Chapter 32: To the Victors
You had expected this to be more difficult really.
This decision was the product of a rather lengthy discussion. You and Thaïs took your time. You weighed up everything you stood to gain and everything you stood to lose by testifying. In the end you decided to give Albrecht your full support. That would mean lying, in front of the assembled lords of the entire kingdom.
From the moment you made that decision to this very instant you carried with you a fear. A fear that you would be found out. That you would make a mistake, that some unknown witness would arrive to undermine you, that some up and coming advocate would cut your story to pieces and leave your mind and soul to bleed out in front of the assembled lords.
You carried this fear for three days.
Today it is gone.
Today you realize that this is not a trial. It is a mere formality, a show, a spectacle.
The hall is beautiful, large mosaics cover most surfaces while the roof is a giant dome plated of precious metals inset with rare gemstones. They glitter like stars in the night sky.
There are fewer lords in their seats around you than there are prisoners arrayed in front of you. You sit with Thaïs and the King on a raised platform at the far end of the hall. These seats, though they are identical to all the rest in the hall are reserved for royalty. You are told it is a great honour to be allowed to sit in them.
On the chamber floor, under the great bronze arches of the domed ceiling before you Argus argues the case of the government.
No one argues for the defence.
They stand, row on row, shackled together in the center of the chamber. Some weep, some plead, some scream, it will do them no good. The lords will have none of it.
Outside you can hear the calls for Eberhardt's head. For the blood of each and every one of the traitors. At the main doors stand a team of criers, it is their job to keep the crowd engaged and angry but they are not alone in their efforts.
To hear Argus tell it the crowd has been infiltrated by House Albrecht agents, they will ensure that public sentiment stays firmly on the government's side and will work to undermine the efforts of any Eberhardt supporters in the crowd.
Inside the hall you survey the lords, trying to gauge the mood of the room; more than anything they look bored. A couple stare on with teary eyes, perhaps they recognize one of the accused, a friend or a colleague. Most however are loyal to Albrecht, they already know where they will cast their votes.
Albrecht today looks nothing like the dwarf you have come to know. Gone are the simple tunics and casual manners. Today he is King first and foremost. His manners are stiff, cold but authoritative. He dress is that of royalty; heavy, beautiful and intimidating. Resting across his lap is the Maul of the Dwarven Kings, brought out specifically for this occasion to remind all assembled of the power he wields.
Argus is giving a rousing speech as he lists off the crimes of the accused. Despite the spectacle playing out before you, you have trouble paying attention. Your eyes are drawn to one of the prisoners. Tall, grey around the temples, he leans on a crutch as he nurses a broken leg. He stands at the head of this small legion of prisoners. He is Eberhardt and he does not take his gaze off of the King. He will not bow, he will not beg, and if a look could kill then the King would be dead a thousand times over. The King for his part completely ignores Eberhardt. He will not even spare him a glance as he sits in judgement over him.
The trial passes slowly but without real incident. Three times you hear the sound of fighting break out from outside the assembly as Eberhardt supporters attempt to start riots and are crushed and murdered for their troubles.
Argus begins with the physical evidence, then moves to the written confessions of Eberhardt's co-conspirators. You recognize Ullr's name and Dacey's but theirs are only two out of almost forty written confessions.
Through it all you spend most of your time counting the tiles in the great mosaics along the walls. The screams of the damned, the chants of the crowd, the laughter and curses of the lords, it all melts away around you. You contemplate why you are here, why you want to ensure that all of those poor souls die. You ask yourself, is it worth it.
These people are your enemies, but is it worth it?
Then they enter and you are dragged back to reality.
Trakk's remaining family, his granddaughter, his son. They are wheeled in to the chamber. There... there is not much left of them.
He took the worst of it and is little more than a torso and head but she was not spared either.
Thaïs lets out a muffled sob, something in her bends just a little. You know exactly how she feels. Not through empathy but through experience. You know exactly how she feels because you know exactly what she feels, the exact memory that made her cry out.
You have that memory, it is not yours, but your friends. Still it feels real, in every way that matters it is real.
You once had a doll, a delicate, porcelain thing that father brought back from the Great Market in Muirthemne. It was more beautiful than words could describe, skin like snow, hair like coal, lips like rose petals. You took it everywhere. One day it fell under the wheels of one of father's carts. You tried to hide it, tried to fix it, tried to glue it back together with a dozen different things from oatmeal to tar. None of it worked and all you were left with was a broken, wet mess.
As you look at Trakk's granddaughter you see that doll in flesh and blood, instead of porcelain.
To ensure she did not try to flee they shredded her little legs, took her tiny feet, amputated her delicate hands and that was only the beginning.
She is in a word, broken.
It is enough to make you sick.
As you stare at her your head begins to spin. Would that have happened to Biliku and Uttu if you fell into the hands of the Eberhardts? If it had not been for Bari...
You close your eyes, center yourself, slow your breathing. This is not your fault, you know that, but it still feels like it.
The two of them give their testimony. They speak of being captured for unknown reasons, of being tortured, of being saved by unseen figures while heavily sedated.
Argus points at you and shouts something about heroes.
The lords stand and applaud.
The King motions for you to stand, you do so numbly. They bring her up to you, she says something but you do not hear it. She hugs you but you do not feel it. With a shaking hand you pat her on the head and mumble some incredibly clichéd words of encouragement that pass from your mind as quickly as they do from your mouth.
The kid smiles at you and you just about collapse.
Thankfully Argus chooses to end this little charade at that exact moment. He takes the child from you as he heads back down to the floor. You are mercifully allowed to once more take your seat as the lords continue to applaud your heroism in saving the poor child.
As the witnesses leave the room Thaïs takes your hand, she squeezes, you squeeze back, it helps.
Any sympathy you had for Eberhardt and his men leaves the room with that child.
You hope they all hang and as Argus calls you both down to the stand you intend to do everything in your power to make sure that happens.
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Your testimony was but the final nail in the coffin.
Eberhardt was never going to leave that room alive and most of his followers were guaranteed to die with him. Your testimonies merely ensured that they would all perish.
Events moved quickly after that. Eberhardt, his entire House and almost all of his allies met their ends. The hangings went on for a day and a half. It was the largest execution in dwarven history.
It is all anyone in the city can talk about so inevitably it becomes the topic of conversation when you next see Mayer.
"By Wyrd you two," he smirks as he picks at his salad, "Not a single one left. From the oldest greybeard to the youngest child amongst them. You certainly are not ones to be trifled with."
"Thank you Mayer," you reply in unison, more than a little discomfort in your voices.
While he pours himself a drink you take the opportunity to ask a few questions, "Mayer, why did no one try to defend Eberhardt?"
He raises an eyebrow at this, "You mean no one explained to you how trials work?"
You both shake your heads and Thaïs innocently adds, "No, Albrecht's people did not and we did not think to ask."
He leans back in his chair, "Well, the reason no one defended Eberhardt is that no one could be found to take up his case. Dwarven law states that a defendant can not defend himself. This is largely done to disadvantage outsiders, if a dwarf will not speak for you then you are worthless in the eyes of the law. Dwarven law also states that an advocate shall receive the same fate as the person he or she represents. This is done to prevent weak cases from making it to trial. Those two principles together ensured that no one would come to Eberhardt's defense."
You mutter, "That would have been nice to know before the trial."
"Would it have changed your decision?" the banker inquires.
"Maybe?" you respond, uncertain.
He causally picks at a bit of spinach caught in his teeth, "Well then. There you go. Perhaps Albrecht is not being entirely honest with you. He is a politician after all and not without skill in his chosen profession."
Thaïs sighs, "So you are saying he manipulated us? Set us against Eberhardt to his own benefit?"
Mayer grins, a rare thing, "Yes, probably. Though can you say for certain that you did not seek to use him as well? Has he actually forced you to do anything?" you shake your heads and he nods, "Everyone wants something ladies. The two of you would do well to remember that. Everyone, wants, something. Even you, even the King, even me."
Since he is in a talkative mood you try to get a bit more out of him, "Well is there anything else we should know, partner?"
He nods, "Yes, the streets are filled with gold now. Over twenty noble houses have been completely extinguished. The Goldsmith Guild has been decimated, even those fools, the Barings, did not escape, dead to the last dwarf. Officially the government is seizing everything for the 'good of the kingdom' but they lack the people to run it all and the remaining noble houses will require payment for their loyalty. Now is the time to see just how much power one can grab for him or herself."
He nods to himself and smiles at the thought of it.
The rest of your lunch is spent discussing the finer points of your strategy going forward. Mayer lays out a few options you could pursue and after a great deal of discussion you settle upon a path.
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Your return to the palace sees you bombarded with questions from a variety of quarters.
One of your attendants, though you often think of them as jailers, wants to know if you require anything from the shops in the city. Another reminds you that Lyssa is waiting on you to take care of today's enchantments. A third chimes in that Mr. 'Levy' has taken up residence in you wing of the palace and has taken to the training of the girls with aplomb. The forth informs you that the fellows at the academy have received your data on the Oneiroi spell and will begin analyzing it as soon as possible.
You have a lot to do but decide to see Lyssa first, it would be good to catch up with her.
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You find the mage on the roof of the palace talking to her birds. She smiles and waves as you approach.
You return her greeting, "So you found your birds?"
She nods, her posture and expression completely relaxed, "Yes, are they not beautiful?"
Thaïs approaches one, "Yes they are gorgeous Lyssa," you could swear the bird grins.
"Smart too," the mage adds with a parent's pride.
That gives you an idea, "Lyssa? If I wanted to send a message to Muirthemne to contact the rest of the group, could your eagles take it there?"
She considers the idea then nods, "Yes. I believe they could but you would need to give them a good description of the location you need them to take it to."
"Hmmm..." you reply.
"Something the matter Derryth?" she asks innocently.
"Yes," Thaïs answers for you, "We do not know exactly where we want the message to go. Only that the target is a medium sized compound somewhere in the city."
The three of you stand in silence for a minute then the idea dawns on you, "Ian! We send the message to Ian at his shop, then he can pass it on to Gareth at the compound wherever that is!"
"Ian?" your friend racks her memory, or rather yours, for someone matching that name. It takes her a moment but she remembers, "Oh! Henry's friend, of course."
She knows Ian is trustworthy and immediately agrees to the idea.
It seems like a good plan but doubts start to nibble at the edges of it, you mutter to yourself, "What if Ian is not there, what if his shop has burnt down, what if the eagle gets intercepted, what if..."
Lyssa grins, "You worry too much, my eagles are professionals," the eagle closest to you nods in agreement, "They can handle this but if you have concerns you could probably just use a normal messenger service."
It is something to consider and you would like to pursue the matter further but for the moment you have work to do, "At any rate we should get to work on today's enchantments."
Your two companions nod as the three of you make your way to someplace quiet to begin.
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Mr 'Levy', or rather Berty as he insists you call him, is an odd man. His eyes are alert, dancing back and forth as he instructs the girls in proper knife play and how to construct improvised deathtraps.
His large ears and bulbous nose give him the appearance of an entertainer when coupled with his pencil thin moustache. At first glance he seems something of a rogue or perhaps a fool but this is a man that knows his business.
In fact you hit it off almost immediately. Turns out he was a street urchin as well and the two of you are swapping stories about stealing bread and fighting in back alleys before an hour has passed.
"Well ya see now Derry, there is one thing and one thing only that I know well," he informes you as you watch him run the girls through a few drill, "I know how ta fight and ta kill the other guy with nothin more than some cheese-wire and an old sock and I know how to teach others ta do the same."
You are tempted to inform Berty that in fact that would constitute four or five separate things. Somehow you resist the urge.
"Well the girls do know how to fight already Mr. Levy," your friend replies.
He nods a couple times, "Please, please, call me Berty and I am sure they do at that!" he squints, "Yep, they sure do Taide. But here is what I am sayin ladies, they got blind spots. They fight too fair if you catch my meanin'. They have ta think like a scoundrel if they want ta beat a scoundrel ya get me?"
"Alright Berty, how does fighting like a scoundrel help them lead men in battle?" you naturally ask.
"Insight, ladies. Ya want to win then you have to be prepared ta fight with whatever ya got. A well trained group of irregulars can be absolutely devastating against a professional military force!" he grins as he walks away, ready to set up the next exercise for the girls.
He shouts over his shoulder as he disappears around the corner, "Besides, Derry, I thought ya already knew! All men are scoundrels! Ya got to be one ta lead some!"
"Well he certainly is interesting," Thaïs comments laughing.
"We do seem to have a knack for finding interesting people," you laugh along with her as you return to your quarters.
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That evening you receive an invitation from Albrecht himself.
You find him in his quarters at a large and marvellous table. He is back to his usual attire and behaviour; simple clothes, simple manners. He is playing cards with Argus and the Queen. Without a care in the world they invite you to join their game and even spot you a rather large sack of gold.
"I do not think you ladies have actually met my wife," he gestures to the two of you, "Eleanor, this is Derryth and Thaïs. If it were not for them my dear we would probably be dead by now," he laughs merrily and the Queen smiles at you.
She is noticeably younger than the king though you can not be sure how old either of them are really.
Albrecht then gestures to the Queen, "Derryth, Thaïs, this is the girl that makes me the happiest dwarf in the kingdom. She is my Queen, my light, my love, and I would do damn near anything for her. Eleanor dear why don't you say something."
"I would if you would stop rambling," she answers merrily as she turns her attention back to you, "If there is anything I or my husband can do for you then please just let us know. Really, anything at all."
The King nods, "Yes, you have done so much for us but you have not asked for a thing. Is there anything you desire. Name it and it is yours."
Silently you consider your options. Mayer mentioned property and assets available for those who could grab them, perhaps you should inquire about that.
Simple wealth never goes out of style either so that is an option.
During your few visits to the academy you got the feeling that the fellows were holding out on you. With a letter from the king you could compel them to share their knowledge with you. Though they might resent it.
The dwarven smiths are legendary, you could ask the king to pay for the creation of a unique item or items for you or your friends.
Of you could simply save such favours for the future.
You are not terribly sure what you should ask for. You look to your friend for guidance but she is overwhelmed as well. Looks like you will simply have to make a decision.
1. What do you ask for (this could easily become very complicated so some of the options will be dealt with further in the next update if chosen. They will be marked as such):
A) Confiscated Assets and Property -You will arrange to sit down with Albrecht and his agents to properly pour over the property lists and see if there is anything you want. There are a number of different assets available from mines and factories to warehouses, shipping houses, caravan routes and security companies. (A full list will be presented in the next update should this option win)
B) Wealth - You will request a payment from the more liquid assets seize by the government, gold, gems, and goods will be the order of the day. (All B choices are counted together, the most popular will be chosen.)
i. You request a modest payment - 200 WPs
ii. You request a respectable payment - 500 WPs
iii. You request a large payment - 1000 WPs
iv. You request the majority of the assets seized - 2500 WPs
v. 750 WPs
vi. freeform
C) You request a letter from the King giving you full access to the Royal Academy.
D) Custom Items - You will arrange to meet the royal craftsmen and enchanters to discuss the creation of one or more magical items. (A full list will be presented in the next update should this option win.
E) You will not ask for anything. You will save the favour for later.
F) You ask for permission to begin work on a stable Gate between Myrgard and the empire. The King will naturally have a few concerns so you might have to demonstrate the safety of the spells involved first.
G) freeform
2. Your Business Plan - You decided upon a course of action with Mayer during your meeting, what was it?
A) Properties - You instructed him to seize as much profitable property as he can while things are still chaotic. You will worry about what to do with it later. There are likely to be high start up costs but if you can get everything working you could generate a healthy revenue stream.
B) Profits - You instructed him to seize assets that you could then flip for maximum profit. The long term profits would be non existent as you would not be holding on to the properties but you stand to make a lot in the short term.
C) freeform - You gave him a more specific plan.
3. The Letter - You want to touch base with Gareth and the rest of your organization in Muirthemne. You will give Amena and Gareth instructions and ask for a status report.
A) You will send the letter by eagle.
B) you will send the letter by courier (3 WPs)
C) You will not send a letter.
D) You will send out two copies of the letter, one by courier and one by eagle. Hopefully this should ensure that no matter what one letter arrives safely and unaltered. (3 WPs)
E) freeform
4. The Letter Part 2 - Beyond a request for a status report and instructions to teach Ithapi to read what else do you want to include in the letter? (Any option that receives more than half the total votes will be included.
A) Warn them about Trakk
B) Ask them about the Crows or black riders
C) Warn them about Mazzarin
D) Warn them about The Faceless
E) Warn them about the Watcher, tell them to look out for contracts on hunting necromancers, see if they can gauge anything useful out of this
F) freeform
5. Supplies - You are out of Energon cubes but one of your attendants is willing to go shopping for you. Do you wish to purchase some? If you vote yes then just type how many you would like and how many will go to each person (Twelve Energon Cubes = 6 WPs)
A) Yes
B) No
6. Supplies - Requests, If you want any mundane equipment besides the Energon Cube then write it in and I will tell you the price. An item will require more than half of the total votes to be purchased.
A) Additional arrows for Uttu (1WP = 2 quivers)
B) Seven pieces of nice, basic jewelry. (5 WPs)
C) Seven pieces of cheap, basic jewelry. (1 WP)
D) The broken ether engine the brothers Dietfried own (200 WPs)
E) freeform
7. Freeform. Ask the King to arrange for help in casting the Greater Heal ritual on the remaining members of Trakk's family. Ensure the girl receives a treatment to heal her mind as well as her body. There are a few ways to go about this.
A) Do it yourself. You know at least enough to heal their bodies.
B) Track down the Heron Guard. They are known to be master healers and he may be able to help. He might have a few questions for you though and you should probably tread carefully around him.
C) Try to research the necessary spells with the help of the Royal Academy. They are no healers though it is a field they know little about.
D) You do not risk trying to help her.
E) freeform