the sewers."

It's a spell. You don't know how to speak the strange tongues that wizards use to conjure their magic, but you hardly need to in order to guess what kind of invocation is contained in this thing. The guardian daemon you encountered there had to be called forth somehow, after all, and the cultists didn't summon any more once you broke their temple and began your investigation proper.

"Things like this…" you say slowly, annoyance and concern warring in your voice, the first stirrings of emotion you weren't sure you had left to feel, "They are dangerous, Spätin. To your soul, far more than your body. To take it so casually was a risk beyond any other I can easily name, to say nothing of the crime… you understand that, right?"

"Yeah," the witch grimaces, "Don't know why I took it, really, but it started, uh, whispering to me. At night. Wanted me to use it, to speak the words and call forth something that could teach me. Seemed real keen on the idea."

Alarm kindles in your breast now, along with a sharper kind of despair that sets itself in contrast to the all encompassing tides that threaten to drown you. You almost don't want to speak, you were so close to a success, and yet duty demands that you ask. "I see. Did you… listen? Did you call such a thing forth?"

Spätin stares at you solemnly for a moment, the weight of every word hanging like lead in the air between you. Then, quite slowly, she shakes her head.

"Nah," she shrugs, "I can't read."

For one long, silent moment you stand there in mute incomprehension. Then the first crack forms in the frozen bulwark of your heart, and you smile. Then you chuckle. Then you laugh, and cry and curse her name, pass her the wine bottle and bite your fist to keep a scream inside. Everything in your heart comes boiling out in a single ragged burst, and the sound of your insane mirth frightens some more than the daemons ever could.

You are still smiling when Reiner von Goetrin arrives at the head of a hastily organised company of town watch. Somehow, the sight fails to put the captain at ease.

Article:
The Ordo Septenarius have been thwarted and Bögenhafen saved. Congratulations! For this deed, Markus gains +1 fate point.

XP has been awarded and will be allocated/spent in a later update, but first there are some loose threads to deal with in Bögenhafen. This is a task vote and each option will be considered separately.

First: Watch Captain Reiner von Goetrin ignored your rights, obstructed your duties and had you imprisoned on spurious charges. Through his likely unwitting efforts, Bögenhafen came perilously close to destruction.

[ ] [Goetrin] The Pyre. You will lay charges of conspiracy and blasphemous intent against the Captain, proclaiming that he willingly assisted a cult of the dark gods. He will likely be found guilty, regardless of his actual involvement, and sentenced to burn at the stake.

[ ] [Goetrin] Disgrace. Graf von Saponatheim will be sending a representative to the town, and you expect they will be eager to be seen 'cleaning up' the town. Goetrin will likely be stripped of command and sent home in disgrace, tarnished with this failure in the eyes of his peers.

[ ] [Goetrin] Retirement. You will speak privately with the captain, and offer him a chance to bow out with some honour. He will appoint a replacement of your choosing, someone of integrity, and then take an early retirement to pursue some harmless interest.

Second: High Priest Ludo Edel refused to take the threat of the Ordo seriously, and undermined your investigation by assuring involved parties that this was a political act and not something to be treated with appropriate gravity.

[ ] [Edel] Heretic. Whether knowingly or through ignorance, Edel lent significant aid and guidance to a cult of the dark gods, and Bögenhafen nearly paid the price. You will publicly condemn and prosecute the man, and damn all warnings of his friends and patrons.

[ ] [Edel] Incompetent. You will make the necessary reports through the cult hierarchy to make it clear to the Arch Lectors the scale of Edel's failure. Likely he will be quietly 'promoted' to some forgotten corner of a distant abbey and a more appropriate high priest appointed. Perhaps Sigiwalt would like the job.

[ ] [Edel] Humbled. You will speak privately to Edel and make it clear how thoroughly you can ruin him, and how closely you will be observing reports from your local sources. He will seize this chance with desperate hands and lend his weight to all of your other actions, now and in the future.

Third: Town Councillor Johannes Teugen allowed his personal animosity for you to distort his judgement, and by dragging his heels and failing to fully cooperate he nearly led Bögenhafen to its doom.

[ ] [Teugen] Recalled. You will not resort to the courts for this, but make it publicly known to all Bögenhafen what Teugen did and what the consequences almost were. Merchant families depend on their good reputation more than coin; likely, he will lose his job on the Council and his entire house will face very hard times until they can redeem their good name.

[ ] [Teugen] Replaced. You will speak with Graf von Saponatheim, or whoever he sends to represent him, and make it clear that the Cult views the current situation in Bögenhafen's leadership as responsible for this mess. The Graf will likely clean house, dissolving the council entirely and assuming a more direct rule over the town.

[ ] [Teugen] Repaid. You will have a quiet word with the councilman, and make him see the wisdom of burying the hatchet. His wealth, and his connections among the nobility of Reikland and beyond, will be of great help to you and your agents in the future.

Finally, any other tasks you wish to account for in Bögenhafen before departing should be specified below. Markus will almost certainly not be returning here in the lifetime of the quest. Any write in with a decent level of support that can be accomplished without contradicting another option will be implemented, within reason.

[ ] [Other] (Optional write-in)



Combat Rolls

Initiative Order:
  1. Gideon (58)
  2. Steinhäger (58)
  3. Adhema and Ozzy (40)
  4. Spätin (36)
  5. Markus (32)

At the beginning of combat, Markus and his allies have 2 advantage due to outnumbering (the actual combatants, since most of the cultists can't fight), while the Ordo has 1 due to the presence of a powerful threat.

Round One
  • Gideon invokes the spell 'Treason of Tzeentch'. As a daemon of Tzeentch, he makes spellcasting tests at average (+20) difficulty and halves the CN, so he has a skill of 79 and wants Casting Number 3. He rolls 07, and so gets 7SL.
    • Gideon's four levels of overcast are invested in an additional target (Spätin) and in doubling the duration (to 12 rounds)
    • Markus and Spätin cannot, for the duration, use their talents or any skill advances. They roll with bare characteristics only.
    • Targeted by a spell from the Lore of Tzeentch, Markus makes an endurance test. His skill is 52 and he rolls 11, succeeding and gaining a fate point. Such are the inscrutable whims of Tzeentch.
  • Steinhäger opts to channel power in the form of Dhar. He tests against his skill of 80 but rolls 98! This is a failed test, and one that contains both an 8 (the number of chaos) and a 9 (the number of Tzeentch), while trying to use Dhar in a place of unhallowed power. Steinhäger therefore suffers a Major Miscast.
    • He rolls a 28, and thus gets Speak in Tongues. This result means that he can only babble senselessly for the next d10=2 rounds, during which time he obviously cannot cast any magic or channel power.
  • Ozzy moves to cover behind some crates and uses his sling to attack Steinhäger. With short range, his effective skill is 50, and he rolls 05. This is a hit with +5SL, for a total of 12 damage. Steinhäger has a toughness bonus of 4 and no armour, so he takes 8 wounds. He has 10 remaining.
  • Adhema charges one of the chanting cultists. She has a skill of 40 after the charge, and rolls 66. This is a fumble.
    • The cultist rolls against 40 to defend himself and gets 63, failing by -2SL as well. Consequently, Adhema manages a glancing blow (dealing 7 damage, or 4 wounds) but still fumbles.
    • Adhema catches part of her anatomy and loses one wound.
  • Spätin chooses to charge Gideon. As she cannot use her skills due to Treason of Tzeentch, she is reduced to her base weapon skill of 44, or 54 with the charge. She rolls 83, a failure by -3SL
    • Gideon defends with his skill of 47, reduced to 37 because a rapier is a fast weapon, and rolls 77, a failure by -4SL and also a fumble. Consequently, Spätin gets a bare hit with +1SL, for 8 damage reduced to 4 by Gideon's toughness.
    • Gideon rolls for his Daemonic trait, but with a 4 it fails to activate and he takes the damage.
    • Gideon then rolls for his fumble and stumbles badly. He loses his next move action.
  • Markus then also elects to charge Gideon. He is likewise reduced to his weapon skill of 48, but gains +30 to this due to the charge and also outnumbering Gideon 2:1, thus rolls against 78. He gets 03, a hit with +7SL
    • Gideon attempts to defend with his skill of 47 and rolls 64, a failure by -2SL, for a total of +9SL in Markus' favour.
    • Gideon rolls his daemonic trait, but with a 6 it again fails to activate
    • Total damage is 7 base plus 9SL minus 4 toughness = 12 wounds. Gideon has just 6 wounds remaining.

At the end of the round Markus and co have 6 advantage, while the Ordo has 1. Ozzy spends all of that advantage to make another attack with +10, hoping to take Steinhäger out of the fight before he can recover or rally the cultists.
  • His effective skill is now 60, but unfortunately he rolls a 90 and thus misses entirely.

At the end of the round two of the thugs from outside arrive at the door, being added to the fight at Initiative 25.

Round Two
  • Gideon, angered now, sheds his mortal guise to reveal his daemonic nature. This gives him Fear 2. He then casts Pink Fire of Tzeentch at CN3, targeting Markus. His skill is 79 and he rolls 23, getting 5SL and thus successfully casting with 2 levels of overcast, which he invests in 1 extra damage and one extra target, picking Ozzy.
    • Markus and Ozzy are hit for 13 damage each, prior to toughness and armour. Ozzy is reduced to 2 wounds remaining. Markus takes 7 wounds and has 11 left. They are both ablaze.
    • Markus tests endurance and with 18 gains another fortune point.
  • Steinhäger, unable to cast, instead readies his sacrificial dagger and moves in to attack Adhema. He has a skill of 55 and gains +20 from outnumbering, since there is another cultist engaged with her. He rolls 46, a success with +3SL.
    • Adhema rolls her defence of 40 and gets 87, a failure by -4SL, for a total of +7SL to Steinhäger. He deals 6+7-3= 10 wounds to Adhema, leaving her with just one left after her earlier fumble.
  • Ozzy hits the deck, attempting to make an athletics test to extinguish the flames. His skill is 40 and he rolls 13, successfully extinguishing himself.
  • Adhema, badly injured, uses her action to back up to the side of the warehouse and take up a defensive stance.
  • Spätin attempts to stab Gideon again, rolling against her characteristic of 44 plus 20 for outnumbering the daemon. She gets 58, a success with +1SL, reduced to 0 by the fear trait.
    • Gideon defends with 37 and rolls 70, a failure with -4SL. He tests his daemonic trait and with a 7 it once again fails to activate (on an 8+ he ignores any damage from a given hit)
    • Spätin therefore inflicts 7+4-4 = 7 wounds. This reduces Gideon to below 0 wounds. As he is a daemon, he simply discorporates instantly upon hitting this threshold (rather than taking critical wounds like a human would).
  • Markus doesn't have time to burn and so spends a resolve point to negate his ablaze condition. He then elects to charge Steinhäger. Since Treason of Tzeentch is ended by the death of the caster, he uses his skill of 58 plus 10 for charging, a total of 68, and rolls 43. This is a total of +3SL with his talents taken into account.
    • Steinhäger tries to defend himself with his skill of 55 and rolls 71, a failure by -2SL. He takes 7+5-4 = 8 wounds more, reducing him to 2.
    • Markus makes a follow up attack, reversing his dice to get 34. Steinhäger defends again and this time rolls 97, an even worse result for a total of 8SL in Markus' favour. This is a total of 7+8-4=11 wounds, reducing him to an effective -9 and triggering a critical hit of d100+90 to the body.
    • The result is 114, Internal Bleeding. Steinhäger gains a Bleeding condition that can only be countered through surgery, and also contracts bloodrot. This is enough to effectively put him out of the fight.

At this point combat ends and we proceed to the finale.
 
XXII - Tying off Loose Ends
Goetrin - Disgrace

Edel - Incompetent

Teugen - Repaid

Others (Those with at least a third of the overall votes)
  • Arrange fitting rewards for Adhema and Ozzy
  • Give a glowing report and recommend promotion for Sigiwalt
  • Arrange a proper funeral for the murdered woman

XXII - Tying off Loose Ends

Conspiracies are fragile things. When unified they have power and reach that is almost impossible to fathom, but when fractured in even the smallest degree they fall apart with shocking speed. The Ordo Septenarius wove a net of power and influence across the entirety of Bögenhafen, one that incorporated allies and assets independent from and even unaware of the organisation itself, and with their guiding hand so violently removed the whole thing comes crashing down in spectacular fashion. The evidence of the Ordo's guilt is too obvious, the events that transpired within Warehouse Thirteen know to too many people, for even the most adroit of political operators to hush up entirely, and with their patrons and allies dead and gone the motivation many had to even try has likewise faded too.

Still, this does not mean you can act with an entirely free hand. The incentives for cooperation among those with a need to demonstrate their innocence are high, but without proof that such a clean escape is possible that dynamic will not last, and the old channels of cooperation and mutual support will weave a new wall to stand in your way. You need at least one person on your side to make clean work of your remaining business in this town, and so you seek a meeting with Johannes Teugen.

"The Ordo's true nature and dark ambitions were, of course, an intolerable horror," the merchant lord says in the most serious of tones, once the initial pleasantries are over, "yet I must stress that I was uninvolved in any but the most tenuous of fashions. Indeed, it is well known among men of character that Franz Steinhäger detested my family on a deep and personal level. I should not have been able to be involved even if I, by some twisted madness, wished to become so."

You nod evenly, joining the other man by the window of his office and looking out over Bögenhafen's town square. The crowds out there are thick today, and you suspect this visit is the topic of many of those muttering conversations you can see being held in all corners of the square. Having retrieved your armour and weapons from the watch barracks within an hour or two of the initial incident, you have made a point of going nowhere without them ever since, and there is no way anyone mistook your identity when you arrived.

"You were not a member of the Ordo, nor directly involved in their scheme," you concede with solemn grace, "yet the fact remains that you impeded my investigation, and however innocent your motivations provided information to the magister of a chaos cult about my intent and plans."

"Yet I committed no crime," Teugen says firmly, eying you as warily as he might a snake in his path, "As well you know. Unless you intend to root through every judge and magistrate in Reikland in search of one with the requisite bias to do whatever you say, we both know that pressing charges against me for involvement will do nothing but weaken your overall case against those truly responsible."

"You are correct," you agree again, smiling slightly when Teugen's expression only grows more wary in response, "Yet I have heard it said that a merchant's greatest asset is his reputation, the trust he is afforded his most valuable investment. House Teugen, in particular, is renowned for the good stead in which nobles and prominent citizens across Reikland and beyond hold you."

Teugen's eyes narrow, but he does not allow himself any greater sign of distress than that. You hardly need to speak the words aloud for him to grasp at what you are implying, but he is a proud man even so, and consequently unwilling to submit on conjecture alone. "Are you threatening me, master Templar?"

"Yes," you say simply, "I am. The information I possess, and the reports I have made, could ruin your career and badly damage the future of your House. I do not doubt you would eventually be able to recover from the scandal, but it would cost you greatly to do so."

"I see," Teugen purses his lips, and though there is a gleam of antipathy in his eyes you both know he is too much the businessman to let it overtake him. You were never going to be friends, not after the business with Bueller, so why not have everything out in the open? "Very well. What are your terms?"

"You will assist me in wrapping up my investigation and settling all remaining affairs in Bögenhafen," you tell him, for this is not a discussion or a negotiation, merely an ultimatum, "and once I have departed, you will make available to me and my agents a stipend of funds and such introductions to your clients and patrons as I deem required. In return, I shall make sure that your reputation comes through this unsullied, and while I will not help you in profiting from the whole affair, neither will I prevent it."

Teugen considers this for a long moment, but he only really has one choice here and you both know it. "Agreed."

With the head of the town council on your side, wrapping up the rest of your affairs in Bögenhafen proves relatively easy. Using the list that Magirius gave you, you name each of the Inner Circle to a panel of magistrates and secure a sweeping legal judgement in your favour, one that grants you access to all of the dead cultists' accounts and the right to confiscate anything you deem to have been obtained through unhale methods or in collaboration with the proscribed cult.

You are careful not to beggar any of the houses involved - even House Steinhäger is allowed to pass mostly intact into the possession of Franz's younger brother Heinrich - but the assets you confiscate and the pious donations that many of the involved feel compelled to make represent an eye watering sum all the same. You make sure that enough of it is set aside to offer the murdered sacrifice a proper funeral in the local Garden of Morr, along with bereavement payments for the families of those who suffered and died at the Ordo's hands in prior years, and the lower classes of Bögenhafen enjoy a truly prosperous season as a result. Of course, targeting the relief appropriately means working closely with those who you trust to provide a fair assessment, and though the list is short it is blessedly not empty.

"Some good has come of this all, at least," Father Sigiwalt says in a grimly satisfied sort of way, folding his arms and nodding in approval as he watches the work crews deepen and cover up the previously open sewer that runs through the northern districts of Bögenhafen. There's a new sewer watch being commissioned as well, you know, and some talk of getting the same dwarf clan that built the original system in to do an extended set of repairs and expansions. "I hear Mother Rubenstein is in talks with the merchants to organise a stipend for the poorhouses, enough that they can buy bread on the regular instead of relying on donations alone. Heard she's had a certain templar hanging around glaring meaningfully at people during the meetings, too."

"It is not enough to simply punish the wicked," you say plainly, finding your hand straying to the small icon of the hammer that hangs around your neck, "If we do not comfort the afflicted and reward the righteous, then Sigmar's work is going undone. I am not well suited to the latter pursuits, but I can assist those who are."

"Aye, and the town will be better off for it," Sigiwalt says with a smile, before pausing and giving you a sideways glance, "Way I hear about it, the report you sent up to the Lectors has Edel sweating bullets."

"Whatever the merits that earned him the position in the first place, he has clearly proven himself incapable of bearing the burden of such a rank," you say in what might be perhaps described as something close to a diplomatic tone, "I expect there will be a new appointment to a more fitting role in his future. When that day comes, Bögenhafen will need a new High Priest. If the Lectors place any value in my opinion, your name will be near the top of the list."

"And removed from it just as swiftly," Sigiwalt snorts, shaking his head, "I appreciate the mark of confidence, young man, but I'm not going anywhere. These are my people, the ones I fight for, the community I serve. I'm not going anywhere until Morr says otherwise."

You frown, pausing for a moment as you strive to put your objections into words that cannot be construed as insulting. "One might observe that you could do much more for them with the power and authority of a high priest than as the mere custodian of a chapel."

"Able, aye, but would I be willing? More than a few priests have climbed that ladder since Sigmar's day, and precious few seem to remember where they came from once they're at the top," Sigiwalt shakes his head, frowning as well. "I'll not take that gamble. Sigmar's way is in the strength and structure of the community, the bonds of kith and kin. I can do more for mine by standing with them than taking a position of leadership over them."

You are far from convinced by the logic, but Sigiwalt is a stubborn old goat and will not be moved. Fortunately, the others you would see rewarded are far more willing to let you help them. A significant share of the Ordo's confiscated profits and resources are entrusted to Adhema of Annsbrook, enough to promote her from humble grain trader to the head of a minor trading house overnight, while Ozzy Banbury finds himself with the letters of recommendation necessary to study as a clerical lawyer at the Grand Cathedral in Altdorf, with enough funds earmarked to pay his fees for the entire length of the course. You expect great things from both of them, and you are not shy in expressing that opinion when bestowing the rewards of their courage and virtue upon each.

Graf von Saponatheim declines to get personally involved in your work, or indeed to set foot in Bögenhafen at all, but he does send his nephew Magnus to oversee his interests in the region. You judge the young man to be a diligent and principled sort of fellow, and take a certain degree of vicious satisfaction in watching him ritually strip Captain von Goetrin of his command in front of a hundred stone silent members of the watch. The former captain keeps enough of his dignity to keep a dry eye and stiff upper lip, at least, and takes his horse and rides for his ancestral home without delay. In his place, and with the benefit of your advice, the young noble promotes the former commander of the North Barracks in Goetrin's place. Gisela Brotte is a broad-shouldered woman with a perpetually furrowed brow, and while you are far from sure that she will be able to last in this new position - her rumoured antipathy towards the merchant's guild is like to cause her trouble sooner or later - you will at least take solace in the knowledge that you have given her as good a starting point as can be made.

All told, you spend just under a month tying off every loose end and making sure Bögenhafen is left in as fine a state as possible. Elvyra leaves after little more than a week, heading back to her home in Weissbruck in order to settle her own affairs in preparation for long term employment in your retinue, the two of you making arrangements to reunite en route to Altdorf. Max spends most of his time resting and undertaking limited and carefully regulated exercise in order to recover from his injuries, and the rest of it drinking whatever he can stretch his stipend to include. As for Spätin, the journeyman smith with the muscular arms is but the first of half a dozen torrid affairs and whirlwind flings the witch indulges in over the course of the month, trading on the fame she has acquired by proxy to 'get it all out of her system' prior to what she apparently expects to be a near-monastic period of foundational education once she enrols in the Colleges of Magic.

Eventually, though, you have exhausted all reasonable preoccupations, and it is time to return to the capital and seek your next assignment.

Article:
After saving Bögenhafen and wrapping up his investigation, Markus has a total of 500xp to spend. Choose TWO of the following options, each of which indicates a short social scene and also a package of themed purchases.

[ ] Fencing with Spätin
The duelist's love life is a rolling disaster, and somehow you find yourself fighting duels in the streets of Bögenhafen, defending her honour against an array of jilted suitors. +5 Weapon Skill, +5 Melee (Fencing).

[ ] Hunting with Magnus von Saponatheim
The young noble has aspirations to join the Pistoliers, and as such is keen to practise his riding and marksmanship alongside you. +5 Ballistic Skill, +5 Ranged (Blackpowder).

[ ] Drinking with Max Ernst
The legbreaker is taking his injury hard, and by sharing a drink with him you might get him to open up instead of spiralling. +5 Toughness, +5 Endurance.

[ ] Playing Middenball with Father Sigiwalt
The grizzled priest was supposed to be showing you how he ministers to the common folk. You're not quite sure how you ended up in the scrum as a result, but it seems to work. +5 Fellowship, +5 Leadership and Melee (Brawl).

[ ] Talking Shop with Elvyra
Practising medicine requires a strong stomach and a deep knowledge of all the ways in which the human body can be ruined. Elvyra possesses both. +5 Willpower and +5 Heal.

[ ] Write In
Each of the packages above costs between 200 and 300xp, so a write in package should ideally be balanced around that level. Alternately, simply name a social scene you wish to pursue and I'll make thematically appropriate purchases using my best judgement.
 
XXIII - Leaving Bögenhafen
[x] Drinking with Max Ernst

[x] Fencing with Spätin

XXIII - Leaving Bögenhafen

The Journey's End Inn has extended you a generous tab for your remaining time here, but even they have some limits, and when at last one of their servers musters up the nerve to ask you about the sheer quantity of drinks being ordered to your room it is well past the point of being brushed off. You promise to attend to the matter, and when you head upstairs in the middle of the afternoon, you find Max Ernst slumped across the table in your room amid a pile of dozens of empty bottles. He looks up blearily as you enter, a flicker of guilt crossing his face, and then sets his jaw and deliberately makes a show of grabbing another bottle.

"What are you doing?" you sigh, pinching the brow of your nose and trying not to notice how sharp the stench of alcohol and body odour has grown. Gods, Max must be opening the windows to air the whole place out before you come back each night.

"What's it look like," Max slurs, lifting the bottle in mockery of salute, "I'm drinking."

"I can see that," you grunt, staring him down, "But if you want to be precious about it, tell me why."

"Why not?" Max coughs out some pathetic excuse for a laugh, shaking his head, "Not like I'm good for anything else."

There's bitterness in Max's voice, of course, but more than that there is a raw edge of pain that you doubt he intended to show. Whatever this is, it is clearly far more serious than a mere bit of drunken overindulgence, and consequently needs to be corrected sharply before it leads you both to ruin. With that in mind, you cross the distance between you in two swift steps and pull the bottle out of Max's hand. The drunk grunts in outrage and tries to grab it back, rising unsteadily to his feet, but before he can get anywhere you backhand him across the jaw and send him crashing back down into his seat.

"You are in my service, Max Ernst," you say sternly, looming over him like the judgement of Sigmar himself, "and while you take my coin you will keep your habit under control."

"Ah, fuck off," the legbreaker groans, rubbing at his jaw where you struck him, "What, you're going to put me on notice for the next day or two? Like I care."

You raise an eyebrow. "If you're looking to quit my service…"

"Of course not, but it doesn't matter what I want, does it?" Max growls, a glimmer of genuine anger in his eyes now, "You came here to cut me loose, so forgive me if I don't feel like doing the deed for you."

"Why would I do that?"

"Because everyone does!" Max roars, slashing at the air and sending two of the empty bottles clattering to the floor. You see him pause there for a moment, breathing heavily as he wrestles with the fury and the words it made him speak, before he casts aside reserve and continues. "Everyone does. Everyone. You think this is the first time I've tried going straight? Five honest jobs I've had, more if you count the steady work that's a little shady. Lost every one. My old man was there for me, and then he drowned. I found a girl, and some psycho cut her to pieces. Every time, every fucking time I try to pull my life together, it falls apart again and it's never… fucking… worth it."

You consider this for a long moment, letting the silence stretch as Max slumps back down in his chair, wincing at the pain of his injured back. Perhaps if he were whole in body it would not have gotten to this point, but there is no sense in wasting time wondering after a what-if. "So you have a sob story. So does everyone. Cope."

"Don't talk like you get it," Max sighs, bitter resentment in every word, "The fuck would some noble ponce like you know about the kind of life I've had?"

That assumption, that blithe dismissal, bites at you in ways you did not realise anything could and before you can come to terms with it you find you are leaning forward to stare the legbreaker directly in the eye. "I saw my father burn at the stake. I was seventeen."

Part of you wants to keep going, to vent every toxic fear and doubtful sin all at once, to tell Max how that was the last day your family spoke to you or confess your growing uncertainty if your father deserved to die at all, but you hold your tongue. It is enough to watch the man work through the implications of your little statement, to pair it with your chosen profession and wonder at the thoughts that drove you then. It is enough that he knows you have scars of your own, without needing to display them for any lecherous fool to see. Max says nothing, however, and after a moment you sigh and straighten back up.

"If you wish to drown your sorrows, at the very least do so with some company, and wait longer than the middle of the day," you say, a touch more wry than you had intended, "Have some bloody self-respect. That much, at least, the world can't take from you."

"...piss off," Max grunts, but there is no heat in his words, and he does not reach for any of the remaining bottles. That, you think, will have to do.

-/-

"So," you say to Spätin, hanging your armoured coat on the hook and rolling up your sleeves, "Remind me why, exactly, I am doing this?"

Perched atop a narrow bar stool, her legs kicking freely and a mug of fresh ale in her hand, Spätin grins so widely you fear her face might crack apart and raises her drink in mock salute. "Because I'm your prisoner, which means you're obligated to defend me. And don't pretend you don't love it."

You like to think yourself an honest man, and so you elect to say nothing as you finish removing your armour and take out your blades. The rapier is newly forged, a gift bestowed upon you by the metalworkers guild in gratitude for your work in avenging their slain guildmaster, while the buckler is of a distinctly common design. It has been some time since last you were called upon to fence in any kind of meaningful duel, but you still remember how entertaining it can be, the sheer exhilaration of the back-and-forth of dancing steel. One of the few respectable hobbies from your earlier days that you kept, in fact.

Shaking your head to clear away the nostalgia, you step out of the bar and into the street, where your opponent for the night awaits along with a rapidly growing audience. The boy is noble by blood, albeit from some minor family you cannot claim to have heard of before, and though his face is paling by the moment he has not succumbed to fear and fled. That speaks well of him, you think.

"You can, of course, withdraw at any time," you say casually, moving out into the street to take up your position. Without the hat and coat you might appear as any other man, but these people know you by now, and there is an electric air of anticipation to the scene.

"I thank you for the offer, sir, but I cannot," the boy says with admirable calm, and though he does not add anything further a quick flick of the gaze to the watching crowd is enough. The consequences to you for this night's entertainment are unlikely to matter over much, for you will be leaving town soon enough and are a templar besides, but backing down in front of his peers and neighbours would ruin this young man's reputation in Bögenhafen beyond recovery.

"Very well then," you say, playing your part as he must now play his, "For the record, then, state your grievance that all may hear."

"Your… retainer," the young man bites out, jabbing an accusing finger at where Spätin lounges in the tavern doorway, "laid with my sister's betrothed. She is away on service with the army, serving our nation with pride and honour, and so it falls to me to demand satisfaction for the slight to my family's honour."

Silent, you turn to Spätin and raise an eyebrow, but the witch just offers you a cheerful shrug by way of reply, utterly unrepentant. For a moment you consider turning the accusation around on your opponent, highlighting the betrothed's lack of fidelity and character in succumbing to such base temptation, but what would be the point in that? You gain nothing by tarring the man's good name, and Spätin is unlikely to care for her own reputation in this town regardless. You assume not, at any rate, given the way she's been carrying on of late.

"We deny it, of course," you say instead, a retort mild enough to serve as a concession in the eyes of some, "but we recognise that honour must be satisfied. First blood?"

For a moment the youth seems to waver. "It… that is, given the nature of the offence, surely it should be…"

The humour leaves your voice and all good feeling flees your heart, and before the fool can dig a grave here you interrupt him. "Think carefully, now. Your sister cares for you, and your future seems like to be a bright one. Do not be hasty to tarnish that path with life's blood so quickly."

Your opponent hesitates, and you see the moment he works through the implication. If he pushes for a lethal duel, likely you will kill him, and if you do not then he will be remembered as the man who slew a templar of the faith mere weeks after that man saved his town from the dark gods. Neither path offers a pleasant end, and so after another moment he simply nods and says "First blood."

You take your stance, and in that fleeting moment seek to reclaim the good mood you had before. It is gone, naught but pain and bloodshed in its place.

-/-

You leave Bögenhafen without ceremony, riding out the east gate an hour after dawn with your two companions close behind. No cheering crowds see you off, no admirers linger to wish you heartfelt farewells. In truth you are almost glad of it, for though Max has healed enough to ride he still curses with pain every three paces while Spätin rides with all the grace of a sack of turnips; an anonymous exit at least allows you to preserve a degree of dignity in the face of such lack of grace.

You make decent time at least, following the river back north and making frequent stops at the inns and smaller towns you encounter along the way. Word from those you encounter on the road is blessedly uneventful, save for the general awareness that Karl Franz has not been seen in public for close to a month now and the usual gossiping about why. Personally you suspect that the Emperor is almost certainly just choosing to keep a low profile after the disruption caused by the Ubersreik incident and following mutant edict, but you suppose the rumours of some debilitating illness might not be impossible. You're hardly worried, for the Emperor has access to the finest physicians and magical healing in the Old World, and will surely be back on his feet before too much longer even if afflicted by the very worst of maladies.

You reach Weissbruck in a matter of days, and while Max inquiries with the less than reputable inhabitants of the first inn you come to - a somewhat rundown affair that declares itself to be 'The Happy Man' - you dismount and set about checking your steed for any injury or need. The riding horse is another unwilling gift extracted from Teugen's estate, and so far you are more than satisfied with his generosity (or at least his desire to keep his name conspicuously clean and pious).

"Long ride, milord?" a passerby enquires in a friendly tone of voice, looking over the stead with visible appreciation. Perhaps the smell does not agree with him, however, for after a moment he reaches up with one hand and begins scratching his nose.

"Long enough," you reply, feeling your own nose itch in sympathy and scratching it absent-mindedly, "Longer still to come, I expect."

The man nods knowingly, and after a moment extends his hand to you. It is somewhat presumptuous, especially for someone dressed like nothing more than a common pedlar, but you are not so rarified in your mannerisms as to refuse, and with a shrug you take the hand and shake it firmly.

"Do I know you?" you ask, something about the scene tickling at your mind.

"No milord, though I know of you, by reputation at least," the pedlar says with a grin, pulling back his hand and turning away, "Safe travels now."

He heads away down the street at a brisk walk, and after a moment of curious staring you glance down at your own hand, still half outstretched where he left it. To your considerable surprise, it seems your entire palm has become covered in what looks for all the world like purple ink, or perhaps some form of wine, now dripping into the dusty road.

"The hell was that about?" Spätin asks with a curious tilt of the head, watching as the pedlar disappears down a sidestreet.

Markus tests Lore (Chaos), skill is 35, roll is 97. Complete failure.

"I have no idea," you say, wiping your hand against the horse's flank and leaving a faint smear of purple across its dark hide, "Some manner of youthful prank, perhaps. Bold, to play such a thing on a templar, but stupidity and drink have charted many unwise courses in their day."

"You can say that again," Max chuckles as he emerges from the inn, holding himself stiffly but taking some evident pleasure in being able to walk even after most of a day on horseback, "Anyway, found Elvyra's house. Seems she lives not far from here, actually."

Leaving the horses behind in a local stable for a few hours, and making sure to impress upon the groom the dire consequences should he allow anyone but you to reclaim them, you head out towards the outskirts of town with your companions in tow. Nobody bothers you, and you swiftly pass through the densely packed urban sprawl and into the pseudo-rural districts where the cottages and huts of the peasantry can be found.

"No bounty hunters this time, at least," Max jokes as you walk, before chortling as he sees Spätin's confused expression out of the corner of his eye, "Oh man, nobody told you? Yeah, last time the boss and I were here some upjumped thief-taker tried to ambush us."

"A case of mistaken identity," you sigh, shaking your head, "And one that saw him pursue us to Bögenhafen and his own demise shortly thereafter. Not a pleasant story."

Max seems about ready to reply, but then his gaze falls upon the house you are approaching and all humour drains away as he draws his sword. Following his gaze, you hardly need to ask him for an explanation; the door to the house hangs open, and the window has been broken in. Drawing your own weapons and gesturing for the others to watch your back, you advance cautiously up the path until you can look within.

Elvyra's house is a humble affair, suitable for a middle aged woman living alone, but it is quite clear that the woman herself is not here. The table has been overturned and the contents of her kitchen scattered roughly onto the floor, while a small medicine cabinet in the next room has been prised open and all but a few broken bottles looted by whoever broke in.

"No blood, at least," you comment to the others as you warily pick your way through the household, "And no signs of struggle beyond the main room, either. A kidnapping?"

"Seems likely," Spätin mutters, slowly returning her rapier to her belt as she looks around the interior, "But why?"

"Lots of reasons," Max grunts, "But if I had to guess, some bigshot's gone down with something embarrassing, and he wants someone who can't say no to make it go away. They'll have taken Elvyra to him, or if not, to somewhere they can hold her for transport. Near the canal, most like."

You consider the reasons Max might be so intimately familiar with this kind of operation, but before you can think to voice your thoughts the sound of a hoarse cough echoes from somewhere underfoot. Moving with careful grace you head for the kitchen and the low flight of stairs down into the cellar you saw there, peering into the darkness. Sure enough, something small and humanoid scurries into the deeper shadows the moment you put your foot on the first step.

"I know you are there," you say through gritted teeth, descending slowly and carefully into the dark with sword and pistol held ready, "Come out, now."

Yet more movement, something small and lean pressing back against the far wall, and were you a more paranoid or ruthless soul you might have opened fire or advanced to drag it into the light. Instead you stand at the base of the stairs until your eyes adjust, and after a long moment realise that the fleeting form you can see cowering against the back wall is nothing more than a lean, terrified looking young girl.

"Oh," you say, like the finest of idiots, holstering your weapons immediately and moving your arms away to your sides, "Easy there, young miss. I didn't mean to frighten you. Come on out, please - you're safe now."

Markus makes an Average (+20) Charm test. Skill is 71, roll is 72, failure. Fortune spent for reroll, 32, clear success.

Slowly, hesitantly, the girl creeps closer. She can't be older than ten if you are any judge, dressed in a simple smock stained with dirt and strange dyes, but when she looks at you she seems almost painfully hopeful. "...hello. Are you Mister Markus?"

"I… that is my name, yes," you say, pushing away the temptation to correct her as a self-evident absurdity, "Can I ask what your name is?"

"I'm Liza," the girl says, swallowing nervously as she steps out into the light, reaching out to touch your coat as if not quite sure you are real, "Aunty Elvyra told me about you. She said you were a good man, and that you'd be coming to see us soon."

Moving slowly, so as not to startle the girl, you step aside and gesture for her to head up the staircase. "I came here looking for your auntie. She has helped me before, and… well, can you tell me what happened here?"

The girl won't go up the stairs until you lay a careful hand on her shoulder, at which point she latches on like a limpet. In the end you resort to simply lifting her up in your arms, allowing her to burrow into your chest as she shudders with emotions she is too young to properly understand much less control.

"I… I… I was only playing, I promise, but I touched the special powders and Auntie sent me to the cellar," she sniffles, glancing around briefly and then burrowing deeper into your chest at her first sight of Max and Spätin. "I was still down there when the bad men came. They argued with Auntie, and then they took her away. They said… they said they were taking her to the red barn, and then to Altdorf. Auntie doesn't want to go to Altdorf, she says it's an ugly city, that it smells worse than anything!"

"I see. Don't worry, Liza," you say as warmly as you know how, which really isn't very comforting at all, setting her down on the table, "I'm going to go and get your auntie back. This is Max, another of my friends. He will look after you until we get back."

"I… wait, what?" Max sputters, "Boss, come on, you want me to look after a kid? What do I look like, a Shallyan matron?"

"You look like the least mobile of us," you say heartlessly, stepping back and leaving Liza perched on the table observing you all like an owl, "Besides, this young lady has had a very hard time of it of late, and needs someone who understands what it is like when life turns against you like that."

Max glares at you for a moment, then lets out an explosive sigh. "Fine. Hey, kid - want to learn how to stab people?"

Leaving the girl and her new tutor behind, you head back out the door and off towards the town, Spätin following like a shadow. Following the trail that the kidnappers left is almost easy, for the locals are all but falling over themselves to share what they know as soon as they realise that it is an angry Templar who is asking, and soon enough you've tracked the small group of new arrivals to their likely hiding place. There are many barns in Weissbruck, but only a handful of them are painted red, and of those only one is largely abandoned and close enough to the canal to make for a suitable base for people with a need to move unwilling cargo with some discretion.

"Yeah, looks like someone's home - you see the candle in the upper window?" Spätin says thoughtfully, studying the place from the nearest road, "Alright, boss, how do you want to - hey!"

You're already several paces ahead of her, pistol held ready in one hand as you reach out to hammer on the door of the barn with another. You've never been much of one for covert infiltration, absent the pressures of that night in Bögenhafen, and you are in a foul mood besides. At the sound of your knocking someone grunts a curse from within, and with a grim smile you raise your voice and call out.

"Open up, in Sigmar's name!"

"Gerroff my land," someone within calls in reply, in what might be the very worst impression of a rural peasant's accent you have ever heard, "Sigmar or no, you keep banging at that door and I'll call the watch!"

"I am a Templar of the Cult of Sigmar," you say sharply in reply, "You will find the watch no friends in the face of my wrath. Last chance. Open this door."

"Oh, shit," someone says, and since they seem to be moving with haste and making no move to obey, you decide to stop asking and simply force the door open yourself. It resists your efforts for a brief moment, then creaks loudly as you all but break off the hinges and stride through, Spätin following on your heels with a poorly hidden sigh.

There are four people within the barn, and three of them freeze in fear at your sudden appearance. The last of them has not the freedom to do even that much, for it seems the thugs here have bound Elvyra hand and foot and tied her to a rickety old chair, and given the way they've gagged her you expect she gave them an earful for trying.

"I, uh," the first of the kidnappers says, a lean looking man with a rat-like face, holding a long knife dangerously close to Elvyra's neck, "Let's not do anything hasty now, alright? Hate for this to get messy…"

You consider your options. Three enemies, one hostage, nobody on the other side armed with anything more than a short blade or clad in anything more than leather… you doubt any of these three are any serious threat to you or Spätin, but it doesn't require much to harm an unarmed woman bound hand and foot to a chair. If you play this wrong, it will be Elvyra that pays the price.

Article:
How do you wish to proceed?

[ ] Attack Immediately. You will attempt to gun down the man threatening Elvyra and keep the others away from her until the fighting is over.
- [ ] To the death. You will take no chances here. Kill the thugs as quickly as possible.
- [ ] Seek captives. You will seek to take one of the thugs alive for interrogation. This will require you to grapple them.

[ ] Attempt Negotiation. You can't let them take the apothecary, but if they wish to escape here with their lives, this is their chance.
- [ ] No harm, no foul. So long as they depart peacefully, you will not press them further. They just have to do the smart thing.
- [ ] Buy your lives. You will demand the name and motive of the thugs' employer at the very least before you allow these villains to escape justice.

[ ] Deceive them. You will say whatever the thugs need to hear to get them away from Elvyra, and then you will turn on them. They deserve nothing less for kidnapping an unarmed civilian.
- [ ] Kill them.
- [ ] Attempt capture.
 
XXIV - Separate Ways
[X] Attempt Negotiation. You can't let them take the apothecary, but if they wish to escape here with their lives, this is their chance.
- [X] Buy your lives. You will demand the name and motive of the thugs' employer at the very least before you allow these villains to escape justice.

XXIV - Separate Ways

You consider the situation for a moment, weighing up your options, measuring the distance between your blade and the three thugs you would need to cut through in order to secure your ally's life. The situation is not terribly favourable, but then it hardly needs to be; you've no great personal animus here, nor anything to gain from their death save the removal of a threat that could be mitigated in any number of other ways.

"Very well," you say, nodding briskly, "Tell me who you are working for."

The three thugs look at each other for a moment, briefly confused. They don't seem like professionals, in so much as the term has any real meaning, but even an amateur can be dangerous if given a weapon and the motive enough to use it. "What?"

"As you said, there is no need for this to get messy," you elaborate with a brief shrug, feeling Spätin step up just behind you and biding her wait with a raised hand, "Tell me who sent you here, and for what purpose, and you may depart unharmed."

"You're kidding, right?" the nearest of the thugs scoffs, crossing his burly arms and shaking his head, "We're not rats. You want to talk terms then…"

"This isn't a negotiation," you say sharply, cutting the man off before he can finish, "It's the price I am setting on your lives."

"Yeah?" The man at the back speaks now, holding his knife up to Elvyra's throat, the apothecary squirming slightly in her bonds as she tries to lean away from the bared steel, "You're forgetting who holds the cards here, I think."

"No, I'm not," you reply evenly, narrowing your eyes at the man with the knife, "I'm not letting you leave here with Frau Kleinestun, so taking her hostage buys you nothing but time. If you run, I will shoot you in the back. If you fight, my companion and I will cut you all down. If you harm an agent of the Holy Templars, our vengeance will find you wherever you might hide, and you will die slowly, screaming all the while. You have one way out of this, and that is by telling me who sent you here and why. Do that, and you live."

Markus makes an Average (+20) Intimidate check. Skill is 81, roll is 73, success

They believe you. Of course they do. If you were anything or anyone else they might feel compelled to take a chance with running or perhaps even with fighting, but the Holy Orders have earned their grim reputation indeed over centuries of bloody service, and right now they are remembering every hushed rumour and frightened tale they have ever heard of your kind in their lives. Eventually, the man at the back cracks, removing his knife from Elvyra's neck and clearing his throat.

"Fella by the name of Alberich Hollzauber," he says, faking a kind of nonchalant calm you know he does not truly feel, "Some wizardly sort in Altdorf, figured out your bird here was wanted by the magistrates back home for something nasty. Sent us here to shake her down for some fancy herbs, but she decided to play hard to get, so."

"A wizard?" Spätin murmurs quietly, her brow furrowed in thought, but you see no reason to engage your foes in conversation. You have what you wanted, and you are a man of your word, so you step aside and gesture wordlessly to the door at your back. The thugs hesitate for a moment, then find their wits and take off running, not one of them looking back as they seize the chance their wisdom has given them.

"Are you well, Frau?" Elvyra squirms a little as you take your knife to her bindings, but soon enough she is free and able to stand once more.

"Aye, well enough," she says in a slightly rough voice, "Tell me, you must have been to the house - is Liza…"

"The girl is fine," you reassure her, "I have Max looking after her at present, and she will be doubtless glad to know you too are safe."

Elvyra breathes a sigh of relief, but before she can respond Spätin cuts in. "Why didn't you just give them the herbs? Like, I get they're probably expensive, but…"

"Hollzauber has a dark reputation," Elvyra says grimly, rubbing her wrists where the ropes chafed at her skin, "They say he lays curses on people and summons wicked spirits. Slipping a few narcotics to the Hooks as the price of business is one thing, getting tangled up with a man like that is quite another."

You frown, concern leeching away at your earlier relief. "The wizard is a daemonologist?"

"By reputation, aye," Elvyra nods, before suddenly realising the root of your concern, "Oh, he's not one of them college lot. Leastwise, I don't think so… thing is, there's a whole community of unlicensed folk like that in Altdorf, on account of how easy it is to get magical supplies and such there."

You nod slowly, filing that thought away for later consideration. By dint of sheer population you would expect Altdorf to regularly produce a steady stream of unlicensed arcanists and other dabblers; more concerning is the notion that they could persist long enough to form a true community, even under the very nose of your order and the colleges themselves. Still, you can follow up on that with the Witchfinder General when you return and make your report.

(For a moment you think to ask Elvyra what crime it is she stands accused of that this witch thought to blackmail her with… but you doubt she would tell you, and in truth you do not truly care. It is her conduct in your employ that concerns you, not the sins of her past.)

"Come then," you say, turning to leave the red barn behind, "Let us reunite with the others and seek passage to Altdorf. We have lingered in this town too long already."

-/-

You take the rest of the day to settle affairs in Weissbruck, which principally involves Elvyra tidying up the damage done to her house before leaving the keys with the young married couple who have agreed to buy it off of her. Apparently the plan was that they would look after Liza as well for a time, but in the aftermath of the kidnapping the child adamantly refuses to leave her aunt's side, and none of the rest of you have the heart to insist. You make a note to look at sponsoring the girl for an apprenticeship somewhere respectable in the capital, once she has calmed down some. Elvyra at least seems too sensible to think of dragging the waif through the kind of places your duty will likely take you.

Transport back to Altdorf is arranged via a passenger barge, and drawing on the funds provided by the ever-helpful House Teugen you are even able to secure proper room and board this time around. There are those who would condemn you for seeking out such luxuries, but you have never believed that there is any virtue in denying yourself small comforts born of honest toil. To scourge yourself for failure is one thing, but to punish yourself even in the advent of success is folly; Sigmar was no ascetic, after all, quite famously so according to certain interpretations of scripture.

Altdorf is as bustling as ever when you arrive, a buzzing hive of insectoid activity, though you note with some mild interest that Spätin appears less interested in the city itself and more in the sky overhead, which to your eyes appears as calm and clear as any spring day. You suppose to some capable of perceiving the flow of magic it must look quite different; either way, she barely says a word as you step off at the dock.

"Max, take Elvyra and the girl and find some lodgings," you say briskly, handing the man a pouch of coins for his trouble, "I'll be taking Spätin with me to arrange her enrollment, and then reporting to the temple after, so send word there once you have something settled."

"Sure thing," Max says gruffly, and you have to hide a smile at how protective he seems when he lays a hand on young Liza's shoulder, "Now then, girl, Altdorf's a dangerous place, so what you need to look out for is…"

Leaving the three of them to take care of things, you gesture for Spätin to follow you as you make your way out of the docklands and into Altdorf proper. You're not entirely sure how exactly the Colleges determine which of their number is most suitable for a given aspirant, but since there are only a few of them considerate enough to advertise their existence and location you figure you may as well head for the nearest of those and let the wizards take it from there. As it happens, you do not even need to go that far.

"Markus von Bruner, I assume?" A tall, stately looking lady in elegant blue robes calls out to you from her table outside a small cafe as you walk down the street. She has an ornate golden staff propped up by her side, and when you turn towards her she peers at you through a pair of half-moon spectacles. "I am High Astromancer Filonia Perls. You may leave my new apprentice with me."

"...the fuck?" Spätin snaps out of her contemplative reverie with a sudden start, looking over at the woman with a thunderous scowl, "I'm not some pretty little gewgaw you can just claim like that, lady."

"Naturally not," Perls gives your ward a tiny little smile, "But you will come with me anyway. The Blue Wind is the wind of prophecy and foretelling and knowledge beyond mortal limits. If you should master it, you will never again need to fear failure or rejection. You will know who will embrace you and who will recoil in fear, who can be trusted and who to hold at arm's length, which path leads to ruin and which to success."

"I… you…" Spätin stammers, seemingly lost for words, torn between fury at being so transparently manipulated and a sudden deep longing you have nothing near the context to understand. She stops at last, forcibly asserting control over herself, and then snorts. "And I suppose being a superior bitch waving your knowledge in everyone's face is part of the package as well, then?"

"Among my very favourite parts," Perls replies gravely, allowing her smile to grow just a fraction wider, "You will do well with us, Spätin, and while we are not the only college that would match your aptitudes, I shall be shameless and note that only the Blue and Amber allow you to fly."

"Alright, alright, fuck, you've convinced me," Spätin sighs, chuckling despite herself, before pausing and turning to you. There's a strange look in her eyes now, an expression you cannot quite decipher on her face, as if she herself is torn between conflicting feelings. "So, I… guess this is it, huh?"

"I suppose it is," you say quietly, wrestling with a sudden surge of feelings, the desire to congratulate or caution or perhaps even embrace her threatening to overwhelm your self control. None of those would be welcome or appropriate, however, so in the end you simply incline your head and allow yourself a single fleeting indulgence. "Write to me at the Grand Temple when you can. It would do my heart good to know that the choice I made… that you are doing well."

"You know I can't read," Spätin says, an odd little twist on her lips, and you sigh.

"Then hire a scribe or learn, woman," you shake your head, fighting the urge to laugh, "It's bad enough you studied the blade without being able to read the works of the old masters, you don't want the other wizards thinking you an unlettered buffoon."

Spätin smiles, and extends her hand. You take it without thinking, a brisk shake that cannot hope to encompass the full scope of your heart, and then you release your hands and step apart. Spätin takes a seat opposite her new mistress, and you control your expression and turn away, knowing that your part in this story is done for now. You wonder if the two of you will meet again, if Spätin's success will redeem your earlier failure, if if if.

If High Astromancer Perls knows the answer to any of these questions, she doesn't care to speak, only watching in silence as you walk away into an uncertain future.

-/-

Your return to the Grand Temple is made without ceremony, and no sooner have you stepped through the gate than you notice the change in the air. When you left for your assignment in Bögenhafen the temple was a place of quiet professionalism and grim purpose, but now the air is thick and tense and templars sit in huddled groups casting suspicious glances at their peers. You hold your tongue until you are shown into your meeting with General Wälder, who merely offers a weary sigh at your opening question.

"Noticed it, did you?" the old man says with a bitter smile, shaking his head and settling back in his wheelchair, "It's the mutant edict. The whole Cult is riven by discord over the matter, not helped by Volkmar's steadfast refusal to treat it as anything more than a settled question, but our order has been particularly divided. I've had a dozen men resign their commissions in the last week alone, and I expect no few of those who remain are contemplating rather more drastic measures of expressing their disapproval."

"I… I see," you murmur, deeply worried but entirely unsurprised. For a templar, questions of purity and corruption are not merely academic debates of theological principles, but the ground upon which they have built their very lives. "I confess it was a shock to hear the news, and I still do not quite know how to reconcile the law with the dogma myself."

"Hm. Uncertainty is dangerous in our line of work, but I suppose I cannot blame you," Wälder grunts, and you notice that he has not said which side of the debate, if any, he favours. "Still, you've done well enough for yourself it seems. I received your preliminary reports from the courier, but for the sake of thoroughness, let us go over it from the top."

By the time your debriefing is finished the sky has grown dark outside and your body cries out for the embrace of a soft feather bed, but you are well used to such trials by now. It is good that Wälder is taking your report so seriously, you think, for while you averted the threat the fact remains that the Empire came very close to losing an entire town to the machinations of the Great Enemy, and such dangers cannot be allowed to slip from mind.

"Unless you have some greater and pressing need, I'd like to pick up the trail of this Hollzauber," you say at last, manfully suppressing the urge to yawn, "At the very least, we ought to investigate the rumours of a daemonologist in the capital."

"Denied," Wälder says brusquely, before smiling thinly at your stupefied expression, "I have another agent on the case already, and I am sure they will be grateful for the additional datapoint, but you're not taking any active work just yet. In fact, I'm putting you on leave for the next six months."

"I… sir, why?" you say, completely thrown by this sudden change in direction, "Was there some consequence to my mission I am unaware of?"

"Markus, you were a direct witness to the partial summoning of a Greater Daemon," Wälder says sharply, "I dare say you can imagine some of the potential consequences, and if you dare to tell me you were entirely unaffected I will call you a liar."

The memory of that terrible eye surfaces once more in your mind, rising from the depths of your thoughts like some chthonic beast from beneath the frozen waves, and despite yourself you flinch. "I… will not pretend it was not trying, but I am not corrupted, sir."

"If I thought otherwise, we would be having a very different conversation," the Witchfinder General says grimly, before taking a moment to deliberately soften voice and expression both, "This is not a punishment, Markus. It is a medical and spiritual necessity. Even Sigmar rested in the wake of his great labour, finding strength and succour in the embrace of kin and comrade, and in this as so much else man is wise to follow his example."

"I… I suppose so, sir," you say hesitantly, though in truth the idea of simply doing nothing for weeks or months at a time horrifies you. The certainty given by your purpose, the comfort you have taken in your good works, these things have kept you going when the whispers grew most difficult. To face the worries of your heart without anything so holy to quiet them is a daunting thought indeed. "I… what of my agents?"

"They shall be kept on the payroll and provided with light duties," Wälder says with a dismissive wave, "Do not concern yourself overmuch with such worries, Markus. Instead, think of this as an opportunity, a chance for you to centre yourself and return to our sacred work with fresh purpose and a certain heart."

You do not know if it will be anywhere near as easy as General Wälder is making it sound, but… well. It isn't as if you have a choice, now is it? You will simply have to make the best of it. Somehow.

Article:
Markus has been placed on mandatory leave from his duties, as a precaution against both spiritual corruption and psychological burnout. How does he choose to spend this enforced leisure time?

[ ] Seclusion
Markus will shave his head and spend some time in an isolated monastery, taking comfort in the quiet routine and the serene embrace of faith.

[ ] Slumming
Markus will revisit the days of his youth and spend time pretending to be a common labourer, engaging in honest work and taking comfort in the camaraderie of the masses.

[ ] Society
Markus will take advantage of his blood and station and spend his time enjoying the fruits of civilization, visiting galleries and watching plays and reconnecting with his noble peers.

(OoC - Most of the following mini-arc will be used to timeskip ahead and reintroduce other characters who have gone their separate ways for a bit, but it will also be an excellent opportunity for Markus to shed some of his corruption points and maybe confront some of that stuff he's been valiantly repressing for a while now.)
 
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XXV.1 - Downtime Prelude
[ ] Slumming
Markus will revisit the days of his youth and spend time pretending to be a common labourer, engaging in honest work and taking comfort in the camaraderie of the masses.

XXV.1 - Downtime Prelude

Markus has elected to spend his enforced leave period by abandoning the pretences of his rank and station and living as a common man within the bustling metropolis of Altdorf. As he is a mean looking fellow with a strong right hook and the build of a brick outhouse, he will find employment as a labourer and stevedore on the docks.

In the process, he will be beset by Dark Whispers - the seductive voice of the dark gods, seeking to steer him towards certain acts in accordance with their malign beliefs. Markus will not be aware of the origin of these strange impulses (else he would deny them out of hand), but by indulging in them he will find his mind clearer and his soul less burdened by the memories of what he encountered in Bögenhafen. Mechanically, he will lose corruption points, a process best understood as the dark gods expending their hold over his soul in order to push him towards a path they feel best serves their interests.

Each of the Four will attempt to influence Markus independently, a process that will be determined via a task vote. Markus begins with FIVE (5) corruption points; while he does not need to remove all of them here, this is the only opportunity he has to do so for the foreseeable future.

-/-

[ ] [Blood] In a somewhat surprising turn of events, Markus makes it through his downtime without ever getting into anything more serious than a brief shoving match. (0 Corruption)

[ ] [Blood] After a hard day's work, the stevedores descend on Altdorf's taverns for a hard night's carousing. Markus finds himself getting involved in the inevitable drunken brawls with increasing frequency. More than that, he finds that he has started to look forward to them. (-1 Corruption)

[ ] [Blood] The fighting pits and betting arenas of Altdorf are always in need of fresh meat, and more than a few dockside labourers take the chance to earn some extra coin by competing. Markus finds himself beating other men bloody for the roars of the adoring crowd, and enjoying himself far more than he would have thought. (-2 corruption)

[ ] [Blood] The Hooks, one of Altdorf's most notorious and widespread gangs, have close ties to the stevedores and other dockside labourers. Markus gets swept up in one of the city's periodic gang wars, and while at first he fights to defend his new comrades and drinking buddies, the chance to vent his fury on lawbreakers and other lowlife scum is seductively appealing. (-3 corruption)

-/-

[ ] [Excess] Markus keeps his head and cool throughout his time on the docks, regarded by his fellow labourers as a bit of a killjoy, for all that they appreciate having someone sober to watch over them. (0 corruption)

[ ] [Excess] Markus develops a serious drinking habit during his time on the docks, impressing his peers with his ability to stay relatively coherent after downing enough ale to sedate a horse. He finds the prospect of being able to forget his woes for a night remarkably comforting. (-1 corruption)

[ ] [Excess] While still not convinced he is worthy of love, Markus finds indulging baser needs far more easy to justify. He takes lovers heedlessly and often, drowning himself in desire, caring nothing for anything beyond this night and this indulgence. It means nothing. (-2 corruption)

[ ] [Excess] One can get almost anything in Altdorf, if they know where to look. At first it is curiosity that drives Markus to experiment, then an increasingly desperate need for the comforting oblivion they bring with them, and while a friend is able to drag him back to the surface before he drowns, the temptation lingers in his mind. (-3 corruption)

-/-

[ ] [Decay] Markus remains motivated and diligent throughout his time among the common folk. (0 corruption)

[ ] [Decay] Though he was discomforted at first by his enforced rest, Markus soon finds the prospect of just laying down his burdens and forgetting all higher purposes and grand social obligations for a time surprisingly comfortable. (-1 corruption)

[ ] [Decay] One sees and hears all manner of things on the Altdorf docklands, things that might be dangerous to care about, and what starts as simple prudence becomes a growing sense of numb fatalism to the world and its troubles. Why wear yourself ragged worrying about what you cannot change? (-2 corruption)

[ ] [Decay] Plague sweeps the docklands, as it often does, and though Markus falls sick with so many others he finds he hardly cares. A man's fate is not his own, his life and death in the hands of the gods above. Though he recovers from the plague, Markus soon finds that this too brings no great satisfaction. (-3 corruption)

-/-

[ ] [Change] There's always another agitator, another would-be-revolutionary, but Markus keeps well clear of them all. He's here to get away from higher causes for a bit. (0 corruption)

[ ] [Change] When the student radicals distribute their pamphlets and the demagogues begin spitting vitriol at the ruling classes, Markus finds himself surprisingly taken by some of their rhetoric. For a noble-born agent of the state, such sympathies are uncomfortable and dangerous, but he cannot help what his heart proclaims. (-1 corruption)

[ ] [Change] Finding himself increasingly uncomfortable with his enforced idleness, Markus throws himself into supporting and aiding a number of different social movements and political groups. It is deeply disquieting to him to discover that such pursuits bring him just as much satisfaction as his service to Sigmar did… was it always thus? Was his faith never more than a convenient cause to dedicate himself to? (-2 corruption)

[ ] [Change] With the mutant edict, it is illegal to persecute those whose flesh betrays them, but not all within the church or state agree. Moved by principle, Markus ends up killing a zealous priest in order to defend a mutant from the pyre, an act that may bring his entire future career - perhaps even his life - into jeopardy if it becomes known. (-3 corruption)

Article:
Markus has five corruption. Obviously, it is possible for some combination of the above votes to result in him 'losing' more than that. If this happens, every point of 'overflow' will instead grant Markus an additional 100xp. He will be able to spend these points on a thematically appropriate selection of skills, talents and other boons.

Go ahead. Take advantage. One time offer, no strings attached. Would I lie to you?

EDIT - Please avoid plan votes here. Or rather, if you want to vote for a plan, format it as something like:

Plan: Example

[x] Blood option
[x] Excess option

etc etc

This is purely for the sake of making the tally system a little easier to work with, I don't think anything will explode if I have to manually put things together at the end.
 
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XXV.2 Downtime
[ ] [Blood] After a hard day's work, the stevedores descend on Altdorf's taverns for a hard night's carousing. Markus finds himself getting involved in the inevitable drunken brawls with increasing frequency. More than that, he finds that he has started to look forward to them. (-1 Corruption)

[ ] [Excess] Markus keeps his head and cool throughout his time on the docks, regarded by his fellow labourers as a bit of a killjoy, for all that they appreciate having someone sober to watch over them. (0 corruption)

[ ] [Decay] Though he was discomforted at first by his enforced rest, Markus soon finds the prospect of just laying down his burdens and forgetting all higher purposes and grand social obligations for a time surprisingly comfortable. (-1 corruption)

[ ] [Change] When the student radicals distribute their pamphlets and the demagogues begin spitting vitriol at the ruling classes, Markus finds himself surprisingly taken by some of their rhetoric. For a noble-born agent of the state, such sympathies are uncomfortable and dangerous, but he cannot help what his heart proclaims. (-1 corruption)

XXV - Downtime

When you were a young man, not even a score of years beneath your narrow belt, you found in your heart a fondness for what the more elitist of your peers would refer to as 'slumming it'. Walking among the lower classes as one of them, tasting the pleasures of a less regimented life and escaping the confines of your own for a few fleeting moments, brought with them a sense of connection and adventure that little else has ever matched. You never truly wished to shun your heritage as some others would, always content to return from your jaunts and take up your rightful place among the elect, but neither do you deny the pleasure or the wisdom that your experiences granted. They are part of who you are now, as sure a foundation as the stones beneath your feet.

It feels almost perverse to return to such childish pastimes now, thoroughly unfitting for the man you have become, but then perhaps anything would. Your life is less of a spectrum than that of other men - you were a child for a time, and then you became a templar, and the transition between the two was as sharp and irrevocable as the blade that parts the flesh. General Wälder has forbidden you the templar's calling for a time, caring for the man beneath the mask with the same meticulous care that a soldier shows for their blade, and if you cannot be a templar then what else do you have?

You stay in Altdorf for your enforced convalescence, collecting your wages from the temple and purchasing a small set of rooms down near the riverfront, where the songs of drunken sailors and the stench of stagnant water fill the air at all hours of the day. Work is easy enough to find, even setting aside your education and acting in ways that hide your breeding, for you are broad shouldered and strong, and your face lends itself well to a menacing air. There is always a need for men like you, and soon enough you find yourself falling in with the stevedores, who load the ships and rule the riverfront with the same lengthy hooks. The work is hard on the body and often long enough to fill your mind with idle thoughts, but there is precious little of the fear and danger that have filled your more recent years.

At first it feels wrong, especially when you find yourself enjoying the work and the company that it brings with it. How can any god-fearing man shun his obligations in favour of such mindless ease? Yet you have been ordered to do just that, and you understand the concerns that drive Wälder to demand it, and so you push past the initial reluctance and apply yourself as best you can, and soon enough you see the benefits. It is pleasant, and almost shockingly easy, to simply sink into the comfortable embrace of the daily routine; to rise with the dawn and greet the day with no greater plans, to labour alongside your peers at the directions of your managers, to go drinking with them in the evening and meander home at night, and then rise again to do it all over again the very next day. No greater plans, no overarching ambitions, just a slow and gradual process to reconnecting with your roots. Part of you always railed at the slothful indolence of the common folk, the wilful blindness with which they seemed the regard the horrors that you knew were abroad in the world, but having experienced the life they live for even a matter of weeks… yes, you can understand. It is pleasant to live like this, to set aside your cares and your ambitions, and if one knows no better can you truly blame them for seeking it out?

It doesn't last, of course. Peace never truly does. In your case, reality finds you one warm summer night in the depths of a riverside tavern, surrounded by your fellow stevedores. The night is still young, the mood still that strange mix of tired and jubilant which always overtakes labourers after a tiring but tolerable day, and with your back to the wall you find it easy to listen through the window to the agitator in the street outside. He's been going on for some time now, enough that you're actually slightly impressed at his stamina, ranting without cease about some noblewoman down near Nuln who had a rival murdered at a party and escaped all consequence by having the charges dropped. What righteousness is there in a law so easily escaped and inconsistently applied, the agitator demands, and in truth you find it difficult to provide a compelling answer.

"Ey, Markus," Joachim, a wiry fellow who resembles nothing so much as a stick figure with great hams stapled on in place of arms, grabs your attention with a quick rap of calloused knuckles against the table, "You not really list'n to that guy, are you?"

"Guess I am," you reply, shrugging easily. "He's talking… well, he's not wrong. Just wanting to see if he's got some answers to go with the rumbling."

"Dangerous thing, you know," Joachim shakes his head sternly, frowning like an old wise priest might at the temple, "If he ain't giving you answers, means he's just stirring up trouble. Probably got a fish on his skin."

"Really? Never was my favourite food," you grunt, making a show of turning away from the window and back towards the others. The Fish are one of Altdorf's biggest gangs, and have a reputation for supporting and affiliating with the more radical and revolutionary of the myriad political sects. As a stevedore, you're expected to side more with the Hooks, who grew out of your profession and pride themselves as law-abiding pillars of the community (and deserving of appropriate respect and compensation).

Still, you can't help but notice that Joachim didn't say the man was wrong. Nobody is, in fact - from those listening raptly to the ones just trying to go about their day, nobody seems to regard the notion that a noble could murder someone with impunity as in any way implausible or exceptional. They just don't think that ranting about it in the street is going to change anything, or if it does that it would be worth the risk of speaking out. The rule of law and the bonds of the community are at the very heart of Sigmar's teachings - could they truly have grown so weak and rotten in the empire without you noticing? And if that is truly the case, what are you going to do about it?

Your ruminations are interrupted by the sudden arrival of a newcomer at your table, a barrel-chested fellow whose shadow falls across the entire group all at once. There's something about his bearing that reminds you of a sausage, one of the cheap ones sold by the enterprising on the corner of any busy Altdorf streets; too much meat and gristle packed tight into a too tight package of waxy skin, all of it threatening to burst out at the lightest touch. You almost don't notice the neatly pressed uniform that marks him out as the servant of some noble or overly pretentious merchant.

"Looking for Markus," the ruddy-faced stranger growls, studying your group with a pair of beady black eyes, and enough of your fellows react in just the right way that his gaze soon lands on you. "Need you to come with me, sir."

"Really? Shame, that," you say easily, raising your flagon in demonstration, "Because I'm not planning to go anywhere for a while yet."

"Best you be moving on, bud," Heinz chuckles, though there's an edge to his normally jovial tones as he looks up at the stranger, as there always is when a stranger comes calling for a friend by name, "Old Markus here likes to savour his drink, so he does. He'll be an hour yet I reckon before he's even finished with that first mug."

"Wasn't really a question," the stranger grunts, still looking at you and ignoring all others. There's something vaguely contemptuous in his eyes, but also a note of confusion, as though he was expecting something else and has been disappointed by the reality. "It's a family matter."

You pause at that, then set the flagon down on the table. The man isn't wearing the livery of your family, but you suppose this isn't exactly a terribly salubrious sort of establishment; he may well have been instructed to remove anything that would bring the von Bruner name into further disrepute before entering. "Well, then I'm definitely not going."

The walking sausage sighs at that, and without a further word of argument reaches out and grabs you by the shoulder. He clearly wants to drag you to your feet and then out the door to meet whichever one of your overly fussy relatives it is who sent him in here, and so he is just starting to smile when you rise at his bidding and slam your flagon of ale into his chin. The blow is sends him spinning back and around with an almost balletic grace to crash headfirst through the surface of the next table over, and at the loud and distinctive sound all other conversation in the tavern grinds to a sudden halt.

"Like I said," you say into the quiet air, "I'm not going anywhere with you."

For a moment it looks like the messenger is going to rise to his feet and continue the dispute, but then he finds someone's foot pressing down on his back as one of the men at the next table stands up and turns to face you. He's a big looking fellow, with the scars and wind-weathered skin of a professional soldier or mercenary, and the front of his doublet is currently dripping with freshly spilled ale.

"You spilled my drink," he says with a kind of fragile calm, glaring at you as his comrades rise to their feet in turn, "Apologise."

Behind you, you feel more than hear the rest of the stevedores getting up as well, and in the background the barkeep groans and starts making hasty gestures at his staff. You could still defuse the situation, you know - play off the incident with an apology, maybe buy the aggrieved man a new drink to make up for it.

"My mistake," you say, rolling your shoulders and setting your stance, "Only, I figured a dog would be happier licking his drink up off the floor."

The mercenary is silent for a moment, blinking in shock at your audacity, and that buys time for the stevedores to break into laughter and begin making little barking noises. Then, when comprehension comes and the other man lunges for you with a roar, it is the simplest thing in the world to slam a fist into his gut and send him down to join the messenger. Another mercenary lunges forward with his fists held high, Joachim intercepts him with a flying shoulder tackle, and just like that the brawl is on.

It doesn't last long, the tavern's bouncers see to that, but even a minute or so of joyous violence is enough to sate your appetite and work some of the lingering unpleasantness out of your mood. You make no real protest when the staff bundle you and the others out of the door, just laughing as you mark off another tavern that you probably can't go to after work for at least a week or so, and with all manner of back-slapping and boasting you and the other stevedores band together and begin making your way down the streets to a more welcoming establishment. You'll probably have a bruise or two come the morning, but that is a small price to pay for a fair bit of fun, and in the back of your mind you make plans to look into one of those fighting pits that Heinrich mentioned the last time you got into a proper dockside brawl with one of the teams from across the river.

Then you notice the horse-drawn carriage rolling slowly down the street after your little group and such thoughts flee with all dreams of a relaxing evening.

"Just remembered something I need to take care of back at the market," you say cheerfully to the others, shrugging off their hands and shaking your head at their drunken entreaties, "Go on, I'll catch up in a few minutes."

You think Joachim sees through your little deception, but despite eyeing you warily for a moment or two he chooses not to make a point of it, and soon enough you are wandering down the evening streets of Altdorf alone. You wait for a minute or two, just to make sure nobody else is about to approach, then draw to a halt and wait for the carriage to roll up alongside you. Sure enough, it stops in just the right place to hide you from the rest of the street, and with a soft click the door swings open.

"My, my," a familiar voice says, laden with exasperated fondness, "They told me you had changed, but I truly did not believe it. You truly have fallen on hard times, brother."

"...Maria," you say curtly, turning to face the carriage and trying not to acknowledge the sudden skip in your heartbeat. Your younger sister has, it seems, become the woman she was always destined to be - tall and graceful, her skin as smooth and pale as marble, her hair a waterfall of raven black. It is only the mischievous glimmer in her pale grey eyes that recalls the hellion you were raised beside. "What brings you to Altdorf?"

"You, obviously," your sister scoffs, looking you over from head to toe and in teasing disdain, "Though it seems I might have saved myself the trouble and grabbed the nearest thug off the street. What did you do to the man I sent in to get you?"

"He's fine," you say shortly, and even Maria's raised eyebrow of surprise is not enough to elicit further commentary. On some level you know it is improper to be so curt with her, for she deserves better than this from her elder brother despite all that lies between you, but you can't help it. You have been enjoying your rest, and your sister reappearing after so many years can only mean it is about to come to an end. "What do you want?"

"I want you to come home," Maria says, catching sight of your expression and rolling her eyes with an exasperated sigh, "Not like that, you sentimental berk. I need you to come back with me and help to settle our father's ghost."

The world tilts beneath your feet. "What?"

"Get in and I will explain," Maria says primly, and what else can you do but comply? The interior of the coach is far more comfortable and well appointed than the hired versions you have become used to, and where you might normally expect fellow travellers here there are only a pair of handmaids. You assume that is their purpose, anyway, having never particularly concerned yourself with the staffing requirements of the fairer sex. They slide away as you enter, leaving you all the room you need to take a seat on the bench opposite your sister. "Thank you. That said, there is less to explain than I might like. Ever since… Well, ever since that day, the family estate has been haunted. Strange noises, sourceless voices, a sense of dread… truly, melodrama worthy of that hack Detlef Sierk."

You nod shallowly, hardly paying attention to the details. That the dead can rest uneasily in their graves is a simple matter of fact, but all your training and all your faith tells you that it should not be happening here. Your father did not die well, you cannot even begin to pretend at that, but at the very least he should have died pure. The pyre ought to have seared any lingering taint from his immortal soul, else why even employ it, but if his spirit remains despite that then…

"What of the priests?" you say, forcing yourself to set aside your fears for now, to be the man your sister needs you to be. The carriage is back in motion, you notice, but you don't have the time to care about that now. "Surely they should have been called."

"Rikard will not hear of it," Maria thins her lips in disapproval, "With father dead and you disinherited, he is head of the family and maintains authority over the estate. Mother moved back in with uncle less than a month later, and one might think my words written without ink for all the attention she pays them when we correspond."

You nod shallowly, hardly needing to ask for the obvious. The last time priests visited your family home, they burned your father and took you back to the temple with them. You can well believe that Rikard would reject any notion of allowing more across the threshold out of hand, for all that the priests of Morr and Sigmar are clearly distinct in their nature and demeanour. "And… does Rikard know you came to me?"

"Obviously not," Maria sniffs, "He would have a fit at the mere idea. I thought him unnecessarily childish in the matter, but I must say I am beginning to suspect he might be right. I had assumed you took up a priestly vocation of some sort, for whatever reason you cared to concoct, and instead I found my elder brother nothing more than a drunken thug sitting in a dockside tavern. Really, Markus, even without your inheritance one might have assumed you retained a little pride."

"I am a Templar of the Order of the Silver Hammer," you say sharply, bristling as a hedgehog might when confronted by a hornet's sting, "You simply found me on leave from official duties for a time."

"Ah, yes, I have heard such excuses before," Maria scoffs, "Tell me, what embarrassment did you bring down on your superior's head to be shuffled out the public eye with such alacrity? Get caught bedding one of the choir boys, perhaps?"

"I saved Bögenhafen from a malign plot," you say through gritted teeth, resisting the urge towards rueful affection at such nostalgic commentary, "and spilled my blood banishing the daemons that wove it. I am recuperating."

Maria stares at you for a long moment, then allows herself a smile. "Well. After all of that, a simple exorcism ought to be no trouble at all."

"I… you…simple?" You sigh, shaking your head and sitting back on the bench, "Oh, I give up. Have the driver pass by Frederickstrasse so that I might collect my equipment. If I am to be dragged into this, I shall do it well armed and in proper attire."

"Of course," Maria says with a pleasant smile, "We'd hate for anyone else to think you had become a drunken thug."

You don't know why you missed her, really.

Article:
Markus is returning home for the first time since he was a teenager. It is, however, a long ride back to Ubersreik. Choose one topic that he will ask Maria about on the way.

[ ] Rikard
Your little brother is now head of the family. How else has life changed for him since you parted ways? Does he still hate you?

[ ] Maria
Your little sister has clearly grown up, but what else has happened in your absence? Has she studied, taken up a hobby, found a husband?

[ ] Ubersreik
You've heard little of your hometown since Karl Franz sent in the army and removed the Jungfreuds from power. How is the city these days? Does Maria have any insight into why the Emperor might have acted as he did?

-/-

In addition, choose one of the following topics that Maria opts to quiz you about, and quite insistently at that.

[ ] Your Marriage Prospects
Specifically, your lack thereof. Maria finds it shameful that you have yet to wed or even start making plans towards that end, and sees no harm in interrogating you at length on your failure and the ways that she might help you rectify it.

[ ] Your Career
It is not enough to simply 'be a templar'. Your sister demands that you know where you are going, the allies that are going to help you get there, and the perks that await when you do.

[ ] Your Work
Maria has heard many stories of the templars, and regards you as a fine source of guidance in sifting truth from fiction. She is uncomfortably blase about the prospect, as if it were mere entertainment.
 
XXVI - Homecoming
[x] Maria

[x] Your Career

XXVI - Homecoming

The atmosphere within the coach is excruciatingly awkward for the first leg of the journey, you and your sister staring at each other in silence save for the brief intermission where you retrieve your belongings. You try not to feel like a convict returning to the jail when you emerge, nor an exile snatching one last glimpse of home as you roll through Altdorf's towering gates. Above all else, you try not to dwell upon what awaits you at your destination, and the horrifying prospect that your father's soul might not rest easy after his troubled death. Your best intentions come to little without distraction, of course, but what is there even to talk about? You have not spoken with Maria in years, have not laid eyes upon her in longer still. You hardly know the woman who calls herself your sister, and in that at last you find the seeds of your salvation.

"You were taking violin lessons," you say at last, startling your traveling companions out of their fugue with your abrupt words, "did that amount to… well, ah, are you still practicing?"

"Oh yes," Maria shakes her head, a wry twist of a smile promptly betrayed by the bleak tone of her words, "I'm as fine an amateur as you will ever find. A shame I will never perform outside the odd social function, but the performing arts are no place for a darkened reputation."

"I see," you cough, feeling a sudden surge of awkwardness, "If I had aught to do with that, then…"

"Oh, hush," Maria sighs, "Your deeds have hardly helped, but the family name has been tarnished by accusations for some time now, and far beyond our lonely branch of the blood at that. Some, I think, have more merit than we would like to accept, and we've done ourselves no favours grasping so desperately for Ubersreik while Jungfreuds yet remain in their demense."

You nod slowly, displeased but far from surprised by the news. The Von Bruner line is more accurately described as a tree with many branches, its roots securely planted in the ancient past and its manifold limbs spread out in all directions. Much like a tree, however, rot in one branch threatens the plant entire; there are cousins you have never met who likely curse your name, and kin you know nothing of that have tilted the perception of others to your favour or your woe.

"I see. Yet surely there are those troupes who care less for such stains?" you venture after a few moments, "Indeed, if rumour and perception is to be believed, there are no end of those who would actively court the scandal."

"Brother, please," Maria snorts, shaking her head, "'tis bad enough that my reputation suffer for the deeds of others without going so far as to tarnish it myself. What manner of career could I build from such obviously tainted blocks?" Again you nod, a touch more sombre this time. You cannot fairly blame your sister for focusing on the implications such an association would have for her career, but it is a little disappointing that she does not appear even remotely tempted. Clearly it is not any great passion for the art itself that moves her, only what it may be able to bring her. "But enough of me. What of your career, brother?"

"What do you mean?"

"Well, joining the priesthood is certainly a respectable path, and a position within the Cult of Sigmar the most traditional," Maria explains, her faint frown betraying confusion that she has to explain it, "But surely you do not intend to spend your whole career hunting witches and burning heretics?"

"It is a worthy path," you say stiffly, though now is not the time to expand on the full extent of what your role actually entails.

"I'm sure," Maria says dubiously, "But the Cult has many worthy paths, many of which are likely to bring much greater fame, prosperity and responsibility than a mere templar could ever expect to see. Do not tell me you are so shy as to quail before a bit of public preaching?"

You grit your teeth, biting back on the first bitter and instinctual response that threatens to claw its way out of your throat. You did not choose the Templar's path out of some plan for eventual promotion, you chose it because you sought redemption, because there was no other way you could live with yourself. If Maria cannot understand that already, having seen what you did and since learning why, there is no amount of angry shouting that will communicate it to her.

To her credit, your sister evidently realises this is a sore point, and elects instead to change the topic. You spend the rest of the ride conversing about the sights and sounds of Altdorf, and it is only at the end of the day when you have disembarked and sent the driver off to arrange rooms at one of the inns that she brings the topic up again.

"Who is your sponsor?" she asks, and when you look briefly baffled she sighs and clarifies, "Not your hierarchical superior, most likely, but your patron, the person who watches your career and provides guidance on your path."

"Must I have one?" you reply, assisting the maids in unloading the coach and ignoring the faintly disapproving looks you get. Your sister's servants are not yours, and so you do not feel it proper to impose the burden of your luggage on them.

"Unless you mean to tell me that you have led a mediocre life unworthy of any regard by those above, yes," Maria says tartly, folding her arms as she waits for you to finish, "Every career a man might turn his hand to offers mentors, patrons and guides worth listening to, and I will not believe a Templar's life so different."

You consider the notion for a bit, handing your luggage off to the staff of the inn and leaving them to take it up to the rooms before following your sister through to a private dining room. Most inns of any quality maintain at least one, though it is fortunate indeed that there are no other nobles or particularly wealthy nobles travelling this road tonight to contest you for it.

"I suppose that would be Witchfinder General Wälder," you say at last, pulling out the chair for your sister so that she can sit herself gracefully down, "He promoted me to the rank of inquisitor not that long ago, granted me access to the Temple's funds and other resources in order to maintain a staff."

You wonder for a moment how the others are getting along, Max and Elvyra most notably. The General promised to find them light duties and keep them on the payroll during your convalescence, but you haven't had a chance to check in with either of them since it began.

"Wälder… not a name of any great renown, but I suppose the Templars have their reasons," Maria nods thoughtfully, "And why did he choose to promote you, then? There must have been any number of other possible names to fill the position when it opened."

"He favours my insight," you reply, taking your own seat and nodding to the servant who comes to bring you two the wine, "My willingness to reserve judgement, to not act until it seems the situation calls for it, instead of caving to the pressure others might feel that they be seen 'doing something'."

"Ah, so it was an ideological choice," Maria nods approvingly, "and it sounds as if you have chosen the correct faction to side with as well. The moderates are clearly in the ascent of late, for all that some proclaim they have overstepped with the mutant edict."

"It is a matter of faith and principle, not politics," you protest, shifting uncomfortably in your seat.

"It can be both - indeed, one would be hard pressed to find the politician who makes their choices without at least considering faith and principle alike," Maria waves off your protest with an idle hand, "Now, explain to me the position that the other factions within your order take, and I will be able to advise you. After all, if I can boast a prominent templar as a brother, more than a few barred doors will open in my path…"

-/-

The mood sours as you draw near your destination, what ground you and your sister managed to claim swiftly rolled back in the face of bitter nostalgia. Your family estate lies outside one of the small villages that exist to feed the hunger of nearby Ubersreik, and the closer you get the more familiar the sights and sounds that pass through the coach windows become. Here are the trees that you used to climb, there the fields where you were taught to ride, all of it sweet and painful in equal measure. You have not been back this way in close to a decade, but you feel like you could draw the outline of the estate walls and its ornate gate from memory.

When the coach draws to a halt and you dismount in full regalia, the first reaction from the staff of the manor is fear. The second is stunned recognition, spreading out from the older members of the retinue like ripples in the pond. It seems you are not so greatly changed from your teenage years as you might perhaps have supposed.

"Well, let us be about this," Maria says briskly, hiding her nerves beneath a confident mask as she comes up to join you, "Hopefully it can all be resolved in a day or two."

You nod absently, barely even hearing her words, for you have just caught sight of the mark upon the lawn and nothing else can hope to rival it for your attention. There, just a dozen paces away from the path, is a section of bare mud where all grass has been charred away. You hardly need to ask to know that it is where your father's pyre stood all those years ago, but the sight of it still takes you breath away.

"Ah, that," Maria says quietly, shaking her head. "The groundskeepers have tried to conceal it, but nothing grows there now, and attempts to cover it up seem to provoke the most vicious of responses."

You nod stiffly, your heartbeat so loud in your ears you can scarcely even hear her words, but before you can reply an angry voice cuts across the scene.

"You! You dare to come back here?!"

Rikard has grown tall but not broad with the passage of years, slender shoulders and a narrow chin giving him an almost serpentine look as he stalks across the lawn towards you. His skin is pale and almost waxen in the manner of a man who sees the sun but once a week at best, and such is his fury that his whole body trembles as he walks. You say nothing to him as he approaches, and when he draws to a halt and backhands you across the jaw you turn your head with the motion and little else.

"Hello brother," you say quietly, working your jaw and feeling the soft ache spread from what you suspect will probably be a fairly mild bruise. Your brother did not, it seems, continue his studies of the sword, nor maintain the exercise routine that your old tutors prescribed. You could probably pick him up under one arm.

"Don't call me that, bastard," Rikard spits, quite literally, in your face. "Get out. Leave now, before I call the guards and have you horsewhipped and driven forth a vagrant!"

"Rikard!" Maria protests, one hand raised to her mouth in shock, "What has come over you?"

"Me? What has come over you, sister, to bring this bastard back here?" Rikard rounds on her, his eyes wide and filled with rage, "You know full well my thoughts on the matter, and you defy me all the same? And for him?"

"I am not a bastard," you say evenly, dragging his attention back to you as a lodestone does the needle, "nor am I a traitor. I heard of the situation with father, and I…"

"You don't get to call him that," Rikard growls, his eyes narrowing and turning hard as he stares you down, "You betrayed this family and forsook your name the night you sent my father to the pyre, and now you come striding back through those gates wearing the same uniform as the men who burned him? You are a wretched little worm, unworthy of name or honour, and every day I weep for the naivety of the young fool who thought to call you brother."

It is too much. Your heart is pounding, your hands trembling, your mask of composure already beginning to crack. You have no name for what boils in your gut and curdles behind your eyes, for it is rage and grief and shame and hatred all in one, but it cannot stay there. You must act, now, and let it out before it consumes you from the inside out. Before it burns you as you burned your father.

Article:
Choose one:

[ ] Punch Rikard
You came here to save your father's soul, and now your wretch of a brother dares imagine his wounded heart and bitter pride more important? No. This ends now.

[ ] Plead with Rikard
Your pride is worth less than your father's soul. Let Rikard think of you what he wills, so long as Pietr von Bruner can be laid to rest at last.

[ ] Walk Away
You will not abandon this cause, but neither can you stand here and take this abuse. Walk away and find somewhere quiet to vent before you do something both you and Rikard will regret.

[ ] Write in (Note - Markus is very emotional right now, and neither he nor Rikard are presently capable of considering reasoned arguments.)
 
XXVII - A Patricide's Welcome
[x] Walk Away

XXVII - A Patricide's Welcome

Rage burns hot in your breast, the flames of ire eating away at your ribs from the inside, but Rikard says nothing that you have not thought of more than once before. You will not chastise another for repeating your own judgements back at you, and having avoided the flagellants creed thus far, neither will you strike and mortify his flesh. You swallow your pain and choke down your anger and turn your back upon your brother, walking away without a word.

"Really, Rikard," you hear Maria say, reproof in her fading voice as the pair fall further behind you, "One might be tempted to think you a child, rather than a man grown…"

You do not think such tactics will work, but then you have not spoken to your younger brother in close to a decade. Best to leave the matter of cooling his temper to one with the experience for it, and look to your own turbulent heart in the meanwhile. Perhaps you can reunite in a day or so and try this again, with the first surge of bile already spat and bitter hearts expended.

You are less than a dozen paces from the exit when the heavy iron gates swing closed with a deafening rattle. Surprised, you halt in place and cast a look around for the staff responsible, but nobody is near enough save for a single stableboy already backing away with fear in his eyes. You think to question him, but then you realise it is not you that he is staring at, but rather the gates themselves.

"My… Milord?" the stableboy calls out, rapidly growing pale, and with a sinking feeling in your gut you realise how much colder the wind has grown over the past few moments. "The… the gate, milord, I…"

"Oh, fuck me with the hammer," Rikard curses from somewhere behind you, the casual blasphemy enough to shock you out of your brief confusion, "Everyone, inside! Now!"

You turn to your brother, intending to remonstrate or at least enquire, but the sight of the lawn is enough to steal the words from your throat. The scorched patch of grass bleeds shadows like a wound, and from the stygian depths now covering the grass a robed and withered form is pulling itself free. It looks like some blasphemous imitation of the statuary that stands guard over the Gardens of Morr, a long black robe hiding all detail save for the bare skull of a face and the long scythe cradled in boney arms, and the pale fire that burns in those empty eye sockets is a thing of endless malice.

Markus tests Cool to resist Terror! Skill is 61, roll is 97. Fortune reroll is 39, pass.

Fearsome foes inflict a penalty of -1SL on all rolls opposing them, and require a cool test to approach. Terrifying foes immediately cause their opponents to break and flee. Both effects can be resisted by a Cool test, or in extremis by spending resolve to become immune for one round (hopefully enough time to deal with them!).

This creature has a terror rating of 3. Any pass would be sufficient to stand your ground, but it requires 3SL on the test to avoid being affected by the fear debuff. Fortunately, Markus passed by exactly that much.

For one brief moment your guts turn to water and the blood freezes in your veins, the animal that lurks beneath the face of every civilised man gibbering at you to run, now. Then you catch sight of your family and the servants retreating at a dead run towards the manor house and you remember your duty. There is a faint tremor in your hands as you draw the blessed silver blade that your order presented you with, but there is no doubt at all in your voice as you address the phantom.

"Come then," you say, holding the blade up before you in traditional salute, "allow me to lay you to rest, as all souls deserve."

The wraith hisses at you, a horrible rattling sound like hailstones off cobble, but you have mastered your fear by now and barely even hear it. You charge towards it with nary a sound, and whatever tattered memories of life the thing carries with it, sword combat is clearly not among them. Your first blow leaves a faintly burning line from the crown to the navel, blessed silver cutting through cursed ectoplasm with contemptuous ease, and this time the creature's shriek bears with it an unmistakable note of pain. The creature lashes out with the strange scythe it carries, but the movement is clumsy and slow, easily avoided.

(Just as well - something about the wailing sound the weapon makes as it passes tells you that no amount of armour would help should you have been struck.)

A mortal foe would retreat and seek to adjust here, but the ghost has no such sense of self-preservation. It stays where it is, bringing the scythe back around, and that gives you enough of an opening to step up close and drive your sword straight through its torso. You doubt very much that the thing has a heart any longer, but the symbolism of the act lends more than enough weight to the blow; with a despairing howl, the spirit's corpus falls apart into tattered shreds of essence, each of which disappear again a moment later.

Markus has 32 initiative versus the Wraith's 15, so he goes first. He elects to charge.

His melee skill is 63, raised to 73 by the charge, and he cannot fight with two weapons here, as he only has one weapon capable of damaging an ethereal foe. He rolls 71, for a bare success.
  • The Wraith rolls its defence of 35 and gets a 73, a failure with -4SL.
  • Markus deals 7 base +4 strength -3 toughness +1 resolute = 9 wounds to the wraith.

On its turn, the wraith attacks with its Chill Grasp ability. It rolls against 35 to hit, and with a roll of 39 gets a bare failure. Markus defends with his melee basic skill of 63 and rolls 43, successfully defending himself.

At the end of the round, Markus has two advantage (having won two opposed rolls) and so inflicts two more wounds upon the Wraith, due to its "Unstable" trait.

Round Two
Markus goes first, attacking as before. He has a melee basic skill of 63 and rolls 68, again a bare failure. He opts to spend fortune to reroll and gets 39, a success with +3SL.

The Wraith defends with its skill of 35 and rolls 02, gaining +3SL. This means there is a draw, but as Markus has the higher base skill he hits anyway, inflicting 7-3=4 wounds. This is enough to destroy the wraith.

For a few breaths you stand there, your heart numb like ice in your chest, the significance of what you have just done too weighty to grapple with so cleanly. Then you sheathe your sword and make your way over towards the manor house, where even now Rikard and the others wait in the entrance hall, wary and respectful looks upon their gathered faces.

"It is done," you say roughly, and if they detect a certain depth of emotion behind your words, none think to comment on it.

"You've achieved nothing," Rikard snorts, shaking his head, "Were it that easy we would have resolved the issue years ago."

"He's achieved more than any of us have of late," Maria says sharply, and after a moment your brother looks aside, unwilling to either gainsay her or apologise to you. It will have to do, you suppose, and by her sigh it appears Maria agrees. "Father's ghost is… well, a far more powerful creature than that. Its presence on the estate has thinned the veil, allowing lesser undead to cross more easily and drawing others from leagues around."

You nod grimly, thinking back to your lessons on such matters. It is a common enough issue, and a reason why the Templars of Sigmar and Morr alike take even minor hauntings so seriously; if allowed to reach a critical mass, the result could well be on the scale of another Sylvania. That is the theory, at any rate, though for obvious reasons none have allowed it to progress so far in order to check.

"It seems the situation is far more serious than you led me to believe," you say, keeping your expertise to yourself for now, "which makes me wonder why you are still here."

"It is not as unsafe as you seem to fear," Maria reassures you, though you think her priorities would be better turned towards her own safety, "Most nights nothing happens, and never before have I seen a manifestation during the daylight hours."

"They avoid the house itself in any case, and I will not forsake our birthright without first fighting to hold it," Rikard says tersely, looking you over with some distaste, "As for why it manifested just now, well, perhaps they simply hate you Markus. They would not be the only ones."

You grimace, but before you can respond the possibility that Rikard is right slaps you like a duelist's challenge. You close your mouth and think for a moment, seeing by their sudden tension that your siblings have both realised the same thing, and then you slowly nod. "It would… not be impossible. The stories all speak of the lure of unfinished business, and if… if Father was motivated by a desire for revenge, or even just an accounting…"

"Oh? Offering to take responsibility, are you?" Rikard snorts, shaking his head.

"Yes," you say simply, taking some brief pleasure from the way your words make your brother flinch, "If my presence will draw our father's spirit out, or expose what binds it to this world, then it is my duty to do so."

You cannot quite put a name to the expression that crosses Rikard's face at that, but after a long moment he simply scoffs. "Well, I suppose you may as well be of some use, then. Father has only appeared in full upon the lawn… and I expect you can guess the time of day."

You nod soberly. The templars lit the pyre just as the sun was dipping below the horizon; it stands to reason, or at least to symbolism, that dusk will be the best time to confront what remains of the man they burned. Rikard stares at you a moment longer, then sets his jaw and turns away, marching back inside the house to attend to whatever distraction he imagines will help to clear his thoughts.

"I do hope you are not planning to do anything foolish," Maria says sternly, though she cannot quite disguise the concern in her tone. "I did not fetch you from that drinking pit solely to see you die upon our very lawn."

"I have no intention of perishing, sister," you say, which is at least mostly true, "still, we have some time yet. Tell me, is the chapel still open?"

The answer is yes, and to your satisfaction and quiet relief it has clearly seen fairly frequent use since you left home. The furnishings are immaculate, of course, but you can still tell that the holy tomes have been frequently leafed through and the candles restocked with some regularity. Your family was never so prominent or expansive as to justify a resident priest, travelling to the one of the many nearby temples on a rotation every feast-day for Throng, but when your father sought to have you and your siblings schooled in faith it was in this small chapel that your lessons took place. You expect that Brother Jacobs has retired by now, for he was an old man even when you were young, but the chapel still carries with it the same sense of orderly serenity you remember from those long distant days.

"I'll pray with you, if you don't mind," Maria says, and given the way she is already lighting the candles you do not think it is truly a question. Not that you wish to deny her in any case, of course, but you still find yourself smiling as you watch her.

"Of course," you say, taking a seat and clearing your mind as best you can, "I am not intending any particular ritual. I simply need to… centre myself, before dusk."

Before you stand before your father and see what your deeds have left of him.

Article:
Markus is resolved to face the ghost of his dead father, condemned to burn by the same organisation his son now serves. This is not the time for wavering wills, and so Markus buries a single principle in his heart before setting forth. Choose one:

[ ] Faith
It doesn't matter who was right and wrong on that day, not anymore. What matters is that the dead must rest in Morr's garden, not walk the earth and trouble the living. The words of his faith will give Markus the strength to do what must be done.

[ ] Responsibility
It should not have come to this, but it has, and while he cannot undo what has been done, there is still a chance to make it right. If his blood is the price that must be paid to lift this curse, then it is a worthy trade indeed.

[ ] Conviction
It was not Markus who delved into dark sorcery and consorted with witches, and it is not his soul that refuses the judgement of the garden and blights his family with misery now. If he must kill his father twice to make it stick, then so be it, but he will not sabotage himself with guilt.
 
XXVIII - Father
[x] Faith

XXVIII - Father

"Blessed Sigmar, against whom no foe could stand, no rogue could hide, no army vanquish. Great Heldenhammer, gird my soul against the trials to come..."

You murmur the prayers by rote, Maria providing quiet accompaniment, as your mind treads internal paths as familiar as the estate itself. You've wondered many a-time what you would say should you return to your father's pyre, and tonight you'll have both podium and audience. Though the Edict shook your faith in the fallibility of men and their laws, the sights you endured at Bögenhafen reaffirmed why they exist.

The world is cruel and cold, unforgiving to mortal men. This Sigmar perceived, and so he fought to impose order on a chaotic universe. Laws, strictures, scripture and writ; all may debate individual rules, yet none gainsay the need for their existence. Morr's precepts are clear that the dead are to remain dead, for the good of all. You believe that your father, whatever he believes (believed, you remind yourself) and whatever he was, would agree.

The Cult of Sigmar holds that the soul consists of animus and anima, identity and energy. You witnessed the flames claim Pietr's body and the priests of Morr spoke prayers for his soul, but the events of today make it clear that some scrap of him remains. This wraith that your siblings speak of must therefore be the anima, the motive force and base instincts of the man-that-was, shorn of the reason and memories which would have kept it from striking at innocent servants and family.

(by that you refer to Maria and the estate staff, of course. You won't begrudge the shade taking a swipe at you for old time's sake)

The law requires that the dead remain in Morr's Garden, and your family's recent troubles prove its necessity. The shade, for you refuse to call it 'father,' is a tattered fragment of Pietr von Bruner rather than the man who loved you. Its existence violates the laws of men and gods, and your duty is clear here as elsewhere.

The shade clearly retains tattered remnants of your father's memories, and it's perverse nature ensures it will use them for evil. The creature will doubtlessly take your father's face, speak with his voice, and use his authority to weaken your resolve. You ready yourself for its faces, the ploys and rhetorical venom that the undead creature will surely employ. The law is clear, and as its enforcer your will must be likewise.

You won't kill Pietr von Bruner at dusk, because you already did so a decade prior. Tonight, Inquisitor von Bruner will merely prevent a shade from preying further upon the living. You make the sign of the hammer across your chest, readying your will for battle.

"By the Hammer."

-/-

Sunset has always been a spectacular thing here, the slow descent of Söll's chariot setting the sky ablaze and painting the southern mountains in shades of blue and purple. You used to spend hours watching them in your youth, your family at your side and cups of hot wine in your hands to ward away the evening chill. Now you stand alone on that self same lawn, your surviving relatives hiding behind the manor walls and peering out through curtained windows, scarcely able to appreciate the beauty that once moved your heart to tears.

You wait patiently as the sun sinks below the horizon and the world grows dark, shadows crawling across the lawn to swathe all in their smothering embrace. All, that is, save for the small patch of burned grass that marks the place where your father's pyre once stood. That stays illuminated in defiance of the gods and natural order, and as your attention sharpens so too does the light. It swells and grows like an unnatural dawn, rising by degrees until a shimmering pillar of sunlight rises from the ground in echo of that remembered pyre, and from between the unnatural flames a figure emerges.

It bears the shape of a man. The skin is black and crisp, like dry and rotting leaves stretched thin over cracked and boiled bones, and here and there runnels of molten fat hang like jewellery in golden chains. You can still see the ropes that held it in place, preventing it from fleeing as the flames rose higher, and when the charred stumps that once were feet touch the ground the grass withers and crawls away.

"Hello father," you whisper, and at the sound of your voice the dead man's head lifts to sniff the air like a hound at the hunt.

"Templar," it snarls, spitting the word through blackened teeth with a tongue fused to the palate, and with that single word it lunges for your throat.

Your pistol, ready in your hand since first the light started to grow, roars in answer. Mere lead and powder will do nothing to a ghost, and you had neither the time nor resources to source silver shot inscribed with prayers as your order might prefer to employ, but a few hours of prayerful contemplation sufficed to convey a blessing upon one singular round in your possession. The blessed round strikes the dead man straight between the eyes, snapping back its head in a spray of burning ichor, but what might slay a mortal outright is barely even enough to check the momentum of that charge and you are forced to raise your blade in defence.

The ghost strikes you with vast, unbelievable strength, a sledgehammer blow quite out of keeping with the ragged echo of muscle and bone it yet commands. Even with your sword raised and ready you are still sent sliding back across the ground, your ribs crying out in agony at the crushing strength of the hit, but though you grunt in pain and feel the breath leave your lungs you manage to remain upright. The spectre comes in again but this time you are ready, dropping your pistol into the grass and taking your blessed sword in two hands that you might have the strength to stand against the blow, setting your shoulders and locking your blade in place against the broken ruin of the spectre's fist.

For one long moment the two of you stand there, mortal strength against immortal malice, and then the pressure eases. The spectre has neither eyes to see nor ears to hear, yet as you struggle you could swear you see the moment when comprehension comes.

"...Markus," it hisses, the word rattling from the cavernous echo of its chest, "How is this…"

If you were a different man you might condemn your father's shade here, or perhaps plead with him for a way that you might make this right. Yet you came here in the name of faith and duty, and it is those principles that drive you now. "In Sigmar's name, I bid you depart and return to your rest. Morr's Garden awaits, and…"

The ghost snarls, flame spilling forth in a great wave from between those blackened teeth, and with a hasty grunt you are forced to break contact and put some distance between you. This will not, it seems, be resolved with peace and doctrine.

Neither side begins with any advantage. Markus has an initiative of 32, while Pietr has initiative 10, so Markus goes first.

Markus fires his pistol at the wraith.
  • Normally the Ethereal trait would make the ghost immune to such attacks, but in this case Markus has been able to prepare a single blessed round.
  • He is at short range, for +20 to his base skill of 58, total of 78. Markus rolls 30, a head hit with +4SL. Due to the Impale quality, this is also an automatic critical hit.
  • Damage is 9 base +4SL = 13. The ghost takes 10 wounds.
  • The critical hit is "Struck Forehead". Normally this would blind the opponent with blood in the eyes, but as a ghost has no blood or indeed eyes, it simply takes two additional wounds. It has taken 12 wounds total, bringing it to half health.

Pietr charges his living son.
  • Charged by a fear-causing enemy, Markus is required to test Cool. He rolls 31 and passes.
  • Pietr's weapon skill is 50, raised to 60 by charging. He rolls 36, for +3SL, raised to +4 by his Hatred trait.
  • Markus has a melee (basic) skill of 63. He rolls 74 to defend, then spends a fortune to get a 60. This would normally be a bare success, but Pietr counts as a large target, so Markus takes a -2SL penalty to defend against his attacks. In total, he has lost by -6SL.
  • Pietr's attacks have the damaging trait, so he replaces his 3SL from the roll with 6SL from the unit dice. He effectively hits with 9SL. The damage is 6+9=15 damage to the body. Markus has four points of armour on the body and a toughness bonus of five, so he reduces the damage by 9 and takes six wounds.

At the end of the round both Markus and Pietr have hit each other once, and Pietr has also charged. Markus has one advantage, Pietr has two. Pietr spends one of his advantage points to make another attack.
  • Pietr has skill 50 and rolls 88, a fumble with -3SL. He loses his Hatred trait for the next round as his mind clears.
  • Markus rolls to defend with 63 (even with the size penalty, this is still better than his dodge) and gets 71, a fail by -1SL. This is reduced to -3SL by the size penalty, but as he has the higher skill, Markus still successfully defends.

So be it.

You quell the tremor in your heart and draw your second sword from its sheath. Without the pure silver cladding and divine blessings of your first blade it will do nothing to the wraith, but just having the weight in your off hand makes the old routines come easier to your mind. You flow from one stance into the next, your twin swords questing for the echo of undying flesh, and the deadly dance begins.

Your father always was a skilled duelist, however, and what memories death has taken from him are easily replaced by monstrous strength and an ignorance of bodily limits. Back and forth the two of you go, blades flashing and ruined hands scything, and try though you might there is no opening to be found.

"That uniform…" the shade growls, mad fury creeping by degrees back across the remnants of its face, "A mad dog's coat, a tame killer's colours…"

"I am proud to wear it," you reply through gritted teeth, denying the accusation even as you strive to destroy the thing that makes it, "I have saved innocents and slain monsters, brought the guilty to account and the lost back to the righteous path. Though the road is murky and often strange, I walk it proud and unashamed."

You said the words without thinking, half expecting your heart to rebel at the notion, but to your faint shock there is nothing. You stand before your father's ghost in the colours of the men who killed him, and you do not feel ashamed. Your judgement may be flawed and your choices could well be mistakes, but your motives are pure, your ideals inviolate. You are a servant of your god and your fellow man, and you are proud to think of yourself as such.

The ghost snarls, animal fury overtaking it in the face of your defiance, and that is a weakness. It moves too aggressively, strikes too heedlessly, and with a flickering motion you sever its right arm at the elbow. Burning ichor spews forth in place of blood, coating you from head to toe and searing your flesh with its fury, but with a garbled shout you focus your will and force the feeling aside. The flames are not real and they cannot burn you; you think it must be thus, and so it is.

Burning Blood trait inflicts Ablaze! Markus spends a resolve point to negate it. Three remaining.

Breathing hard you return to your stance, only to realise a moment later that the ghost has not seized the advantage. Indeed, now that you look you can see it has stopped moving, remaining in place and staring at the severed remnant of its hand. A remnant that is even now beginning to unravel like old and rotten cloth, the trauma inflicted upon it too much for even this unquiet soul to ignore.

"Rest now, father," you say, pushing past the faint sting of grief in your heart, "Rest, and dream of better days."

"Markus…" the ghost rasps, turning its blind face towards you as the decay spreads to its chest, "You have to protect him. You have to protect your brother. Protect Rikard."

Then he is gone. It is over.

Markus acts first. He draws a mundane blade with his free hand; while this second attack cannot hurt the ghost, it still allows for the dual wielder talent to provide its bonuses.
  • Markus has skill 63, raised to 73 by Pietr's effective size. He rolls 66 to attack, a critical hit with +1SL, raised to +2 by his dual wielder talent.
  • Pietr rolls defence against 50 and scores 28, successfully defending himself with +3SL.
  • The critical hit still applies and would normally inflict a bleeding condition, but as before undead don't bleed, so this becomes +1 wound. Pietr has 11 remaining.

Pietr attacks again, swinging with his skill of 50.
  • He rolls 32, a success with +2SL.
  • Markus rolls his defence at a -10 penalty (for using dual wielder), getting a 09 for +5SL. Even with the size penalty he successfully manages to defend.

At the end of the round both combatants have gained one advantage from successful defences, so they have two each.

Round Three

Markus once again attacks
  • He rolls 64 against a modified total of 73, a hit with +1SL, again raised to +2 by dual wielder.
  • Pietr defends with his skill of 50 and rolls 62, a failure by -1SL. Markus gets a total of +3 net success levels.
  • Damage is 7 base +3SL, -3TB. He inflicts 7 more wounds on the ghost. Pietr has 4 wounds remaining.
  • Pietr's Burning Blood quality triggers! Markus takes a hit of d10=4 damage, reduced to the minimum of one wound, and also suffers an Ablaze condition. Markus promptly spends a resolve point to negate this - he ain't got time to burn!

Pietr counterattacks. He has regained his Hatred talent.
  • Pietr rolls 92, a failure by -4SL, adjusted to -3 by Hatred.
  • Markus defends with skill 53 and rolls 33, for +2SL (reduced to 0 by the size) and also inflicting a critical hit.
  • The critical hit resolves as a Wrenched Arm, making that limb useless for the rest of the fight and inflicting an additional two wounds.

At the end of the round, Markus has four advantage after winning both opposed rolls this turn. Pietr has two, and this difference of two means the Unstable trait costs him two extra wounds. The ghost reaches 0 wounds and dissipates.

For a long moment all you can do is stand there and stare into space, whatever other feelings you might have had about laying your father to rest now replaced with absolute bafflement. Why Rikard? You are the oldest child and the most militant by far, so naturally you have a duty to protect your siblings from whatever might come to threaten them, but why did your father not mention Maria? You know he loved each of you equally, or at least you thought he did, so why only ask for protection for one? Is there some threat that only Rikard faces, some malady that has spared your sister to afflict only him? If you were a physician such a situation could well explain it, but you are a templar, not a doktor. What is it that your father felt so strongly about that he…

Comprehension comes in a single frozen moment, and before you can even put it into words your feet are carrying you back across the lawn towards the manor house. Maria opens the door as you approach, stepping out to greet you with a smile both sad and relieved upon her face, but whatever she spies in your face takes the words from her mouth before she can think to speak them.

"Where is he?" you say, your heart thundering in your chest.

"I…" Maria hesitates for a moment, as if to deny you the answer or perhaps to profess ignorance, but in the end she speaks. "Upstairs, in his studio."

You nod stiffly and step past her without a further word, ascending the grand staircase two steps at a time. The walls on both sides are covered in works of art, as are almost all bare stretches of wall throughout the estate and those of your social peers; you always found them pleasant to look upon, but it was your brother that took a real interest in art as a discipline. He started painting at a young age, and your father dragged the three of you along to more than one salon designed to show off the budding artist's newest works to those who might coo over them appropriately. When Rikard's interest lasted out the first year, father had the manor remodelled to turn one of the upper rooms into a professional studio for him, and the open doors await you with all the patient malice of a predator's maw.

You find Rikard inside, standing in front of a blank canvas with his arms folded behind his back, and your brother needs only a single look at your expression to realise what has happened.

"Ah," he murmurs softly, looking you over with a kind of weary contempt, "I suppose you figured it out, then?"

It is difficult to speak, your throat swollen tight with emotion, but you force the words through anyway. This is too important to let your heart goad you into silence.

"Father wasn't the witch," you say, each word a torment, "you were."

Rikard hums faintly at that, glancing sideways at one of the works he has propped up on a frame nearby. It is a landscape, the view from a nearby hillside at night, but between the shining points of the stars and moons he has traced long flowing patterns of pale blue and off white, one blossoming into the next in a strangely ordered harmony. It would look beautiful, you think, to someone who didn't understand the significance.

"Father always had an interest in the arcane and those who practiced it. He didn't have the Sight, but he still collected testimonials, paid handsomely for old journals," your brother says with a vague wave of his hand, "I don't think half of it was accurate, but enough was that he recognised what I was painting before even I did."

Your hands have curled into fists by now, clenched so tight it almost hurts, but you keep your voice level with an act of will. "Why did he not send you to the Colleges?"

"Do you know how many apprentices survive to become magisters, Markus?" Rikard shoots you a sideways glance, shaking his head, "Or of those that do, how many live to grow grey hair? It would have been safer to buy me a commission and send me off to war for the rest of my life, to say nothing of the mutation that seems to reliably befall those of any talent. Not that they call it that, of course… though perhaps they will, with the new edict to clear the way."

"You speak of the danger, of the risk?" You shake your head, unsure whether the disgust you feel is at your brother or the man who raised you. "What of duty, Rikard? What of faith?"

"And where would those have led me, Markus? If I had gone to the Colleges and become an obedient little servant?" Rikard smiles mirthlessly, "I'd have graduated by now, most likely. Would I have been sent to Ubersreik, do you think? Sent to take up arms against our liege lords, in service to a tyrant's paranoia?"

You grit your teeth and swallow your words, refusing to be baited. You have your own doubts about Karl-Franz's choices of late, your own criticisms that you would make of his policies, but this isn't the time to get drawn into a debate about the Emperor. That isn't what is important here.

"He went looking for more information, didn't he," you say instead, knowing by the hollow weight in your heart that you speak the truth, "A sanctioned wizard might have reported you both, so he went looking elsewhere. That is how he made contact with the witch."

"Etelka Herzen, yes," Rikard nods, folding his arms and frowning at the memory, "I'll not defend that choice, nor the quality of her character. She fed him with honeyed words and poured poison in his ear, convinced him that there was another way, one that was safer and would not see me lost to the family entirely. Doubtless she had some larger scheme in the works, and I like to imagine that father would have broken off the relationship once he realised what it was, but you ruined it before they could get that far. Father knew running was pointless; we'd be caught, and there was every chance the hunters would realise what I was. So he stayed to greet them, and made sure to cast a spell where they could see him. After that, well, they saw what they wanted to see."

"Wait," you interrupt, frowning in confusion, "You said he wasn't a witch. How did he cast a spell?"

"I said that he didn't have the Sight," Rikard corrects you with a thin and mirthless smile, "but you don't need to be able to perceive magic in order to shape it, you just need to have a soul. When a drunkard starts a fight, the red wind blows hot across his heart. When an old man feels Morr's hand upon his shoulder, the purple wind draws close. Even you, Markus, shape the winds of magic with your every thought and deed - even from the window, I saw the white wind respond to your thoughts when you fought our father. Let me guess - you were thinking of faith and duty, the proper order of the world?"

"What are you saying?" You have no idea if Rikard is telling the truth or not, for your education in matters magical was always more concerned with the signs needed to hunt it down or face it on a battlefield.

"I'm saying, Markus, that if you knew the right words and the proper gestures to use, you could have cast a spell as well as any magister," Rikard chuckles bleakly, then pauses for a moment in thought. "Well, not exactly. There are reasons the Colleges don't try and educate everyone, after all. It's… ah, how to explain…"

Your brother looks around for a moment, then nods and crosses the room to a small desk piled high with pots of paint. He opens a drawer and draws out an elegant dueling pistol from within, and though you tense with sudden suspicion he does not point it at anything, instead holding it up in demonstration.

"To cast a spell without being able to perceive the Winds of Magic is rather like loading and firing this gun, if first you donned a blindfold and a set of thick woolen mittens," Rikard says, nodding in satisfaction at his own explanation as he feeds powder into the barrel and draws a small bullet from a pouch on his belt, "Physically possible, provided someone had explained to you what a gun was and what motions it would require to load, but far more dangerous, to you and anyone you might accidentally point it towards."

"Even if I accept you are correct, this isn't a question of technicalities, Rikard," you say tersely, painfully aware that your brother hasn't put down the pistol, that there is a rapier propped up by the edge of the desk, "You are a spellcaster. You must go to the Colleges."

"No," Rikard says simply, and despite yourself you cannot restrain a snarl.

"Damn it, Rikard, it isn't a choice!" you roar, taking a step forward and letting your hand go to the hilt of your sword, "I can offer amnesty for past deeds if need be, but you know better than most what the penalty is for unsanctioned witchcraft!"

"Oh, but it is. A choice, I mean," Rikard says, an odd little smile on his face now as he looks at you, "I could learn to cast spells, but I haven't. Not since father died, at any rate. I perceive more of the world than most do, but aside from my paintings that awareness changes nothing about my life. I am neither a spellcaster nor a witch."

"You know the law doesn't see it that way," you say, fighting down the bleak surge of despair that threatens to consume you, because you can see how this is going to go. You can see what Rikard is working himself up to.

"The law is ink on paper, Markus, and justice is blind; why else would Verena hide her eyes?" Rikard says softly, and you can hear the anger in his voice, the bitter contempt that lurks behind his placid expression. He knows full well how poorly such an argument would hold up in front of any court you might happen to find. "What matters is how it is enforced, and here you are, an agent of the church and state charged with doing just that. So tell me, brother mine. You've heard my argument, and you know my answer. What is yours?"

Article:
Choose One:

[ ] Kill your Brother
Rikard hates you too much to listen to any argument, and will resist any attempt to arrest him with lethal force. You can't let him go, and try though you might, you cannot capture him alive. His death is, at least, kinder than your father's.

[ ] Turn a Blind Eye
Walk away, and hope that your brother is telling the truth. If this ever comes to light your peers may well understand, may even sympathise, but they will not pardon you. You will burn like your father did, for the Templars cannot be seen to be above the laws that they enforce.
 
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