“Because it can’t be formal,” Dayne said. He looked to Jerinne, who looked upset and angry, but she also looked full of purpose. She nodded at him. “That would be my honor.”
“Good,” Amaya said, drinking down her wine. “When I have more than just a feeling on the back of my neck, I will tell you. But right now, my gut is telling me to keep the two of you together, so that’s what I’m going to do.”
“Whatever you need,” Dayne said. “I trust you, Amaya.”
She patted his hand, taking an extra moment to hold it, and stood up. “I should get back to the chapterhouse. Jerinne, be back by five bells. And we’ll—we’ll figure out the rest.”
“Will do,” Jerinne said. Amaya left. Jerinne moved closer to Dayne. Hemmit, Maresh, and Lin were engrossed in their discussion, clearly excited at the prospect of what they could do with proper funding.
“Was that all strange?” Jerinne asked him.
“It’s been strange for a few days,” Dayne said.
She nodded. “So I guess you’re my mentor now?”
He shook his head. “Given that we both seem to have precarious standing in the Order, that doesn’t seem quite right. How about partner?”
She offered her hand. “Partner.”
And that felt right.
CODA: The Lady
LADY MIRIANNE HENSON KNEW quite a few things, but the thing she understood the most was how to keep a secret. And the easiest place to hide one was buried in an innocuous truth. She had known that Duchess Leighton’s threats were going to come, so she was prepared. The Grand Ten needed a new place to meet and it would be placed on her shoulders to provide one. These were the sorts of tasks that were expected of her, and she performed them with grace.
Everything was done with grace.
If she was going to host the Grand Ten, it would damned well be convenient for her, so she placed this new meeting hall in the basements of the new store, with a special secret staircase leading from her office to it. She had made sure to use different builders for each element: one to make the staircase, one to make the secret door, one to build the meeting room with its apparently normal entrance, and so on.
But the important thing was to hide the meeting room in plain sight, so no one would think it odd for nobility, members of Parliament, and other power brokers to be slipping into a back alley behind Henson’s Majestic. So she had commissioned an elite clubhouse—drinks, food, music, and exclusive membership. Access gained with a special knock and password. All legally done, properly filed with city regulations. The Majestic Underground would give the gadflies and hangers-on of the Maradaine social scene the vicarious thrill of subversion, and provide the perfect excuse for any of the Grand Ten to come in at any time.
She had even planted the rumor that there was a second level of membership, deeper and even more exclusive, so no one would question why, for example, they saw the Duchess of Fencal go into the Underground, but then not see her inside. She would never confirm the rumors about such a thing, but she knew these people and how they thought. They would all speculate, but not one of them would publicly admit they were not part of that inner circle.
So easy to manipulate.
She told her secretary to not let her be disturbed, locked her office door, and opened the panel to the stairway down to the meeting room. The rest were all there, wearing their masks for their prescribed iconic roles. While she knew the masks themselves were an absurdity, Mirianne felt it was important to take the names, the iconography of the Grand Ten, as when the time came, it was crucial to have a narrative in place. They were going to have to craft a story for the people, and a simple one, easily understood, was best.
That’s what the original Grand Ten were, after all. A simplified story of the messy foundation of the current Druth nation. The narrative that was sold to people who did not want to learn the full truth. The people wanted something easy to swallow spoon-fed to them.
The real power came from holding the spoon.
She donned her mask and sat down. “I see we are all assembled.”
“That’s because you’re late, Lady,” Barton said.
“My apologies.” Barton believed he was in charge of these things. Of course, so did Millerson, so did Archduke Windall, so did . . . most of them. And she let them believe that. She had made preparations to destroy each and every one of them if the situation called for it. She had already crafted a paper trail that would implicate Baroness Kitranna as “The Lady” of the Grand Ten, and arrangements for her to tragically leave a confession next to her beautiful suicide. No matter how the wind blew, Lady Mirianne was ready to take hold of the story, paint herself as the brave hero or tragic victim. Whatever was needed to save the nation.
“I do appreciate the new surroundings,” High Justice Pin said.
“The opera house had a certain mystique,” Millerson said.
“And now it will be a proper opera house,” Duchess Leighton said testily. “Can we continue? Some of us have other places to be.”
Bishop Onell scoffed. “Where do you have to be?”
Archduke Windall answered that one. “It is a holiday, your grace, and some of us are expected to make appearances.”
“Fortunately, the barbarity visited upon my home means nothing is expected of me,” Mirianne said. She looked to Altarn. “Your man inside the Deep Roots did excellent work steering them at my affair.”
“I still feel that went too far,” Colonel Neills said. “I know we need to use these subversives to push the city into unease about the current government, but this was too much. One of the First Irregulars was injured, and any number of Orren’s Tarians could have been hurt as well.”
Altarn sighed. “While a couple of well-placed infiltrators can accomplish near miracles, there are limits. But our man in the Open Hand made it very easy to lead the marshals to the wrong side of town.”
“And me,” Grandmaster Orren said. “My chapterhouse was in crisis yesterday, but I was stuck playing the fool for this charade.”
“And that kept your hand on the tiller,” Colonel Neills said.
“I shouldn’t have been personally involved at all.” Orren turned on Altarn. “I would have appreciated the warning about Mister Osharin.”
“We didn’t know, and I apologize about that. But didn’t it give her man the impetus he needed to hunt the Deep Roots down?”
Grandmaster Orren growled. Once again, Lady Mirianne had to spell out their aims for him. The man was decidedly impossible.
“Look at what we have now. A sense of things in chaos, and that the King’s Marshals are incapable or incompetent. We now have an incoming Parliament that is certain to be impotent.”
“Well now,” Barton said, a bit offended. “Our coalition might—”
“But it shouldn’t,” Pin said sharply. “And you two need to see to it.”
“And we have a hero for the people, lauded and praised, in a Tarian uniform. Exactly what you crave, Grandmaster.”
“Dayne Heldrin is going to be a problem,” Duchess Leighton said. “I think you’re blind to that.”
Grandmaster Orren sighed. “I can only isolate him so much from the Order. Amaya is definitely suspicious.”
“Let her be,” Lady Mirianne said. “Dayne is where we need him now, isolated from everything else Tarian, and at the center of our plan. I’ll handle him.”
She smiled under her mask. Dayne was perfect. Who better to be the face of the people, of a strong Druthal, than this common champion? He played the part naturally, the perfect actor in the play she was writing. She loved him for that, for being everything she needed right now.
And if he proved too problematic, she had already planted the seeds for his downfall.
They were just waiting to be watered.
Appendix
The Archduchies of Druthal
D
ruthal, as the nation stands in 1215, is comprised primarily of ten archduchies, which had been separate kingdoms until the reunification of 1009.
The Archduchy of Maradaine
The terrain of this archduchy consists of mostly wide, rolling tracts of fertile land. Sheep ranching and wheat faming are the two biggest parts of country life in this archduchy, and are framed as being central to the national character of Druthal as a whole. Wool from Maradaine sheep is a greatly valued commodity, as it is of the highest quality. The people of the archduchy of Maradaine are, for the most part, friendly and open, but somewhat conservative in their concern for propriety.
The city of Maradaine is officially in this archduchy, but the city is actually split in two by the river. The north side is the newer, wealthier, and more opulent part of the city, which has the Royal Palace, the Parliament, and most aspects of local and national government. The south half is more densely populated, with the middle class, working class, and impoverished citizens, as well as the foreign-born districts. The south side is considered to be part of Sauriya in terms of elections and archducal authority. As it is the capital of Druthal, Maradaine is a city of tremendous activity, being the last major city on the Maradaine River before it reaches the ocean. It is a very cosmopolitan city, with at least ten percent of the population of either foreign birth or descent. Other cities: Delikan, Itasiana, Ressinar, Solindell.
The Archduchy of Sauriya
Similar to Maradaine in both climate and temperament of people, Sauriya consists of farming plains and woodlands. Wheat farming is most common, as well as a wide range of all sorts of other agriculture, including potatoes, oats, and vegetables. While shepherding is still very typical, it is more commonplace to raise animals that don’t demand as much land use, such as chickens, pigs, and rabbits.
Kyst is the most major city in Sauriya, with a seaport (the closest one to Corvia) and one of Druthal’s five major naval shipyards. Sauriyan goods, including perishable foods, run daily from Kyst to Corvia. Other cities: Abernar, Telin, Maskill.
The Archduchy of Patyma
These cool grasslands and forests are dedicated mostly to ranching sheep and cattle. It is also known for dairy and the finest cheeses in all of Druthal. The people are friendly, although somewhat less concerned with proper manners and propriety as their Maradinic neighbors. In Patyma, the rudest behavior is trying to hurry or rush someone. Patymics respect work ethic, and look down on someone who isn’t willing to get their hands dirty. Fishing along the northern coast is a major industry, especially in Hechard, which is the key seaport in the Gulf of Waisholm. Other cities: Erien, Drosa, Plenin, Midista.
The Archduchy of Acora
The cool, rainy woodlands of Acora are the most sparsely populated part of Druthal, with only a handful of cities making up most of the Acoran populace. The primary crop grown in Acora is potatoes, but lumberyards and forestry are the most important aspects of Acoran industry. The Acorans are known to be reserved, often keeping to themselves and speaking to strangers in as few words as possible. Raising animals is uncommon in Acora, as they prefer hunting game, mostly deer and boar.
Porvence is the largest city in Acora. It is the usual destination of most trading caravans coming from Waisholm, Kieran, and Kellirac. It is also a city that has been, at times, controlled by the Waish and the Kelliracs, so its people are often of a mixed heritage. Other cities: Astonic, Lonyll, Borrun, Talite, Vaytinwood, Gorivow.
The Archduchy of Oblune
This interior archduchy is, in many ways, the most militaristic. In the Druth Army, twenty-five percent of the soldiers are from Oblune, as are forty percent of the officers. Also, the art of Druthalian Pike Fighting originates here. Militarism pervades the Oblunic mindset, and that can be seen in how they run their farms and mining camps. Oblune also has a wide variety of goods that are produced, possibly the widest variety in Druthal. Many of these goods travel downstream to the rest of Druthal from Marikar, the city that is the center of Oblune trade. Other cities: Torest, Wenikar, Irlion, Yassin.
The Archduchy of Kesta
Kesta is the true breadbasket of Druthal, with wide fields of flatlands used to grow wheat, oats, and many other crops. With the exception of the Kestan salt flats in the east, almost the entire archduchy is usable farm or ranchland. Kestans are typically warm, friendly, and intensely proud of being from Kesta. The city of Fencal, located on the Maradaine River right after the Waish and Oblune rivers merge, Fencal is a major center of trade, as well as being one of the oldest cities in all of Druthal. Ocean vessels from Maradaine rarely travel farther upstream and most traders from farther inland often unload here. Merchants have a saying: “If it can’t be found in Fencal, it probably can’t be found.” Other cities: Kessin, Pillinflat, Greilmar, Opiska, Wrennit.
The Archduchy of Yinara
On Druthal’s west coast, Yinara is noted for its warm, sunny climate, as well as the warm, sunny disposition of the Yinarans. Some in the capital even consider the Yinarans to be frivolous, not taking matters seriously. Yinarans tend to be more interested in fashion, ships, and the water than propriety or work ethic. Sailing, fishing, and shipbuilding are the primary economic sources for Yinarans. Most of the population is along the coast, except for those in Yin Mara (a city known for being the artistic and intellectual center of the archduchy). Lacanja, a coastal city with a naturally protected bay, is the heart of the Druth naval industry. The largest shipyards are there, both military and commercial. Other cities: Birmin, Posam, Oriem.
The Archduchy of Monim
Monim is, perhaps, the archduchy with the greatest dichotomy. At one time it was broken into two separate nations, a division that it never fully recovered from. The northern areas are very urban and educated, with art, philosophy, and intellectualism thriving there. The south is more stagnant, with more conservative (and often highly religious) opinions. Monim has three main industries: cattle ranching, mining, and cotton growing. The foothills of Monim are rich with a wide variety of metals. Vargox, across the river from Marikar, is Druthal’s intellectual center, as it has seven colleges and universities, as well as several libraries and museums. Artists, scholars, and especially mystics flock there, since it is a city in which they are greatly appreciated. Other cities: Sirrencar, Molkane, Voreen, Donnil.
The Archduchy of Linjar
Considered by many to be the most “foreign” of the Druth archduchies, Linjar is noted for being mostly swamps and wetlands. The Linjari congregate almost exclusively in the cities, but there are a few pockets of small, reclusive (and some would say “backwater”) communities (where even the language is corrupted to incomprehensibility). The Linjari are a friendly people, in an aggressive sort of way, and are tolerant of just about anything, except restraint. The general sentiment of the Linjari is that the pleasures of life are meant to be enjoyed. This means that many people in the rest of the nation find the Linjari scandalous and immoral. The Linjari tolerance means, however, that almost anyone can find refuge there, and so in the cities one can find people of very mixed parentage, from Waish or Kellirac to Fuergan or Turjin. The city of Yoleanne, another major Druth port city, is noted for its cuisine, as it is considered in all the Trade Nations as the capital of gastronomy. Cooks from Yoleanne are highly prized, and the chefs have their own particular hierarchy of ranks. Other cities: Solier, Cason Tinar, Jiet, Ganimoux.
The Archduchy of Scaloi
Scaloi is the archduchy that borders with Acseria, and is the one most influenced by Acserian thought. Scallics consider themselves to be of the highest moral caliber, and morality and propriety are of paramount importance to their mindset. They are a deeply religious people, and the priests of the Church of Druthal hold much sway in Scallic politics, as does the Acserian Church. The warm climate makes the major farming industry fruit, especially citrus fruit. Scaloi also is rich in minerals, especially copper and other more uncommon metals and gems. Scallic cities
are widely spread out, and sparsely populated, so even the largest city, Iscala, is considered a minor city compared to the rest of Druthal. Other cities: Matixa, Calimar, Treelsan, Nerifon, Polinan, Korifina.
Other Parts of Druthal
Monitel: Monitel is a city with a unique situation, since it is not officially in any archduchy. High up in the Briyonic Mountains, Monitel was all but abandoned in the ninth and tenth centuries, and is now again a growing community surrounded by mines and quarries, which ships its goods down the Oblune to Marikar and Vargox. Monitel has no representation in the Parliament (since it is not in an archduchy), and its highest-ranking noble is the Earl of Monitel. As it is a rich source of metals (both precious and practical) and stone, it is a factor in the Druth economy that cannot be ignored.
Corvia: A large island off the Sauriyan coast, Corvia is another part of Druthal with a contentious status. Corvia has been many things over the centuries: a penal colony, a refuge for those escaping from cruel kings during the Shattered Kingdoms, an independent kingdom, a source of insurrection, and a target of Poasian invasion. Corvia is currently a part of Druthal, but it is not recognized as either its own archduchy or part of Sauriya.
The Napolic Colonies: Three islands in the Napolic island chains are under Druth rule: Falsham, Halitar, and Fendrick. These are considered to be Holdings of the Crown, and while the residents are Druth citizens (save the Napolic natives, though legal precedent exists for them to claim Druth citizenship), they have no voting rights for national matters, and no representation in the Parliament. It should be noted that the city-state of New Acoria, on the largest Napolic Island, is not part of Druthal, despite much of the population being of Druth descent.
About the Author
Marshall Ryan Maresca's work has appeared in Norton Anthology of Hint Fiction and Rick Klaw's anthology Rayguns Over Texas. His novels The Thorn of Dentonhill, A Murder of Mages, The Holver Alley Crew, and The Way of the Shield each begin their own fantasy series, all set in the port city of Maradaine.
Shield of the People Page 35