ACT ONE
Few Respectable Trades
Prologue
NO ROOM FOR HOPE
The Aeons’ Gate
Sea of Buradan, two weeks north and east of Toha
Summer, late
Contrary to whatever stories and songs there may be about the subject, there are only a handful of respectable things a man can do after he picks up a sword.
First of all, he can put it down and do something else; this is the option for men who have more appreciable talents. He could use it to defend his homestead, of course, as protecting one’s own is nothing but admirable. If he decides he’s good at that sort of work, he could enlist with the local army and defend his kin and country against whatever entity is deemed the enemy at that moment. All these are decent and honourable practices for a man who carries a sword.
Then there are the less respectable trades.
There’s always mercenary life, the fine art of being paid to put steel in things. Mercenaries, usually, aren’t quite as respected as soldiers, since they swear no allegiance to any liege beyond the kind that are round, flat and golden. And yet, it remains only a slightly less respectable use for the blade, as, inevitably, being a mercenary does help someone.
Now, the very bottommost practice for a man who carries a sword, the absolute dregs of the well, the lowliest and meanest trade a man can possibly embrace after he decides not to put away his weapon is that of the adventurer.
There is one similarity between the adventurer and the mercenary: the love of money. Past that fact, everything is unfavourable contrast. Like a mercenary, an adventurer works for money, be it gold, silver or copper. Unlike a mercenary, an adventurer’s trade is not limited to killing, though it does require quite a bit of that. Unlike a mercenary, an adventurer’s exploits typically aid no one.
When one requires a herd of cattle guarded from rustlers, a young maiden protected, a family tomb watched over or an enemy driven away, all for an honest fee, one calls upon a mercenary.
When one requires a herd of cattle stolen, a young maiden deflowered, a family tomb looted and desecrated or an honest man driven away from his own home, all for a few copper coins and a promise, one calls upon an adventurer.
I make this distinction for the sole purpose that, if someone finds this journal after I’ve succumbed to whatever hole I fell into or weapon I’ve run afoul of, they’ll know the reason.
This marks the first entry of the Aeons’ Gate, the grand adventure of Lenk and his five companions.
If whoever reads this has a high opinion of this writer so far, please cease reading now. The above sentence takes many liberties.
To consider the term ‘adventure’, one must consider it from the adventurer’s point of view. For a boy on his father’s knee, a youth listening to an elder or a rapt crowd hearing the songs of poets, adventure is something to lust after, filled with riches, women, heroism and glory. For an adventurer, it’s work; dirty, dusty, bloody, spittle-filled, lethal and cheap work.
The Aeons’ Gate is a relic, an ancient device long sought after by holy men and women of all faiths. It breaches the barriers between heaven and earth, allowing communication with the Gods themselves, an opportunity to ask why, how and what.
Or so I’ve heard.
My companions and I have been hired to seek out this Gate.
To address the term ‘companions’, I say this because it sounds a degree better than a ‘band of brigands, zealots, savages and madmen’. And I use that description because it sounds infinitely more interesting than what we really are: cheap labour.
Unbound by the codes of unions and guilds, adventurers are able to perform more duties than common mercenaries. Untroubled by sets of morals and guidelines, adventurers are able to go into places the common mercenary would find repulsive. Unprotected by laws dictating the absolute minimum one must be paid, adventurers do all this for much, much less coin than the common mercenary.
If someone has read this far, he might ask himself what the point of being an adventurer is.
The answer is freedom. An adventurer is free to come and go as he pleases, parting from whoever has hired him when the fancy strikes him. An adventurer is free to stop at whatever exotic locale he has found, to take whatever he has with him, to stay for as long as he wants. An adventurer is free to claim what he finds, be it knowledge, treasure or glory. An adventurer is free to wander, penniless and perpetually starved, until he finally collapses dead on a road.
It also bears mentioning that an adventurer typically does leave his employer’s charter if the task assigned proves particularly deranged.
Thus far, my journey has taken my companions and me far from Muraska’s harbour, where we took on this commission. We have travelled the western seas for what seems like an eternity, braving the islands, and their various diseases and inhabitants, in search of this Gate. Thus far, I’ve fought off hostile natives, lugged heavy crates filled with various supplies, mended sails, swabbed decks and spent hours upon hours with one end of mine or the other leaning over the railing of our ship.
My funds have so far accumulated to twenty-six pieces of copper, eleven pieces of silver and half a gold coin. That half came from a sailor who was less lucky than the rest of us and had his meagre savings declared impromptu inheritance for the ship’s charter.
That charter is Miron Evenhands, Lord Emissary of the Church of Talanas. Miron’s duties are, in addition to regular priestly business, overseeing diplomatic ties with other churches and carrying out religious expeditions, as which this apparently qualifies. He has been allocated funds for the matter, but spends them sparingly, hiring only as many adventurers and mercenaries as he must to form a facade of generosity. The ship he has chartered, a merchantman dubbed the Riptide, we share with various dirty sailors and hairy rats that walk on two legs.
My companions seem content with these arrangements, perhaps because they themselves are just as dirty and smelly. They sleep below deck even as I write this, having been driven up top by foul scents and groping hands. Granted, the arrangements are all that they are content with.
Every day, I deal with their greed and distrust. They demand to know where our payment is, how much money we’re getting. They tell me that the others are plotting and scheming against them. Asper tells me that Denaos makes lewd comments to her and the other women who have chartered passage aboard the ship. Denaos tells me that Asper mutters all manner of religious curses at him and tells the women that he is a liar, lech, lush, layabout and lummox; all lies, he tells me. Dreadaeleon tells me the ship rocks too much and it’s impossible for him to concentrate on his books. Gariath tells me he can’t stand the presence of so many humans and he’ll kill every one to the last man.
Kataria . . . tells me to relax. ‘Time at sea,’ she says, smiling all the while, ‘amidst the beauty of it all should be relaxing.’
It would seem like sound advice if not for the fact that it came from a girl who stinks worse than the crew half the time.
To be an adventurer means to have freedom, the freedom to decide for oneself. That said, if someone has found this journal and wonders why it’s no longer in my hands, please keep in mind that it’s just as likely that I decided to leap from the crow’s nest to the hungry waters below as it is that I died in some heroic manner.
One
HUMAN LITTER
In the span of a breath, colour and sound died on the wind.
The green of the ocean, the flutter of sails, the tang of salt in the air vanished from Lenk’s senses. The world faded into darkness, leaving only the tall, leather-skinned man before him and the sword clutched in his hands.
The man loosed a silent howl and leapt forwards. Lenk’s sword rose just as his foe’s curved blade came crashing down.
They met in a kiss of sparks. Life returned to Lenk’s senses in the groan of the grinding blades. He was aware of many things at once: the man’s towering size, the sound of curses boiling out of tattooed lips, the odour of sweat and the blood staining the wood under their feet.
The man uttered something through a yellow-toothed smile; Lenk watched every writhing twitch of his mouth, hearing no words behind them. No time to wonder. He saw the man’s free hand clutching a smaller, crueller blade, whipping up to seek his ribs.
The steel embrace shattered. Lenk leapt backwards, feeling his boots slide along the red-tinged salt beneath him. His heels struck something fleshy and solid and unmoving; his backpedal halted.
Don’t look, he urged himself, not yet.
He had eyes for nothing but his foe’s larger blade as it came hurtling down upon him. Lenk darted away, watched the cutlass bite into the slick timbers and embed itself. He saw the twitch of the man’s eye - the realisation of his mistake and the instant in which futile hope existed.
And then died.
Lenk lunged, sword up and down in a flashing arc. His senses returned with painful slowness; he could hear the echo of the man’s shriek, feel the sticky life spatter across his face, taste the tang of copper on his lips. He blinked, and when he opened his eyes, the man knelt before his own severed arm, shifting a wide-eyed stare from the leaking appendage to the young man standing over him.
Not yet.
Lenk’s sword flashed again, biting deeply into meat and sliding out again. Only when its tip lowered, steady, to the timbers, only when his opponent collapsed, unmoving, did he allow himself to take in the sight.
The pirate’s eyes were quivering pudding: stark white against the leather of his flesh. They looked stolen, wearing an expression that belonged to a smaller, more fearful man. Lenk met his foe’s gaze, seeing his own blue stare reflected in the whites until the light behind them sputtered out in the span of a sole, ragged breath.
He drew a lock of silver hair from his eyes, ran his hand down his face, wiping the sweat and substance from his brow. His fingers came back to him trembling and stained.
Lenk drew in a breath.