Dancers in the Dark
Session Three of the Path Perfidious Campaign

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Iourn Home > Campaign Log > Path Perfidious Campaign > Dancers in the Dark > Session 3

Zephday, 45 Suntask 204 [continued]

A quick mending spell makes the mirror as good as new, and Manacus turns his attention to his familiar. It is obvious to even someone of Manacus's limited skills that Otot is close to death. Perhaps the little fellow over indulged himself; he is certainly paying a high price for such chemical exuberance. Manacus is manic with worry. He cannot allow his familiar to die. He casts locate person and sets out to find Isiah. Only the priest has the skill to save Otot.

Back at the temple of Fortune's Favour, Torgellias has hit the kitchens in a big way, and is happily consuming the remains of seventy breakfasts. Kak and Salamar Russ, while amazed at the amount of bacon someone so small can put away, have their minds firmly on the job at hand. The matter of Jass's possession, the demon-worshipping cleric, Neeva, and the shadow of Karatath are all important issues, but still they are distractions from the matter at hand. They have been charged with finding the identity of Ulish Van Caspan's killer and they are not going to discover anything by watching a hobbit gorge himself. The pair agree to follow Investigator Durant's advice, and head to the Sylvani Church to speak with high priest Saffrin Ornslo.

Sitting at the side of the lake, staring at the Temple of Water and burning with a rage that shows no signs of abating, an invisible Jass runs over the events of the last few weeks in his mind. He returned from the Wraith Haunt greatly diminished after his battle with a wraith, and was taken to Fortune's Favour for healing. Now it would seem his four months of convalescence were not convalescence at all. He was being kept deliberately weak by Neeva, and used for unspeakably dark purposes. And what's more he actually paid for the privilege! At least Neeva is now incarcerated, although he has a nagging suspicion that she wasn't working alone.

At noise to his right Jass looks up. A girl he recognises as one of the acrobats from Troupe Torrando rushes over to the lake and thrusts her hand firmly into the water. Jass grimaces slightly when he sees that she is badly burned. It would appear that she wasn't quick enough when he dropped that fireball into the stone court yard. "She's a very pretty girl," hisses an equally invisible Victor. When Jass doesn't reply, Victor berates him. He says that Jass should cheer up. Just because Neeva turned out to be a demon-worshipping maniac, doesn't mean that all girls are trouble. He should go over and introduce himself. "Best not to say you dropped a ball of fire on her though," the snake continues sagely.

Jass shakes his head. "I'm not in the mood," he tells his familiar. "Of course you are," says Victor, "if you weren't then I wouldn't be having these ideas, would I? I know – I'll swim over and attack her. Then you can rush in and rescue her. That's the sort of thing that breaks the ice!" Before Jass can stop him, Victor has slid silently into the lake, the slight ripple from his swishing tail the only thing that gives away his presence.

"No!" Jass telepathically screams after the viper, but it is too late. The girl yelps in surprise as Victor clamps his jaws firmly around the wrist she is holding in the water. In attacking, he becomes visible. The acrobat screams and leaps backwards, four feet of snake firmly attached to her. "Don't worry," Victor calls to Jass, "I'm not poisoning her, just giving her a good suck." Jass smacks his face with disbelief as the girl flails her arms wildly, spinning Victor around and around at ever increasing speed. The snake reports that he is starting to feel really ill, and is in danger of loosing his breakfast. He suggests that now would be a good time for Jass to 'save' the girl – or failing that, to save him.

At this point, Victor flies off the girl's arm, faster than an arrow from a bow he sails out over the lake. He lands thirty feet from the shore with a dull smack, and sinks swiftly beneath the surface. "I am now drowning," the snake says slowly to Jass. The sorcerer cannot believe what is happening. He's met arcanists with useful familiars, he sees no reason why he shouldn't have one. However, the familiar is part of him, and the same urgency that is driving Manacus to seek out Isiah, drives Jass to dive into the water to save Victor. The acrobat sees the splash made by an invisible body leaping into deep water, and looks on with great interest.

In the meantime, Isiah is investigating the burned out section of town for signs of Jass. There does not appear to be much evidence of the sorcerer, but Isiah is ready with a heavy piece of 2 by 4 (with a nail in the end) in case he stumbles over his quarry. The hobbit is a little cross. And so it is that Isiah only barely stops himself from breaking both of Manacus's knees as the diviner leaps out unexpectedly upon him with an inert Otot.

Manacus shows Isiah his owl and pleads with hobbit to save its life. Isiah holds Otot up by the legs and watches it sway gently in the breeze. "What did you do to it?" he asks suspiciously. Manacus is quick to reveal that he has no talent for lying, and soon Isiah has the truth of the matter. He is beside himself with anger, and is altogether inclined to let the owl die just to teach Manacus a lesson. "Do not drug your owl!" Isiah finally yells, once the diviner has pleaded humbly for several minutes. "If I heal your familiar you must promise never to feed it drugs again." Manacus squirms. "It likes it." Isiah stamps his foot. "Promise!" he yells, "And get rid of all the drugs you have on you. They're not good for you either." Manacus is confused and not a little frightened. What shouldl he do with them? "I don't know," says Isiah taking the owl. "Throw them away, sell them. Anyway, what sort of name for an owl is Otot?" Manacus explains that it's Sorostraen for 'Muscles', but the diviner is already thinking of the money he can make from passing on his wares. His thoughts turn to the Sensationalists.

Isiah chuckles to himself while channelling the necessary might of Vítaeous to restore the owl to health. Otot sits up in Isiah's hand and blears at Manacus. Manacus asks why Isiah is wandering around the town with a large club, and the hobbit explains that he is out to beat Jass to within an inch of his life. Manacus is so grateful that Otot is saved that he weaves a locate person spell to find the sorcerer. Isiah thanks Manacus, as they both head off for the lake.

"Who's there?" asks the young acrobat, as Jass drags a water-logged and unconscious Victor from the water. The water that clings to the sorcerer makes him partially visible, and a large puddle is forming beneath him. Besides, the girl can see the snake hovering in mid-air which is something of a give-away. "Who's there?" she repeats, as Jass tries bravely to ignore her.

"No one," says Jass, turning his attention to Victor. The snake isn't breathing, and Jass can feel it's life energy dying. "I recognise that voice," says the girl. "You're the bastard who just dropped a fireball on my head!"

"No I'm not," says Jass shiftily. "You are!" the girl exclaims. "Just say 'Get out of the way now' for me, would you?" Jass refuses, and insists that he's not the person she thinks he is. "Oh, so there's another sorcerer with a snake for a familiar who sounds just like you is there?" Jass says that she seems to understand the situation perfectly. The girl changes her tack. "Why do you want me dead? First you try to toast me, then you set your snake on me!" Jass sighs, "I didn't set my snake on you." "He tried to kill me!" "No, he didn't. He just gave you a nasty suck. He was just trying…..," but Jass's voice peters out as he sees the colour that Victor has gone. "He was just trying to do what?" the girl asks irritably. "Do you know anything about healing?" Jass asks feebly.

The girl can't quite believe Jass, but takes a look at the snake. "He's had it," she says authoritatively. "But he can't have had it!" Jass exclaims. "We have to save him." "What do you mean, 'we'?" The acrobat kneels down and regards the creature. She says that it's full of water, and they should try emptying it. She suggests taking it by the tail and spinning it around violently until all the water is ejected. Proving that he knows as much about healing as he does about market gardening, this seem a great idea to Jass. The girl takes Victor by the tail and swings him round and round most violently.

Salamar and Kak, on their way to the Sylvani church, happen to be passing quite close to the lake, and can see a snake that looks remarkably like Victor being spun around at speed. They quickly walk over, Kak all smiles and Salamar considering the cost of another distraction in his duty to the Church. "Hello, Jass," says Kak, eyeing the dripping form. "Salamar!" says Jass, "You have to help Victor – he's dying." Salamar takes the limp serpent from the acrobat and looks at it gravely. "It's not really my field," he says at length.

Suddenly a shout goes up. It is Manacus and Isiah. Jass is delighted to see the hobbit, as only his healing skills can save Victor now. Isiah is also very pleased to see Jass, and thwacks him soundly around the head by way of greeting. The cleric then begins to loudly berate the sorcerer for his actions, announcing loudly that Jass shouldn't go around fireballing people will-nilly, and neither should he disappear himself and leave others to take the blame. "I knew it was you!" cries the acrobat. Jass is finding it difficult to deny this fact, particularly as his invisibility spell is now wearing off, and he is becoming more solid with each passing moment. "Who are you?" Isiah asks the acrobat. "Oh, sorry," she says. "My name's Senza, and I too have suffered at Jass's hands."

Isiah greets Senza, and introduces the rest of his companions. Kak is very pleased to meet her – but then, he's very pleased to meet everybody. Isiah then offers to heal the burns that Jass caused, and Senza gratefully takes him up on the offer. "Excuse me!" says Jass. "Victor is dying over here!" Isiah mutters something about getting around to it in a minute, but this does little to comfort Jass. However, Isiah de Chesiré is a good egg, and can't bear to see any creature suffer – even Victor. He soon calls upon the powers of Vítaeous and returns the snake to consciousness. The viper splutters and quickly hides in Jass's robes.

Looking at Jass for the first time, Senza asks him whether he has been involved in a terrible accident himself. She has never seen anyone with ebony black skin before, and assumes that it is the result of a magical experiment gone awry. Jass says that he has always looked like this, but Senza is unconvinced. The rest of the party do little to back Jass up, as they've never seen anyone who looks quite like him either. As the group obviously have private matters to discuss, Senza bids her farewells and returns to Fortune's Favour. However, before Salamar can muster the party to the temple of the Sylvani faith, Isiah speaks again.

"And now, restitution!" says Isiah. Both he and Senza require some recompense from Jass, he says. Senza's horrible toasting had mildly incommoded her, after all. Jass doesn't see that he behaved in a particularly unreasonable manner, and points out that if Isiah discovered he was having his bodily excretions removed and bottled for nefarious purposes, he might be a little upset as well. However, the sorcerer relents and agrees that Isiah can fix whatever restitution he deems appropriate given the circumstances. Drunk with power, Isiah demands that Jass give Senza a slap-up meal to make up for nearly killing her. As for himself, he will think about it and let Jass know exactly what is demanded of him. A time is set for Senza's meal that evening at The Holy Mountain, Jass says that he will go and book a table and tell Senza when to be there. At this point, Salamar begins to lose patience and says that if everyone has finished prevaricating, there is still a mission to complete. Then Torgellias arrives.

Dangerously full of bacon, and swaying slowly on his war dog, Torgellias rides over to the group. He reports that he is off to see Belerus Rothsman again. He was having a good think over his seventh croissant, and he is puzzled about where those devices that shot the fireballs at the Watchers came from. Rothsman says that they are created by the Church of Fire, and are given to priests who aren't powerful enough to draw on the heavy firepower that Calafax bestows, but are still tasked with important missions. If only the Firestarters make these things, then how did they get into the hands of Van Caspan's assassins?

Salamar and Kak agree that an answer to that has to be found, and wish Torgellias well as he heads out of town to the cave where Rothsman is hidden. The remaining five members of the party head to the Sylvani church.

The temple of the Sylvani Faith seems little more than a giant briar bush from the outside. A chaotic collection of vines, brambles and wild flowers knotted together to form an living wall that no man could climb. Somewhere inside is a vast, gnarled oak tree; the upper branches of which are plainly visible. What isn't plainly visible is a front door. The group paces the circumference without finding an entrance. As they pause to ponder their next move, there is a rustling in the hedge, and an archway is drawn magically back. A cleric, dressed in orange and green and bedecked in so much silver jewellery that it is a wonder she can stand, steps out to greet them. "Greetings, Salamar Russ," she says. "Greetings too to Brother Kak, to Jass, to Isiah and to Manacus. My name is Poppy, I have been asked to bring you to the prioress. Saffrin Ornslo is expecting you."

The group is led through the hedge and into the temple grounds. Ahead, they see a ring of standing stones, with a small raised platform at the far edge and a collection of well-worn logs strewn before it as pews. There is no-one present in the open-air temple, and Poppy leads them around the stone circle and towards the enormous oak tree beyond it. The air and the ground is teaming with life, all of it sylvan. Fairies and sprites flit from giant flower to giant mushroom. Centaurs can be seen away to the left, tending a small garden; and in the air is the most relaxing music the group has ever heard. Sitting in the branches of a beech is a satyr playing a harp with consummate skill. "They are great musicians," Poppy explains, "Of course, you can't give them pipes to play."

Manacus asks why this is, and Poppy explains that satyrs can bewitch the mind with the sound of their pipes, which is obviously a bad thing for the clerics. Those well versed in the moon faiths know of the Sylvani church and its attitude to nature and to creatures. The woodland creatures in the compound are neither as joyous nor as high spirited as one might expect. Unlike the druidic order, the Sylvani Church does not work with nature, but holds dominion over it. The creatures the party sees are servants of the church, although rangers and druids tend to see them as prisoners and slaves. As a rules the fey don't wish to escape or see anything wrong with their lives, but it can be argued that the reason for this is that they are brought up to know nothing else. Most would have been born in the compound, and never have known the woodlands that their kind normally call home. Their lives are not too bad, but at best they exist as pets and servants, which to the minds of many is no life at all. Kak is rather distressed to hear this, and the practices of the Sylvani church has never sat well with the Vítaean priesthoods. However, the Sylvani Church is protected by the Covenant, and even the Order does not oppose them directly. Salamar is grateful, however, that Torgellias did not accompany them, as he has little desire to start a new holy war in his attempt to end an existing one.

Poppy continues to lead the group through similar scenes until they come to the first enclosed structure of the compound. More clerics of the church bustle around here, few pausing to look at the group. Surrounding the bottom of the oak tree is a large wooden cabin. Poppy pauses at the door and knocks three times. "You may enter," she says and bids the party farewell.

Inside, the cabin is thick with incense. The party can see the enormous trunk of the tree extending through the ceiling. There are doors off this main room in all directions. In the room, sitting on a seat that seems to have been grown, is matronly woman who has more years behind her than in front. She is dressed in a similar fashion to Poppy, but her outfit is more lurid, being blessed with several colours the party has never seen before. She wears even more jewellery; they cannot see her fingers for her rings, and her head nods with the weight of several dozen necklaces. On her lap is a small, pink creature that looks a little like a rabbit, except that the drooping ears are three times the length of the body and its eyes are the size of saucers. It coos sweetly at her touch.

There is no mistaking, Saffrin Ornslo, high priest of the Sylvani Church in the Village. She smiles at the group as they enter and claps her hands twice. At the sound, a penitent dryad steps forth from the oak tree. "Don't just stand there, Rose," says the priestess, "Collect our guests' coats." Rose bows to Ornslo and does her bidding in silence. Some members of the group are a little uncomfortable at the subservience of such a free-spirited creature. Ornslo asks if the group desires any refreshment, and sends Rose off to fetch them. When such formalities are over with, she offers her guests soft seats close to her, and settles back to the stroking of the strange creature on her lap.

The party introduces themselves in short order, although they are not certain whether Ornslo is nodding sagaciously or falling asleep. She listens inattentively as the party explains their investigation and says that Investigator Durant of the Justicians suggested that they get in contact with her. Isiah lets his eyes wander as Salamar talks. The room is most bizarre, from the bottles of scintillating lights on the shelves above Ornslo to the way the coffee table sees to be a giant flat-shelled tortoise. Eventually, Saffrin sits herself up in her seat and addresses them.

"Yes I will help you," she rattles. "You might say that I am destined to help you. Although my church has not taken sides in this disagreement between the Watchers and the Firestarters, but I have an interest in seeing the truth come out. On the evening before Ulish Van Caspan was killed, I received intelligence from one of my fey. I tried to communicate this with Durant, but in the end I think that it was best that I didn't tell him what I knew. Yes, for the best I think." The party are a little puzzled, but are happy to give the rambling old fool enough rope to hang herself with.

"This," she gestures to the creature on her lap, "is a plif. I have several of these fey in the temple, and they are unique creatures. No-one has ever found anything quite like them. They live their lives backwards, backwards you see. He is old plif, and we see him ageing, but in fact he is living his life the other way. To him the past is the future. To him, Ulish Van Caspan hasn't been killed yet."

The party are a little shocked by the woman's statement. What she is saying makes very little sense. And even if it is true, how would it help them? Even if the plif was able to see Ulish Van Caspan's murder as it happened (in reverse presumably) how could that information be communicated to them? And does the plif actually have the wit for such a mission?

Saffrin shakes her head. "No, the plif could not do such a thing. But there is a way, a dangerous way. It is possible to take a Man's soul and bind it to a plif. The soul rides in the plif's subconscious, travelling with it as it grows younger. I could do this for you. I could take the essence of each of you, and bind it to one of my plif. Then, on the day of Van Caspan's death I could release that soul, giving you a little time to look upon what really happened that evening with the benefit of hindsight."

The party immediately fall into an animated discussion over the feasibility of such a plan. It's impossible surely, and they have a hard time coming to terms with it. Kak just can't get his head around present and future, and the group can see the veins in his neck throbbing as he tries to work out which tense he should be using. He's convinced that it can't possibly work. How would they get back?

Ornslo smiles, pleased at prompting a metaphysical discussion of the past-impossible. "The plif lives its life backwards. Your soul, while connected to the plif lives its life backwards with it. When you are released, your soul begins to live its life forwards again. You would be an incorporeal being, unable to interact with the real world in any way, except as an observer. You would have the freedom to explore the village and collect what information you needed. You could relive the events of that night in intimate detail. There is a danger, however. Your soul can only exist outside your body for a limited time before it fades and journeys to the next world. You would have only one day before this dissolution occurred. Then you would pass on, as if you had died. In order to save yourselves you would have to return to me. I would be able to place your souls in suspended animation. This would stop them fading. To answer your question, Brother Kak, your souls would be able to remain in suspended animation indefinitely. I would keep them until such a time that I could reunite the soul with the body. Tonight, for instance."

This matter bears much more discussion. Salamar has major misgivings about anything that interferes with his soul, particularly as this whole matter sounds suspiciously like coming back from the dead to him. However, it is an unsurpassed and unexpected method of discovering information that they cannot afford to pass on. The journey should not take very long at all, Saffrin explains. As soon as she removes their souls from their bodies and binds them to the plif, then she will be able to restore their souls. "How do you know all this?" asks Isiah.

"I know it because it has already happened," Saffrin states. On the evening of last day of Brightday I first acquired my plif, and noticed your souls were attached to them. The fey I mentioned before that had news of Van Caspan's death were the plif, or more accurately, you within the plif. I'm not sure how many of you went, and I don't know how many of you make it back. Dissolution is not the only danger. Some creatures may be able to see you, and destroy you."

"I'm in," says Kak. He may not understand it, but it sounds very interesting. Jass is also very eager to go. Salamar raises his hand and says that they will discuss this matter and return to Saffrin Ornslo with their decision as soon as possible. Saffrin understands, and expects to see them again soon. Isiah stops as they turn to leave. "If you know that some of us already agreed to this, then surely the souls of those people are already here in the temple?" Saffrin lays a hand on his shoulder. "It probably isn't wise to think too much about these things," she says.

Outside the Sylvani Church, the party are in uproar. Salamar says that they should head to the cave in the mountains and discuss this with Torgellias and Belerus Rothsman before they make any further decisions. It is late in the afternoon now, but Manacus and Jass want to run a few quick errands before leaving. Salamar, Kak and Isiah will head to the cave and wait for the others to catch up.

Manacus hurries to the Sensationalists to sell his drugs as he promised Isiah. As he enters the round building close to Fortune's Favour, he is conscious of the fact that the place is completely empty. "Hello!" he yells into the dark entry way. Suddenly a door opens and a attractive, well-oiled and surgically-shaved young man pops his head out. Beyond the door Manacus can see light and hear music. "How can I help you?" asks the youth, giving Manacus some quite disconcerting come-to-bed eyes. Manacus explains his business and the young man seems quite interested. Whether this interest is in the drugs or in Manacus, the diviner cannot quite decide.

The youth introduces himself as Gorm and leads Manacus through another door, down a corridor and into a room. The room is richly decorated in purple and red silks, and has a very comfortable four-poster bed at its centre. Gorm sits on the bed and bounces up-and-down provocatively. "I'm only here to sell this," says Manacus definitely, presenting a small chest. Gorm walks over, takes the chest and looks inside. He dips his finger into the white powder and tastes it. His response is to leap around the room swearing loudly, before bounding back to Manacus, his face a picture of delight.

"We'll take the lot!" Gorm exclaims. Manacus is both pleased and upset. He knows that Otot won't be happy that his highly illegal stash is being sold, and Manacus himself fears the long period of 'cold turkey' that he will soon be suffering from. But then, he's going to spend six weeks in the mind of a pink time-travelling rabbit, which is more of a trip than he's ever had under the influence. Gorm goes on to say that the Church probably can't afford to buy the drugs, but what if he gave him a voucher that would allow him to be raised from the dead? Manacus is in two minds initially, but in the end he agrees to the compromise. Within ten minutes Manacus leaves the Sensationalists' temple, voucher in hand, and makes for his rendezvous with the rest of the party.

Meanwhile, at The Holy Mountain, Jass is booking dinner for Senza. He is taking Isiah directly at his word, and just booking a table for one. He sees no reason why he should go, because then he would have to pay for two dinners. Miro Bobbin is a little surprised at this, but is willing to go along with it for cash. He recommends the goose, and Jass has no reason to gainsay the innkeeper. Miro also suggests some flowers for the young lady. Jass is not convinced, but Miro will not be talked out of this.

He produces a strange potted flower that he calls a Gulping Orchid. Jass looks at strange plant, and listens to the bizarre swallowing noises it is making. He leans forward to have a sniff, and the orchid fastens itself to his nose with a lightning stroke. Miro quickly pries it off Jass, explaining that he was in no real danger, as there was no way the plant could easily digest someone as large as he is. Jass says that he doesn't think the Gulping Orchid is for him. Miro tells him not to worry, and that he has dozens of these things. Breeding them is a hobby of his. Jass quickly settles on the Warbling Orchid, which sways while humming a tune. Then utterly bewildered, he goes to find Senza.

The other members of Troupe Torrando back away from Jass as he arrives in the courtyard, where he let off the fireball spell early this morning. The stone benches are fractured, the statues melted and paving stones so much slag. Senza comes over to him and he explains that dinner with be his 'restitution' and tells her when to be at the Holy Mountain. Senza assumes that it will be a meal for two and agrees. Jass returns to Salamar and the others.

While all this was transpiring, Torgellias made short work of the journey to Rothsman's cave, and spent a happy hour imbibing powerful intoxicants with the priest. Rothsman tells him about the magical mortars. The cleric says that they were made and kept in the vault at Infernus. When issued to a cleric, they were always signed out in a log book, to allow the church to keep track of where they all were. The book is kept in the vault when it is manned by a cleric (usually during the day) and at all other times, its locked up in a chest in Rothsman's apartments. "Or should I say Vistral Molontov's apartments!" Rothsman spits. Rothsman believes that breaking into Infernus to be practically impossible, but getting into the chest shouldn't be that tricky. He still has a key, and is willing to give it to Torgellias. As long as the locks haven't been changed then all will be fine. Torgellias thanks him and begins to plan breaking into Infernus and getting a look at the book. However, in the meantime he feels the need for several further meals.

As Torgellias is tucking into to his second chicken, Salamar, Kak and Isiah arrive. Isiah quickly joins his fellow hobbit in the repast, as Salamar has a nap after the long walk to the mountain. Kak explains a little about what happened, but waits for Manacus and Jass, before revealing everything to Torgellias. Soon the party are completely together and, with Rothsman, they begin to discuss what to do next.

It is decided that they have to take Saffrin Ornslo up on her offer. It is an opportunity they cannot afford to miss. However, they will discuss the matter with Archnecrotain Varamil first. If they can get Varamil to interview Saffrin they will be able to discover if she is telling the truth or not. Varamil is a powerful enough Watcher to have been blessed with the ear of Mortis. Salamar definitely won't prostitute his soul in this matter, it is far to 'dodgy' for a cleric of his faith. Likewise, Torgellias won't have anything to do with the Sylvani Church. It could be fun, he says, but he hates Ornslo and her kind. He wants to raid the compound and set all the fey free! Of course, he knows that most of the fey won't want to leave, but he feels he must do something. Maybe he could throw some pipes over the hedge for the satyrs.

Kak is very excited about the trip, as are Jass and Isiah. Manacus says that he's guaranteed one resurrection, so he's game. Unfortunately, he says this in front of Salamar. What follows is the most blistering row Rothsman has heard in many a long time. Salamar says that if Manacus allows himself to be resurrected then his soul is forfeit. He is cheating Mortis. Manacus says that he doesn't believe in all that hogwash, and he can do what he likes. "I'm coming back and you ain't going to stop me!" cries the diviner. "That remains to be seen, Manacus," says Salamar.

The party's next move should be to find out as much as they can about these plif. Are they what Ornslo says they are? A trip to the library of the Scriveners of Doom would seem to be in order, and the group departs. Rothsman wishes them luck, and says that he wishes he was coming with them. He would love to be able to travel back in time and see that wizened old bastard, Van Caspan get what was coming to him.

Salamar says that they can also use the library to find out some information about other matters as well. Information about the demon that the Vítaen cleric, Neeva apparently serves, might give the party more of a clue of what she had in store for Jass. Granted, this is probably unrelated to their actual mission, but all these things bear looking in to. Cost of admission to the library of the Scrivener's is twenty crowns (or ten for Salamar), and will allow them to remain within until dawn. They determine to make the most of their money and study through the night.

As they are enter, they are divested of weapons, told not to cast any spells and dressed in the white robes, slippers and gloves that mark a researching supplicant. The party enter and begin to conduct their research. After several hours, Manacus comes across a book with pictures of various fabulous beasts, and written descriptions of their behaviour and nature. In this tome he finds a poor drawing of a plif (although in the picture it is green) and a paragraph of text that seems to confirm Saffrin Ornslo story. While he is doing this, Kak has a much easier task of reading up about the Moon Faiths. He is particularly curious about the Sylvani Church and the way they view the world, but over the next few hours he tries to find out as much as he can about all the religions.

Kak, Isiah and Salamar stay in the library all night. It has been a long night and they are physically exhausted by the end of it. Torgellias slopes off to bed, and Manacus goes to prepare his spells for the following day. Jass leaves last of all, and as it is a nice night, he settles down to sleep by the lake. He doesn't feel like returning to the church of Fortune's Favour in case something even more hideous happens to him.

While the rest of the country sleeps, Salamar presses on with his research into the demon, Karatath. Most books he finds claim that the creature does not exist, beyond a mythological force of evil. Some say that many of the tales told about Karatath do not actually apply to one being. Karatath is an amalgam of the stories of many different demons that have been brought together into one representation of the Devil. Only one author voices any disagreement with this theory. In a book written in Hadradan, Salamar finds the complete works of Hadradan philosopher Hieronymous Klazid. Klazid says that Karatath is not a myth, but a very real force of evil that could destroy the world as it is today. Klazid goes on to say that Karatath was defeated centuries ago by a great alliance of elves and men. The book makes for interesting reading, but Salamar is not entirely convinced. For one, Klazid claims that he himself is descended from an elf, which adds little credence to the story. It is also filed in the 'Cranks' section.

Caladay, 46 Suntask 204

Jass is woken up at dawn by a swift kick to the ribs. Opening his eyes he sees the acrobat, Senza standing over him, her arms firmly planted on her hips. She demands to know whether he thinks last night was some kind of joke, and who the bloody hell he thinks he is. She waited at The Holy Mountain for him all evening, and she's not best pleased about it. Jass is confused. He says that the agreement was for dinner, he didn't think he had to be there. She screams in frustration and storms off. Victor, who has finally recovered from his brush with death, begins to berate Jass for being such a pillock. Obviously he was expected to go, the viper says. Although Victor is strangely reticent when Jass asks his familiar why it didn't mention this before.

Torgellias is up early for some serious shopping in the market. Although the entire place is under the thumb of the Odyssian Church, the prices aren't too high. The hobbit purchases three sets of pan pipes that he plans to smuggle to the satyrs in the compound of the Sylvani Church at the first opportunity.

While Salamar has a nap in the House of Passing, Jass seeks out Isiah, finding him in Manacus's bedroom above the inn. Jass tells the hobbit what happened with Senza. Once Isiah has got over the initial shock, he is even more vociferous in his condemnation of Jass that Victor was. He says that he must apologise properly and take her out to dinner. That means going too!

At present, however, Isiah doesn't have the time to properly beat Jass around the head with a stick, because Manacus has agreed to do a scrying for him. Isiah's nephew, and Jass's companion in the Wraith Haunt, Jedidiah de Chesiré, has been missing for almost four months. Although it isn't entirely out of character for Jedidiah and Rover to wander off for weeks at a time he's never been gone this long without getting in touch with the family, and they are frankly worried. Manacus has heard a good description of Jedidiah and prepares his magic mirror for an attempt to find the hobbit. Jass looks on in interest. However, after several minutes it becomes apparent that Manacus cannot find Isiah's nephew. The diviner is puzzled – by all rights, it should have worked. The only explanation he can think of is that Jedidiah is on another plane of existence. How he got there is anyone's guess. Suffice to say that Isiah is not comforted by the news.

After lunch Kak and Salamar attend Archnecrotain Varamil and explain the plan proffered by Saffrin Ornslo. Varamil is sceptical to say the least, and is worried about the repercussions on one's eternal soul. Salamar says he agrees, and he was hoping Varamil could accompany them this evening and use his powers to make sure they are not being deceived. Varamil agrees, and as the day begins to wane, he goes with the rest of the party to the temple of the Sylvani faith.

The streets in the Village of the Eighteen Churches are not as busy after dark as they used to be. Since the scuffles, the war and the fire most of the inhabitants think it's probably safer to stay inside after sunset. It is probably for this reason that Torgellias notices that the party are being followed. He tells this to his companions, who do their best not to crane their necks around and see who the pursuers are. Torgellias tells them to carry onto the temple, he'll hang back and see what's what. They can trust him. Whoever is there he will "teach them a lesson."

As the rest of the group moves on, Torgellias ducks into an alley and waits for their pursuers. A group of five armed men soon appear, but they no longer appear to be following the party. Words are passed between them that Torgellias cannot hear. They then turn away from the main road and head down a side street. The hobbit springs from the shadows and follows them silently.

In due course, the five men head into a part of town heavily damaged by the fire that killed Van Caspan. They stand in the gutted shell of a small dwelling and wait. Minutes later a cloaked figure steps from the shadows. Torgellias did not see him approach, it was as though he simply appeared. "Have you taken care of the problem?" the cloaked man rasps. "We couldn't," says one of the armed men, who is pushed forward by his companions, "the archnecrotain was with them. We couldn't do anything with him there."

The hairs on Torgellias's neck leap to attention as the cloaked man gives a bitter growl of frustration. The armed men are obviously terrified of him. "Wait here tonight," the villain says at length, when he has regained some of his composure. "You may still have your uses." With that he steps back into the shadow of the building and vanishes. Torgellias blinks and rubs his eyes, but he can't see where the figure went. There is evidently magic at work. The ranger decides that the five are a threat to the group. He sits back, confident that he can deal with them, as long as he waits for the right moment.

In Saffrin Ornslo's cabin at the Sylvani temple, Varamil is utterly flabbergasted to learn that Ornslo is telling the truth. He can't quite credit it. A lengthy discussion ensues as the high priest and the party attempt to convince the archnecrotain of the logic behind the plif.

After some time, Ornslo is ready to begin the ceremony that will bind the soul of each party member with a plif. Salamar and Varamil will remain in their bodies, and stay with the group, to make sure that nothing untoward happens to them. Ornslo, jangling with even more jewellery, tells them to be careful and not to bother any powerful creature that might have the wit to see them. Just because they won't be able to affect the outside world, doesn't mean that they can't be killed. Manacus asks what they will feel while in the plif. Ornslo says that she is not sure, but she suspects they will not be entirely aware of themselves during the six weeks they must travel back in time. She believes that it will be like waking up after a long sleep, when they are released.

Without further ado, she asks who will be first. Manacus draws the short straw and is told to lie down on one of the comfortable settees that Saffrin has in the room. She places a fat, pink plif on his lap. The creature stares at the diviner balefully. Otot, in Manacus's pocket, voices some doubts about this, but is still a bit too drugged up to offer much resistance. As the familiar is part of Manacus's soul already he will travel in the same plif as the diviner.

As Manacus gets himself comfortable, Ornslo lights a number of smelly candles and begins to caper around the settee. At length, she stops and stares intently into Manacus's eyes, placing him into a trance. She then begins to cast a succession of minor magical spells. Nothing appears to happen for some time, until the plif's eyes glow briefly with a blue light.

"Now the soul is inside," says Saffrin, "and will remain there as the plif ages the wrong way through time." Isiah steps over. "Does that mean that Manacus's soul was already in the plif when we came to visit you yesterday?" Ornslo shakes her head. "What did I tell you about asking awkward questions?" she asks reprovingly. "Now, I think you will be next."

In succession Isiah, Kak and Jass are placed through the same ceremony as Manacus, each within their own plif. As the plif's eyes glow their bodies grow inert, as though the soul has passed on elsewhere. Salamar checks Kak's pulse. The body still lives, but there is quite literally no-one home. The bodies are carried to beds in the back room by two centaurs. Salamar and Varamil go to sit with them. As they do so, Ornslo enters with the four glass bottles that were on the shelves above her seat. Each are full of swirling light. "Well," she says. "I think that's enough time. Here are their souls, we can begin reviving them whenever you like." Salamar starts to say something, but thinks better of it.

Back….. back through time the plifs travel. They live their lives backwards, each one knowing what will happen, but having no conception of what has passed. As it is, the plif is a stupid creature with the short term memory of a goldfish, and so they exist in a state of perpetual bafflement. Isiah, Manacus, Kak and Jass are wholly unaware of their journey, unaware until they find a force pulling at them, yanking them from the plif and binding them in a powerful magical field. Then they hear voices.

"Where are they?" – "Over there, Poppy, can you not see?" – "No, I cannot." – "You do not have the Sight my girl. Only those so blessed can see the spirits of the dead." – "But what are the spirits of the dead doing in those rabbits?" – "They are not rabbits! You are dismissed, go and find something more mundane to do."

"You there!" the voice is Saffrin Ornslo's. "Oh spirits…… I bind thee to this mortal place, by the will of Terranor, who is the earth and master of tangible things. Step into his world, and tell me what the bloody hell you were doing in my plif."

At Ornslo's words the scene before the party changes from murkiness to clarity. They are floating about a foot above the ground in the cabin in the Sylvani church. They cannot move, and Ornslo evidently has them bound by some sort of magic. Looking at each other and themselves, they see that they look exactly as they did in life, but how much that has to do with reality and how much is a conceit of the mind, they cannot say. The fact that they have evidently made it to their destination is so surprising that for a moment, they cannot speak.

"Who are you?" Saffrin repeats. "Who sent you to this place?" Kak beams at her. "You did," he says amiably. "You sent out spirits back in time in those creatures." The irony of having to explain to the Saffrin of the past, what the Saffrin of the present just explained them is not lost on the party. They take some pleasure in giving the high priest a headache. They tell Saffrin their names, and that they have been sent back in time to witness a terrible event, and to gather knowledge that they can use in the present avert an even greater disaster. It is a testament to Saffrin Ornslo's inimitably wacky nature that she believes every word that the party tells her. She asks them not to reveal the true nature of their mission to her, and she will help them in anyway that she can.

With a flurry Ornslo drops the ward holding the party. Immediately, they feel as light as feathers, but also a little queasy. It is as though a powerful wind is tugging them in all directions at once, threatening to tear them apart. It is all they can do to hold themselves together initially. "It is the psychic winds," Ornslo says sagely. "You have only a day or so, until they are too powerful and your spirit will be blown into the afterlife."

As they become more used to their new forms, the group begins to experiment. They cannot fly, but they are able to step through solid objects (including people) as if they were not there. They cannot interact with their surroundings, and therefore cannot pick anything up. Saffrin explains that they move as they did in life, but they can alter certain natural laws. Isiah is able to climb the wall of the cabin with no trouble at all, and can even move across the ceiling. "This is so cool," says Manacus, "we can see naked people!" Everyone gives him a cold stare.

"What day is this?" Isiah asks the high priest. She tells them that it is the evening of the forty-ninth of Brightday. They have arrived one day before the death of Ulish Van Caspan. They have a great deal to do, and a great many places to explore. Saffrin says that she will work diligently to create receptacles to store their souls safely for the return journey to the present, but they must return before this time tomorrow.

Outside the Sylvani temple the ghostly party find themselves in a very different Village. It is the day before the end of Narramac's grand quest. Tomorrow the old wizard called for the successful questors to meet him on the summit of Mount Korvast. As a result the Village is absolutely packed with people. Hundreds upon hundreds of adventurers, merchants and on-lookers pack the streets. This is before the war between the churches, and clerics of both faiths wander around the town in relative safety. The foursome decide to split up. Kak, Jass and Manacus will go to the House of Passing and see what Ulish Van Caspan is up to. Isiah will go to the houses where the mortars will be launched tomorrow night, to see if preparations have all ready been made.

Isiah finds nothing on the rooftops, the assassins will obviously not be in position until the murder. However, the roofs do give him a good vantage point to look at the milling throngs that are clogging the streets the Village. It is strange seeing the place, seeing all the buildings that will be destroyed by the firestorm tomorrow night. The Holy Mountain looks completely different, than it does in the present. There is a large tree by the front of the establishment, that will soon be immolated. Isiah sighs. Such destruction and waste of life, but there is nothing he can do to prevent something that has already happened. He is here merely as an observer.

Kak, Manacus and Jass arrive at the House of Passing, or rather the ruins where the House of Passing once stood, and will stand again. Destroyed by the Bombastics on the fifth of the month, the House of Passing is yet to be rebuilt, although work has started. The Watchers are residing in a tent city that surrounds the original site, and from the look of things the area is exceptionally well guarded. If they weren't intangible and invisible spirits, they would never be able to get in. Kak says that he thinks Jass and Manacus can handle things here. He wants to visit Infernus and see what the Church of Fire are up to.

It does not take Kak long to enter Infernus. First he visits the apartments of Belerus Rothsman, and discovers the First Flame in the middle of a bit of wenching. He seems to be thoroughly enjoying himself, and Kak doesn't think it would be polite to watch. Descending through the temple, Kak notices a hook-nosed man that he recognised from Rothsman's description as Vistral Molontov. Vistral, currently only a pyrus, will be made first flame by Tarrashar when Rothsman is arrested in about a week's time. Vistral is descending a flight of innocuous stairs into darkness. Kak follows him closely.

At the bottom of the stairs, is a long corridor with strong-room doors off either side. Vistral crosses quickly to one door, which he opens with a large key. Once inside he swiftly closes the door behind him. Kak steps through the door with a suitably smug feeling. Inside is a narrow room, lined with high shelves. Vistral takes a box from the top shelf and opens it. Inside are the mortars that Rothsman described. Vistral removes eleven of them and places them on the table, before returning the box to the shelf.

Kak stands in the darkness, watching the man for several minutes. Molontov seems an odd mixture of nerves and smug satisfaction. However, he is surprised when two figures step from the shadows at the end of the room. They were definitely not in the vault when Vistral and Kak entered. The newcomers are hooded so that they faces cannot be seen, but they radiate a certain aura of menace that agitates the fire cleric. "These are for you," Vistral says, pushing the mortars toward the pair, "as promised." One of the cloaked men carefully retrieves the items from the table and stows them in a bag. "Remember that they must be returned as soon as possible. They must not be missed." The men pause to silently regard Vistral with a look of – what Kak supposes – to be utter contempt. Without saying a word to the cleric, they turn and walk to the end of the room, where they disappear into the darkness.

As Vistral Molontov gives an audible sigh of relief, Kak bounds though him and after the interlopers. He jumps through the wall, and finds himself standing knee-deep in a privy. The two cloaked men evidently teleported away in some fashion. The monk considers his discovery to be quite interesting, and returns to follow Molontov, who has by now left the vault. Kak follows Molontov back to his quarters, where he lies down on his bed with his hands behind his head and chuckles to himself that it won't be long before he is First Flame of Infernus.

Meanwhile, at the tent-city of passing, Jass and Manacus have located Archnecrotain Ulish Van Caspan. Once they have got over the shock of witnessing the movements of a dead man, they settle down to see if there is anything they can discover that will shed light on these strange events. Van Caspan is a lithe, bald man in his forties. He is sitting at an unadorned desk drumming his fingers expectantly on the table. He looks up as someone enters the tent. It is Necress Elsa, Van Caspan's lover.

"All the preparations are made," she says. "No objection has been raised to holding The Blessing on the green, apart from the Firestarters, of course. I'll start the move over there. It's getting late, but I think we still have time." Van Caspan shakes his head. "No, there's no time," he says slowly. "And there are too many strangers in the Village. We will wait until tomorrow." Elsa is shocked. "Tomorrow? But the Blessing must take place on the last day of the month. It is a tradition. We can still perform it Ulish." But the archnecrotain is firm. "No. Tomorrow. Make the preparations for tomorrow." Then, more softly, he continues. "Elsa, I want you to stay here tomorrow. I don't want you to come to the Blessing. All this business with Rothsman, I want someone here at the House that I can trust. Someone who will see that things don't go awry." Elsa objects, but eventually she relents. She doesn't seem to understand his motives or his reasons, but she will obey nonetheless.

When Elsa leaves Van Caspan spends several minutes simply staring after her. He seems quite distressed about something. Shaking his head, as if to clear it, he sits again at his desk and waits. Jass and Manacus are deciding what to do next, when a light breeze plays with the papers on Van Caspan's desk. A dark figure coalesces on one side of the room, and instantly Van Caspan is on his knees, prostrating himself before it. Jass and Manacus are equally shocked. This figure is Mortis! Dark and imposing, with scythe in one hand and hour-glass in the other, it is the exact representation of Mortis. Ulish Van Caspan obviously believes that it is Mortis. But it is not Mortis. In their spirit forms, and blessed with perception they would not otherwise have, Manacus and Jass can see this creature for the illusion it is. Within the dark folds of shadows and glamour, inside the deception and unseen by Van Caspan, is another being. A being that Jass recognises only to well. It is the carrion-eater from his dreams. The one that offered him that finger. It is inside the illusion of Mortis, and working the 'god' like a puppet. Curiouser and curiouser.

"Have you done as I have commanded?" Mortis intones. "Yes, my god, it is done," he then pauses, unsure of himself. Mortis takes a step toward Van Caspan. "There is not other way. You must play your part, Ulish. Do not fail me now. It is the only way to protect the Covenant." With that Mortis produces a metal rod, hewn in silver and drops it into Van Caspan's hand. "You honour me," Van Caspan says meekly. "You are a godspeaker. I will never be far from your side. Now, do your part Archnecrotain. My other servants will do theirs."

Mortis backs slowly out of the tent and vanished. Manacus and Jass see the carrion eater leap into the night and scurry away. Jass tells Manacus to follow it, while he stays with Van Caspan. Jass watches the archnecrotain rise slowly to his feet, clutching the rod tightly in his fist. He lays it carefully on the table. Jass creeps into the room, gazing at the papers strewn across the floor. He regrets that he is entirely unable to touch anything. However, he can see the rod and concentrates upon it. It is covered in mystical runes and symbols that he recognises. This rod holds the spell Mordenkainen's Disjuncture. What this could mean is quick to dawn on the sorcerer. Does this really imply that Ulish Van Caspan committed suicide?

"Hop on," says Otot to Manacus. The diviner looks at his owl perplexedly for a second, before he remembers that in spirit form he is completely weightless. Grabbing the tiny owl's legs, Otot flies off easily pulling Manacus behind him. The bizarre union follows the carrion eater through the shadows of the tent city and into the ruins of the House of Passing. There it descends into the necropolis. Manacus wastes no time in following it down to the second level.

There, he enters a vast room, packed with crypts and sarcophagi. The carrion eater is followed through the maze created by caskets and burial chambers and into one particular family crypt. Reading the inscription on the outside, Manacus realises that it is the crypt of the Bobbin family of hobbits that run The Holy Mountain. Taking a deep breath, Manacus steps through the solid stone work to see what is within.

Heavy stone shelves are set in the walls to either side of the diviner, many holding heavy caskets of hobbit-size. Manacus is glad that he cannot smell in his current form. Many of the caskets have been opened, and this creature has been feasting on long dead bones. To his left is the skin of a hobbit child – perhaps Whelby Bobbin, the latest member of the Bobbin family to die. His skin looks as though it was removed in one piece, with no obvious incision. It is almost as if his innards have been pulped and sucked out through an orifice. Sitting in the centre of the crypt, grinding a human skull between razor-sharp teeth sits the vile demonic creature. Its single yard-long claw easily cuts a hole in solid stone, and allows it to put its hand within a casket. Suddenly it pauses, and looks quizzically in Manacus's direction. The diviner abruptly back-peddles out of the room and back to the surface. The entire scene was most distressful.

Kak, Manacus, Jass and Isiah rendezvous on the outskirts of the tent city. They quickly compare notes, and are of the opinion that something very strange is going on. Van Caspan evidently knows he is going to die, but is he really complicit in the deaths of a hundred other Watchers? It seems as though he was being duped. They will no for certain the following evening. Jass says that he would like to go to the Church of Fortune's Favour and check how the Jass of this time is doing. Kak says he will go with him. Manacus and Isiah are going to go to The Holy Mountain. Isiah concedes that the chance of discovering anything about Whelby Bobbin and his connection to this creature is slim, it is worth looking into. They all agree to meet back at this location at dawn.

Jass and Kak soon find themselves standing in Jass's bedroom at the Church of Fortune's Favour, looking down at this time period's Jass sleeping soundly. It is a little weird, to say the least. As they wait, Neeva enters the room cautiously. Tip-toeing toward the bed, so not to wake Jass, she takes a small knife from her apron, and cuts a little bit of Jass's hair from his head. She smiles. The Jass in the bed has not stirred even slightly. "Wake up!" yells the Jass from the present, but this obviously has no effect.

The pair follow Neeva as she leaves the room and heads down through the church to her own quarters. On the way, she bumps into the high priest, Thaddeus Carvin. "Do you not have work to be attending to?" Carvin asks her quite harshly. Neeva bobs, mutters that she does, and scurries away. Carvin watches her go, suspiciously.

Once in her room, Neeva closes and locks the door. Kak and Jass walk through the door and stand in the corner of the room. After changing into a dark woollen dress, Neeva traces a circle on the floor with an odd black powder. Retreated from the circle, she lights a small burner, into which she drops Jass's hair. The hair burns away instantly with a faintly greenish flame. Neeva then begins to intone the a strange ritual in an unknown language, although both the monk and sorcerer catch the name "Karatath" mentioned more than once. Within moments, the air in the room seems to grow heavy, and a strange sickly glow permeates the scene. A shape begins to form in the centre of the circle, and before Jass has time to realise what it is, the carrion eater appears before them.

The carrion eater bounds swiftly down the hallways of the temple, and towards Jass's room. Jass himself gives chase, telling Kak to keep an eye on Neeva. Kak does more than that, and follows the girl as she leaves the temple by a side entrance, and furtively runs around to the stone courtyard, that Jass will fireball in roughly a month's time. Neeva stops under Jass's bedroom window and waits quietly.

In Jass's room the creature hops up onto the bed and regards the sleeping Jass evilly. It brings its maw a whisker away from the sorcerer's face, drooling on Jass's blankets. Then it makes use of its incredible claw, and, with the deft precision of a master surgeon, plucks out Jass's left eye. The spectral Jass observing these events gives a cry, but the operation has not wakened his past self, nor does it even seem to have disturbed him.

The creature sits back on the sleeping Jass's chest and grins obscenely. It then looks around it, and takes Jass's arm from where it rests on the covers. Holding it up, he takes a wafer thin sliver of skin with his claw and hungrily bolts it into his mouth. The Jass from the present rubs his own arm, and looks at the scar that he has there. He'd wondered how he had managed to do that. The creature hops to the floor, scampers over to the open window, and quickly skitters down the wall. Jass looks out, and sees the creature give the eye to Neeva, before bounding away into the night. He sees Kak standing close to Neeva, looking puzzled. Jass tries to shake off the horror of what is happening, and jumps out of the window to land next to Kak.

But the horror is not over yet. The squeak of an unoiled cart heralds another player in this little conspiracy. An old man with a well-worn face, dressed in the robes of a Watcher, appears at the edge of the courtyard. Neeva swallows and hurried over to him. The man regards her fondly, but she looks at him with a mixture of fear and terror, and bows so low that her head nearly touches the ground. The old man reaches into his robes and produces a small box that he gives to her. Neeva takes it, and bows again. Before she has properly risen, the old man snaps the reins of his horse and the cart begins to squeak away into the darkness.

Neeva clutching the box in one hand and Jass's eyeball in the other returns into the temple, and up to Jass's room with her two spectral pursuers. When she reaches the sleeping sorcerer, she opens the box. It contains an eye, practically identical to the one that was just removed. Neeva places the new eye carefully in Jass's empty eye socket. It fits perfectly, to the observer it appears that nothing has changed. She then looks at the original eye in her hand for a moment. And then she eats it.

The spectral Jass would have been physically sick if he had a physical body. Kak steadies him regardless. Jass begins to yell obscenities at Neeva, but of course she cannot hear. Victor, who has thus far been silent since they arrived in the past, voiced the opinion that Jass is well and truly fecked. Neeva leans over and gives the sleeping Jass a quick kiss on the forehead, before she hurries from the room.

At The Holy Mountain, Manacus and Isiah find very little of interest. It is odd seeing the inn as it was before the fire that burned through the towns. In this time, the landing turns a different way, and there are a different number of rooms on the first and second floors. The room occupied by Manacus in the present, does not exist here in the past. At length the pair find Whelby Bobbin's bedroom. Isiah recognises the various toys hobbits of Whelby's age play with. The room seems to have been kept by Miro and Sally-Ann as a shrine to their son. Sad though the scene is, it gives the investigators no clue of a link between Whelby Bobbin and the carrion eater.

Meanwhile, in the present, Torgellias has been biding his time very wisely. Of the five men who were following the party earlier in the day, four are now asleep and the fifth is a particularly inattentive guard. Torgellias surmises that men such as these can only be up to no good, and decides not to give them the benefit of the doubt. Surprising the guard, he slits the man's throat, killing him instantly. Then stealing into their camp, he plants a dagger in another man despatching him. The third man wakes up as Torgellias is trying to kill him, but the hobbit ends the man's life before his two friends can wake. This leaves the hobbit against two men. He takes down one with ease, and calls on the other to surrender. The man initially can't believe that a loan hobbit has caused so much devastation among his companions. This annoys Torgellias, and he punches the man repeatedly in the groin until he falls over. The ranger quickly conceals the bodies under some rubble, and ties up the only surviving member of the group. He hides him with his dead friends (just to freak him out) and hurries quickly to the Sylvani Church to report what has happened.

At the Sylvani Church, Saffrin Ornslo, Varamil and Salamar have been trying (without success) to awaken Manacus. Hours previously, Ornslo took a bottle of scintillating colour and poured the contents into Manacus's mouth, but nothing happened. For several hours the three have done their best to revive the diviner. Ornslo cannot explain it. The body is fine, but the soul won't go back into the body. It is a mystery.

It is into the middle of a discussion on Manacus's eternal soul that Torgellias enters. The hobbit has momentarily overcome his feelings of hatred for the Sylvani church to report back to Salamar and Varamil. He quickly tells them what happened, recounting in gruesome detail his recent fight. Varamil says that the bodies and the prisoner must be taken swiftly to the House of Passing. He will arrange it himself, before returning to the temple. He shakes his head at the sight of Manacus's body. "I can see no other explanation," the Archnecrotain says slowly. "Something must have happened to Manacus's soul." Torgellias says that's too bad, as he leans over the diviner and shaves off one of his eyebrows.

Back in the past, Isiah, Kak, Manacus and Jass are completely oblivious to their friend's frantic efforts, and attempt to work out their next move. To them, it is 1st Suntask. This evening, Ulish Van Caspan will die, and they have to make sure they are in a position to see who did it. Jass is completely beside himself with rage, and wants to return to his physical body so he can find Neeva and exact painful vengeance. The rest of the group see little they can do except wait out the day.

The events of 1st Suntask 204 are known throughout the land. Even in an age where mass communication is an impossibility, bards and travelling story-tellers have done an excellent job of spreading news of this remarkable day. A scant five miles from the Village of the Eighteen Churches is Mount Korvast. As the dawn arrives on this most momentous of days, over a hundred questors are clustered together at its summit, awaiting the appearance of the great wizard, Narramac. They are the individuals who have completed the grand quest, and have journeyed long and hard for their reward.

Elias Raithborne, Arvan Walker-in-Shadows, Raza de Luna, Nicos Allumière, Brack Ogrebane and the troublesome Ravenna Tannesh are declared victors by the old wizard. They are taken into his confidence, they are gifted with six swords of great magical power, they are named Chosen of Narramac and given his protection. It is the stuff of legends. Descending from the mountain, the six Chosen of Narramac take important counsel with Chancellor Alberdark, King Yaddagon's right hand and the true power behind the throne. Word quickly spreads, that the Chosen have entered the service of the aged king.

By evening, the Chosen enter the Village of the Eighteen Churches with Chancellor Alberdark and a hundred men. They take over The Holy Mountain and throw the current residents out onto the street. The spectral investigators watch the crowd gather around the Holy Mountain to catch a glimpse of Alberdark and the Chosen. They are instant celebrities. Far more interesting, however, are the crowds gathering on the green behind the inn. A small podium has been erected during the day, and now dozens of Watchers are gathering. The fire cleric, Nicos Allumière does not seemed perturbed by their presence, happily waving at the crowd, and bathing in their adoration. It's really quite sickening.

As the Chosen head for their rest, seven fire clerics march across the town and conduct Nicos to Infernus. Jass and the others do not follow, because they are planning what will be their best course of action for the evening. Isiah says that he will sit on one of the roof tops where Torgellias found the burn marks made by the mortars; Manacus can fly around the scene with his familiar and Kak volunteers to go to Infernus to see exactly what Rothsman was up to on this evening. That just leaves someone to be next to Ulish Van Caspan when it all happens. Jass looks around, and then realises that everyone is looking at him. He does not relish standing in the middle of a magical firestorm, even if he doesn't have a physical body at the moment. And, he argues, there is not way of knowing what that much magic will do to him. He could be destroyed. However, he says that he will do it.

Kak heads off to Infernus, seeing Nicos Allumière returning to the inn. The monk slides into the building and heads up to Rothsman's room. As he approaches, he hears raised voices. Rothsman and Vistral Molontov are having a blazing row. Molontov seems to be goading Rothsman into doing something about the Blessing. Rothsman says that it's none of his concern. "Much as I'd love to trot over there and blow the bald bastard up, I have other matters to concern myself with! Now, get out Vistral! You make my skin crawl, just looking at you. How Calafax raised such a slimy maggot of a man to the status of pyrus is beyond me. Why don't you wiggle your way to the Blessing and give Van Caspan a heckling he'll never forget, eh?"

Rothsman's words incite great anger in Molontov, but the man bites his tongue and storms out. "Fresh girls!" Rothsman calls to one of his aides and settles down on his impressive collection of cushions. "Calafax knows a man has to do something to take his mind off all this!" Kak watches the First Flame for a few more minutes, before it becomes obvious that he is not about to leap out of bed and have anything to do with Van Caspan's death. Kak heads to Molontov's room where he finds the cleric at his window and looking to the sky. It is almost dusk. Vistral smiles to himself. "No stopping it now," he says.

Back at the green, the Watchers stand shoulder-to-shoulder all jostling to see Ulish Van Caspan. Those who are tall, or have pushed their way to the front, can see the archnecrotain climb the short steps onto the podium and gaze out over his assembled clerics. What they cannot see is Jass standing right next to him, and resisting the temptation to make funny faces at the crowd. Manacus swoops low over the proceedings and waves at the sorcerer, while Isiah props himself against a chimney and waits.

He does not wait long. There is suddenly a figure on the roof. A hooded individual who stepped seamlessly from the shadows. Isiah sits up and looks at the other rooftops. He can make out movement on some of them. The hobbit smiles, and sits up, peering at figure who abruptly draws back the hood. Isiah is flabbergasted. It is Senza! She has a grim look etched on her face as she draws out one of the Church of Fire's magical mortars, and aims it at the collection of Watchers. If she is here, then are the other figures he can see other members of Troupe Torrando? His thoughts are cut short as Ulish Van Caspan speaks.

"Another month older. Another month closer. Closer to the final embrace. Closer to Mortis. Closer to revelation. Before I take The Blessing this month, before I acknowledge the conduct of the good and the great, before I usher new initiates into our fold I must say these words. We stand at the brink of a terrible war; a war that none of us thought was even possible. Always have Mortis, Vítaeous, Terranor, Zephyre, Sharrash and Calafax – yes, even Calafax – lived together in harmony. One pantheon. One family. Together. Together we stood against the Hadradans. Together we drove them from out land. We did not always agree, but we had a Covenant. A Covenant bound on trust. The Church of Calafax has broken that Covenant. By the actions of Belerus Rothsman supported by none other than Tarrashar himself, the Church of Fire has turned its back on the rest of us. It has trampled over the rights of all other faiths. They stole; they made a mockery of the Enclave and they are unrepentant. I now appeal to all those faiths who stand by the Church of Fire – particularly to Luther Mardit and his brave warriors. What the Church of Fire are doing is wrong. They must be brought to account for their actions. For if they are not punished, if they are allowed to get away with such contempt for the rest of us, then the Churches will surely fall. And if that happens, can all of Urova be far behind?"

There crowd erupts into whoops, cheers and applause. Van Caspan stands there, soaking in the fervour of this audience. Jass strains his eyes, searching for an assassin, but he cannot make out the figures on the rooftops. After a minute or two, Van Caspan raises his hand for silence and continues. "We Watchers on the Cusp of Oblivion will not stand idly by and accept this from the Firestarters or anyone else! We will stand firm, and we will not be moved. If we must fight, we will fight. If we must die, we must die!"

"Then you die!" comes a cry from the roof-top of one of the buildings surrounding the park. Even though Jass, Manacus and Isiah were expecting something, the shout still comes as a surprise. It did not come from Senza, but from another roof, on the far side of the green. Jass jerks his attention from the voice to Ulish Van Caspan. As if the shout was a signal, the archnecrotain has pulled the rod from the sleeve of his outfit, and with a mutter unleashes the Disjuncture effect.

The air around Van Caspan explodes like a pond during heavy rain; Jass can hardly see through the eddies and currents that ripple outward across the Watchers. Everywhere are the dull green and blue flashes as magical items and protective spells make one last defiant gesture and are destroyed. Van Caspan himself, who was evidently the subject of a dozen protective magicks staggers as if hit. And then the fireballs come.

From ten roofs around the green, ten fireballs from ten mortars streak towards the assembled Watchers. Ten, not eleven. On Isiah's roof, Senza does not activate her device. She watches the destruction, and shakes her head grimly. The smell of brimstone and burning flesh fills the arena as the assembled Watchers are immolated. In his spectral form, Jass cannot feel the heat, but it is a terrible sight.

In the sky, Manacus watches closely for any sign of someone conducting a summoning. There is no sign, and no warning of the appearance of the phoenix until it is upon them. The flames from the fireballs rise up into the heavens, seeming to coalesce into the creature. In reality, Manacus can see the phoenix magically appearing in the middle of the conflagration, and heading directly for Van Caspan.

Jass shifts his gaze to the archnecrotain. Van Caspan is horrified. If he expected to die this evening, he obviously did not expect any harm to befall his church, or the faithful. The look of anguish on his face is heart-rending, but altogether short-lived. The phoenix glides slowly through the flames toward Van Caspan and Jass. The sorcerer stares at it with no small fear for his own life. There seems to be something inside the phoenix, some dark force. This is no phoenix, but something disguised as a phoenix – just as the carrion eater was disguised as Mortis. As the creature touches Van Caspan, he is instantly turned ash. And then it passes through Jass.

Jass staggers. He feels pain, and fights with all his might to stop his body from unravelling. Whatever creature this is, it is able to affect whatever pseudo-world he now exists in. It almost killed him! Manacus, directs Otot, and the pair dart after the phoenix as it rises into the sky to burn the Village. Jass tries to shout a warning to the diviner, but Manacus too has seen that the phoenix is more than it appears, and he is determined to find out more.

Isiah, Jass and Kak can only watch as Manacus catches up with the phoenix, and gazes into. There is some winged creature under all that flame. Something large and demonic. Something evil. Something that has turned on a sixpence and is now heading toward Manacus. Manacus flees. Using all of Otot's speed he makes for the ground as the 'phoenix' gives chase. The owl desperately tries to drag Manacus to safety, but it is useless. The creature overtakes them with ease. The last Kak, Jass and Isiah see of their companion is the fire engulfing him. When the phoenix climbs away, Manacus has gone. His soul has been destroyed.

The Village is mayhem. Isiah, still stunned by Manacus's death only now notices that Senza and the other assassins have vanished (presumably the same way they came). The Holy Mountain is on fire and Alberdark's troops are trying to put it out; the Chosen are on the streets helping as best they can. But for the three spectral observers, something worse is felt. They can feel a pull on their souls. They can feel the hand of Mortis reaching out to them. They have delayed too long, the three must return to Saffrin Ornslo.

"I know you are here!" Saffrin announces as they step through the wall. "I can sense you, spirits!" On the table are four bottles, uncorked and filled with a swirling light. The high priestess turns her back on them. "I pray you have all returned safely. Now, not a word, but enter the receptacle I have set aside for you. Enter and rest." Mere moments before their own deaths, they do not thinking to alert Ornslo to the fact that Manacus has passed on; the three step into safety and darkness overtakes them.

Sharday, 47 Suntask 204

It is a day of consternation for Salamar and Torgellias. Despite the best efforts of Saffrin Ornslo, Manacus shows absolutely no sign of revivification. His body lives, but his soul is nowhere to be found. The necros works as best he can with Saffrin Ornslo to try and find a remedy for the diviner's condition. Using the skills he has gained in his service to the Watchers, Salamar is certain that Manacus's soul has departed his body. In normal circumstances that would make Manacus dead, and the notion of putting the soul back in again steps very close to resurrection in Salamar's mind. If it was not for the fact that Manacus and the others are still breathing, Salamar would not hesitate having the lot of them carted off to the House of Passing and interred.

Torgellias uses his time to seek out the druids that have been helping Rothsman. He finds and talks to the Initiate Jowett. Torgellias is unhappy at the practices of the Sylvani Church, and wants to find some allies in liberating the woodland creatures that are held within. Jowett completely agrees with the ranger in every point he makes. The druidic order hates the Sylvani Church and all it stands for, not least because the average peasant in Norandor turns to the Church first, and not the Order when it comes to dealing Nature and the Wild. Jowett begins to wax lyrical about how it used to be, before the coming of the gods, when the only religion the Urovans knew was that of the Order. Torgellias cuts him off, and asks the druid what he is going to do about it.

Jowett looks unsure for a moment. He says that he will help Torgellias. The Order under great druid Morgase Esseni has 'more important' matters to attend to, but individual druids have a great degree of latitude. The great druid pronounced The Ban against the Sylvani Church in Norandor years ago. All druids in the land are forbidden to render assistance to that church in any way at all. It isn't a great step from there to actively opposing them. Jowett can't promised any organised help from the druid's Inner Circle, but he's up for it. He tells Torgellias to come up with a plan, and if it's workable, he will assist him, and find like-minded comrades to do the same.

Torgellias says that he has the makings of a plan, but he has to settle this investigation into Van Caspan's death first. Jowett says that he isn't going anywhere as far as he knows. The ranger guns his riding dog and heads back to the Village at full tilt, quite pleased with this turn of events.

Someone who isn't at all pleased is Archnecrotain Varamil. In a meeting with Salamar he reveals that Firewalker Tarrashar (the supreme head of the Church of Fire in Norandor) is coming to the Village for the Enclave. Extra forces have been pulled from Northmeet to bolster the Watcher's presence here in the Village. Varamil is worried.

Morday, 48 Suntask 204

As dawn breaks on the penultimate day of the month, Salamar has a thought. He kicks himself that he didn't have this thought yesterday, but at least he has it now. If the process won't work on Manacus, maybe it's because something happened to Manacus. Perhaps Saffrin Ornslo should try the procedure on the others and see what happens.

Within five minutes Isiah, Kak and Jass are sitting bolt upright in their beds and drinking hot, sweet tea. They are exhausted after their long sleep, but quickly overcome their fatigue and are soon ababble with what happened in the past. Salamar and Torgellias take their stories in quickly and carefully. The revelation that Troupe Torrando were the assassins, that Vistral Molontov was an accomplice and that Ulish Van Caspan effectively committed suicide are shocks indeed. Torgellias says that he will communicate this information to Belerus Rothsman, and heads out of town.

If Jass is surprised at Senza's part in the murder, he has heavier matters on his mind that overwhelm such thoughts. He explains in painful depth, what happened to him on that fateful evening. He tells about the carrion eater, and Neeva, and the old Watcher….. and the eye. Salamar peers into the eye closely. It looks identical to Jass's other eye. There is nothing to say that it wasn't the one he was born with. Isiah lets off a detect magic spell, and informs the assembled that the eye does not radiate magic. Salamar concentrates and uses the power of Mortis to Know Age. Although Jass is not yet thirty seasons, the eye is much, much older. Salamar takes no pleasure in telling the sorcerer that the eye is nine hundred and sixty-eight seasons old. Where-ever it comes from, it pre-dates the moon gods by thirty-two years!

Jass slumps silently into a chair, and Salamar looks at him with sympathy. "And now, for Manacus," the necros says grimly. The story of Manacus's death was not lost on the Watcher. His immolation in the past evidently destroyed his soul, and therefore he is dead and should be conducted to the House of Passing. Isiah shakes his head. Manacus still breaths, the hobbit argues. While his body still lives he is in the domain of Vítaeous. He should be taken to the Church of Life, and ministered to until his eventual death, when he should be given over to the Watchers. Salamar and Isiah begin a serious discussion regarding the best place for Manacus to be interred. They are only cease when they are interrupted by a loud, half-orcish voice.

"What about Manacus?" Kak asks simply. "He didn't believe in either of your gods. What right do you have to say what should happen to his body or his soul?" Salamar turns to argue at Kak. The necros is momentarily abashed by Kak's wide-eyed innocent face, and amiable grin, but presses on. He tells the monk that all souls fall into the dominion of Mortis, whether you believe it or not. Anyone who does not subscribe to the worship of the Moon Gods is doomed to Oblivion when they die. "Well, isn't that his choice to make?" Kak gestures to Manacus. "Besides, Manacus has all ready made arrangements to come back from the dead, hasn't he?"

"Such a thing is blasphemy," Salamar clips. "A theft from Mortis, and it is punished most severely." Kak shrugs likeably. "Again, it's his choice to make. If Manacus doesn't believe in the divinity of Mortis, why should he be bound by any of the laws of your Church?" Salamar (and indeed Isiah) point out that individual beliefs don't change what is true, and what is true is that all souls belong to Mortis. "That's just what you believe to be true," Kak smiles, his affable nature fast becoming irritating, "it's not what Manacus believes, or me for that matter."

"Manacus is dead," says Salamar finally. "Whether he had some arrangement with the Sensationalists is irrelevant now. He is in the hands of the Watchers. He will be in no position to redeem his voucher." Salamar moves to Manacus to find take the resurrection voucher he got from Gorm. Indeed, at mention of the voucher everyone makes a leap for the body. Kak is by far the quickest, and snatches the voucher before anyone can react. Salamar scowls at the half-orc, as he puts it inside his tunic, and lifts Manacus gently into his arms.

"I'm sorry, Salamar," says the monk, "but I think we have to respect Manacus's wishes in this matter." And with that Kak makes full use of his magic boots to bound out of the Sylvani Church with Manacus in the general direction of the temple of the Sensationalists. Salamar despairs, Isiah is angry. "I agree with Kak," says Jass. And heads out after the monk. Salamar, quivering with suppressed anger, stalks off to the House of Passing to information Varamil of what is going on. Isiah quickly makes his way to the Church of Life to tell his high priest. They leave Saffrin Ornslo alone in her temple. She summons some wood-nymphs to clear away the tea things.

Brother Kak makes remarkable time, and is at the Sensationalists temple before Salamar has even staggered to the door of Ornslo's hut. He hammers on as many doors as possible, and demands to speak to someone of importance. A priestess in a practically transparent white nightie, accosts Kak and tells him that the temple is in the middle of an important ceremony. Kak waves Manacus's 'get-out-of-Oblivion-free card' at her, and says that his friend must be restored immediately. "He was talking to Gorm, wasn't he?" the cleric asks. "If that man promises any more resurrections, I swear Erith is going to roast him slowly over an open flame!" she pauses. "You had better come with me."

Kak follows the priestess into a large, circular chamber. Kak hasn't had much first hand experience of Sensationalism, but he read about in the Scrivener's library, and looked at the anatomically impossible wood-cuts they had. To his mind however, this particular ceremony looks much more like a free love-in than an act of religious devotion. That said, the monk doesn't think he's ever seen a group of priests enjoying their worship as much as the Sensationalists seem to be. "Erith!" calls the girl, "Erith Flowerchild!"

A tall commanding woman rises from a knot of people. She has long, sandy hair and wears a slightly vexed expression on her face. This is all she is wearing however, with the exception of a thin glaze of honey. "Gorm has done it again!" the priestess explains, gesturing at Kak. "He's promised resurrection for this man!" Erith Flowerchild sighs wearily. "I'm not sure we can do resurrection," she says coming over to the body of Manacus. "It upsets the Watchers."

"You church made a promise," Kak announces. "I don't know what Manacus did to get this voucher, but it was obviously some service this Gorm thought worthy." Erith looks at the priestess. "What did we get in return for our promise, Katya?" she asks. "Several pounds of exceptionally high quality narcotics. The good stuff." Erith looks at Manacus, playing at the inside of her cheek with her tongue. "All right, all right," she agrees. "I think we'll only have to raise him. Seems as though his body's alive, still. Katya, I need some powdered diamond and some privacy."

Erith rips up the voucher and asks Kak to bring Manacus into a small room adjacent to the main chamber. She bids him place the diviner down on a sofa. Kak does so, then reaches into Manacus's breast pocket and takes out the inert form of Otot, which he lays beside its master. Erith rolls her eyes at Kak. "Familiar?" she asks. Kak nods. Katya returns with a bag that she hands to the high priest. Then Erith ushers everyone out of the room. "This may take a few minutes," she says. "Hurry," says Kak, "I'm sure the Watchers are already on their way here."

"We have a problem," says Salamar as he enters Varamil's office. "Another one?" quips the archnecrotain, as he shuffles the reams of notes that clog his desk." Salamar nods and quickly explains what happened in the Sylvani Church. Varamil sighs heavily. "We do not have time for this," he says. He reaches for a bell on his desk and rings it loudly. A necress of little more that marriageable age enters the room and bobs at the archnecrotain.

"Necress Irith," Varamil says quickly, "tell me, how many Hounds do we have in the House of Passing?" Irith looks puzzled for a moment and then smiles. "The Hounds of Mortis are simply a rumour, Archnecrotain." Salamar snaps at here. "This is not a test girl. I know full well of the Hounds' existence. We have need of them. Answer the archnecrotain!" Irith flinches, suitably abased by Salamar's harsh words. "Seven, archnecrotain. We have seven."

Varamil sits back in his chair. "Very well," he says. "Summon them all to the forecourt, as well as a score of hands from the Shadow of Mortis. Have them ready to move in five minutes." Irith bobs again (lower this time) and flies from the room. Varamil shakes his head. "This is most unfortunate," he says. "Salamar, I want you to take command of the Shadows and take them over to the Sensationalists' temple. If you can stop the resurrection, stop it. If you can't, then let the Hounds do their work." Salamar says, "I understand. Manacus is dead to us. Tell me, am I in charge of the Hounds?" Varamil smiles. "As Irith said, the Hounds of Mortis do not exist. You are in charge of all the troops there. However, you will defer to the wishes of the Hounds of Mortis." Salamar nods. The contradiction is not a contradiction for him. "You may also be interested in the Shadows themselves," Varamil continues. "One of your old companions has travelled up from Northmeet with the soldiers: the barbarian, Bronx."

Meanwhile, at the Church of Life, the high priest Cornice Bandalain is taking reports from Isiah most seriously. "If this Manacus still lives, then he belongs to the Church of Life, not to the Watchers!" she announces. "Summon the guard!" she calls to one of her retainers, "We will see about this. The last thing we need is another war! I will not let that whore Erith Flowerchild ruin our relations with the Watchers."

In a small chamber in the Sensationalists' temple, Manacus groans. He cannot say where he was, or what he was doing while he was there. The details are foggy. In fact, he is foggy. He feels insubstantial; vulnerable. Yet, he can sense a tugging at his soul, something pulling him down, something comforting that will restore him to life. He knows he has the choice, he knows he can resist the pull if he wishes. He acquiesces and allows himself to be drawn back to the real world.

Manacus's eyes snap open. He is staring up at a beautiful, naked woman. She sits, straddling him and gazing at his sallow features. "Welcome back to the land of the living," she says softly. "Consider the Sensationalists' debt to you, to be repaid." Manacus can only speak on his third attempt, and then all he can find to say is: "Why are you covered in honey?"

At this point Kak opens the door and enters. "Good, you're awake. We have to leave here, now. Salamar will be bringing the Watchers." Erith snaps her head around to Kak, "He is not ready yet," she says, turning back to Manacus with a look he cannot mistake. "There is still the engorging ceremony, if you are up to it wizard." Manacus replies quickly that he is up to it, and Erith smiles. "How long will you be?" Kak asks. Erith looks at Manacus, he grins and says to the monk. "Only a couple of minutes. If that." Kak shakes his head and closes the door behind him. He asks the priests in the temple to find some clothes and provisions for Manacus. He has a feeling that the diviner will very soon be making a long journey.

In the forecourt of the House of Passing, Salamar is greeted by Bronx with the barbarian's customary shyness and sense of decorum. "Old man!" the half-orc cries, lifting Salamar from the ground and embracing him with sufficient force to shatter bone. Salamar is genuinely happy to see Bronx, but his pleasure is cut short by a cold shadow that falls across him. Turning, Salamar sees a nondescript man in well-worn leather armour. The man has a presence that Salamar cannot quite define, but the necros is left under no illusion that this is one of the Hounds of Mortis. "Shall I convey your order to make haste?" the Hound asks with a hiss. Salamar nods.

And thus two forces converge on the temple of the Sensationalists. The forces of the Shadow of Mortis, ostensibly under the command of necros Salamar Russ, and the forces of the Church of Life, accompanied by Isiah de Chesiré. At the temple of the Sensationalists, Manacus is climbing into his clothes listening to Kak and Jass's explanation as to what is going on. He is a little alarmed that he died, and came back from the dead, and soon realises the peril of his situation. If there are any Hounds in the Village then he is in big trouble. Kak volunteers to carry Manacus out of town, giving him a good head-start. There's no time to return to the inn to collect the rest of his possessions. Manacus says a fond farewell to Erith Flowerchild and the Sensationalists as Kak scoops him up in his arms and runs from the building.

Kak has only just disappeared around a corner, when the Watchers arrive at the temple. Jass and Erith Flowerchild inform Salamar that Kak has all ready gone with Manacus. The Sensationalists are a little frightened of this heavily armed force of Watchers, and for a moment Jass is worried that another full-scale holy war is about to begin. "They speak true," says one of the Hounds, sniffing the air expectantly. "We have his scent, he will not escape us." Four members of the crowd scamper as fast as they can after Kak.

However, a combination of Kak's natural monkish-ness and magic boots, puts Manacus almost five miles outside the village in as many minutes. Kak, exhausted set's the diviner down. Kak says that he can go no further, and must return to the Village to continue with the investigation. He suggests that Manacus leaves and never comes back. Manacus thinks that this is a very good idea. He thanks Kak and heads slowly off into the trees. "Good luck!" Kak yells, before returning to the Village by circuitous route.

Outside the temple of the Sensationalists, Isiah and his forces have arrived. Jass has explains what happened as he meets up with Bronx once more. Isiah is annoyed. He had hoped to get Manacus's body interred with the Church of Life, kept alive for a few weeks and then discreetly passed for resurrection without the Watchers being any the wiser. Now he seriously doubts whether Manacus will survive the day. The Hounds of Mortis never stop when they are on a hunt. Whatever head-start Kak has given the diviner, it will probably not be enough.

Meanwhile, in Rothsman's cave, Torgellias has reported everything to the fire cleric. Rothsman is most amused by the news. The fact that Van Caspan was duped into killing himself is absolutely hilarious as far as he is concerned. He is unsurprised that Molontov is a traitor to his church, and uses the 'evidence' the party collected to underline his belief that Tarrashar is up to his eyeballs in this strange conspiracy. As for Troupe Torrando, he has this to say: "They are Shadowdancers, Torgellias. Assassins most dangerous. Evil little tossers, who are born with the ability to enter the world of shadow when they will. Be very careful of them. They always serve dark masters."

Salamar, Jass, Isiah and the Shadow of Mortis head to The Holy Mountain. Salamar has Manacus's room searched to see if any clue can be discovered to the diviner's destination. While he is doing this, Isiah takes the opportunity to ask Miro Bobbin about his son, Whelby. Miro is loathed to talk about it, saying that the death of Whelby was the most distressing time imaginable. He does say that Whelby fell ill very quickly, and that despite the attentions of a priest from the Church of Life, he died. Isiah asks what the priest's name was. Miro replies, "Rekaf."

After Manacus's rooms have been thoroughly searched, Salamar, Isiah and Jass return to the House of Passing to report to Varamil. Varamil is very sad that this had to happen, and he hopes that Manacus will be 'saved' by the Hounds. Soon Torgellias arrives and the whole sad business is explained to him. Varamil says that the matter of Manacus must not divert the remaining members of the party from their goal of the truth of Van Caspan's death. He is leading them back to their office when Brother Kak arrive. Salamar and Varamil somehow put their feelings over what Kak has done to one side. It is the subject of the resurrection who bears the true blame under Mortis's law, not those who cast the spell, or those that aided him. However, all Salamar can manage is a mumbled greeting, that isn't as civil as it might have been.

In Varamil's office, the party lay the remaining avenues of enquiry on the table. They have discovered much, but all their currently have is supposition – they have no firm evidence of what happened. They can further investigate Senza and Troupe Torrando who have been revealed as Shadowdancers by Torgellias; they can question the surviving thug the Watchers have in custody; try to find the old Watcher behind Jass's new eye; question Neeva; investigate Vistral Molontov; find the rod that Van Caspan used to conjure the Disjuncture effect and, of course, deal with the carrion eater currently in the necropolis. Isiah doesn't mention about Rekaf – he doesn't want to bring Miro's family into this, unless he really has to. The party does have one thing going for them – they now have Bronx. With Manacus gone, Bronx will make the numbers up to six. Varamil hopes that his presence will keep the remaining party members alive. Now, what lead to begin with?

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