Testing
Page 18
Azod needed no interpretation, however. He nodded and dismissed Koen back to her work. When she had gone he sat down again. “Now, this book,” he said. Azod flipped through it briefly, noting where the pages had been torn away. “We will need to compare with the library, but I think you are correct. The missing sections are about the time period when the Walk was finished. Those were dark years. A whole host of evils walked the land, but it is hard to think of any besides the Sane which would entice a thief with the power of a Hunter. I will have the keepers study it and see what they find. As for you, Omer, the tale you bring is strange and confounding. We will be long at work discussing it, we Masters, but for now, I consider your contract completed. Your duty to the Fallns was served and you have done diligence in your work.”
Omer frowned, then stood. “Sir, if I may, I do not feel that I completed the contract. The Fallns are dead, we have no idea why, and I never found Gaul, either ghost or mortal. I have found more questions than I answered.”
Azod broke his stoic demeanor then and smiled, though it was a sad smile, the smile of a man who had seen all foolish protests and answered them each. He shook his head. “Did you think you were going to succeed in this, Omer? Think you would find a ghost wandering about who is also En’shen? Or maybe find Gaul returned? We deal in the strange, it is true, but that is a bit beyond what even the Hunters will expect.”
“I… don’t understand,” Omer said. “You expected me to fail?”
“No,” Azod said quickly. “This was certainly a mystery and worth discovering. I did not expect you to fail, but neither was I expecting a great revelation. You may be En’shen, Omer, but you are young in the ways of the Hunters. Not all contracts can be completed. Not all oracles are meant to be understood.”
“Hunting monsters is easy,” Taillus broke in. “You find them, you kill them, you go home. Nothing more. Work like this, though, the arcane things beyond the mortal world, well, there are often no simple answers.”
“You found omens unlooked for, some of which seem dire, but I think your first contract was a success,” Azod said.
“It does not feel like one,” Omer said.
Azod grew somber then. He lowered his head. “It rarely does. We En’shen, we do not deal with the easy and the safe. The novices run about and slay ghouls and gryphons, and they are none-the-wiser of the true dark we face, of the black hearts in Men, which murder by night, or the slinking shadows of things even the Edlain do not understand. You are Tested now. From here out the veiled and the vile will be your game. You will see death. You will see violence. You will wonder whether your own actions are worth anything before the senseless evil of the world. But you did not fail, Omer. Failure would have been to turn about and return as soon as you saw that the Falln were passed, leaving these brigands to the wind and this Absence to the ether. Failure would have been the easy choice. You did not take that path. It may pay great dividends in the future.”
Omer thought on that a moment, then narrowed his eyes and frowned. “Was this another test?” he asked.
Azod seemed to think on that a moment, but then he shook his head. “No, Omer, this was no test. There are no more tests for you. Now you face the world as it truly is. We cannot save everyone, we cannot stop all ills. We can only do what we may, however little that may seem at times.”
“I understand, Master,” Omer bowed. “What of these mysteries? What will be done for them?”
“By you? Nothing,” Azod answered. “The brigands will be a matter for the historians, to search our ranks and see if any Rogues have gone unnoticed. That is unlikely, of course, and we will need to send a search party in the end, but that is for later, not now.”
“And the Absence?” Tahr asked.
“That worries me,” Azod said. “Far more than your brigands, if I am honest. Magic like that ought to be noticed by someone. If not Hunters, at least a wandering trader or a hedgemage. It is an omen the loremasters will need to sift, but not one to be rushed. Few beings have such a power and the ones that do are not for idle engagement. They must be approached with caution.”
“What of Gaul?” Omer asked then, afraid that Azod would not address it at all.
“What of him?” Azod asked. “You found no sight or sound of him. A grieving fiancée, disturbing though her tale is, will not rouse Shalim to hunt. All else is circumstance.”
“But his emblem-,” Omer began.
“Could be found by anyone with a determined hand,” Azod finished. “We never recovered the body. The emblem was as free to a mountain troll as it was to a thief. I am sorry, Omer, but I cannot take any of these as proof. I would not send any Hunter out to slay an Ekulit on this much, and I certainly will not send some out on a ghost.”
“But I am certain it was he who stood outside Benahia’s window,” Omer protested.
“It may well have been,” Azod raised his hand to calm Omer. “If Shalim was not spread thin as it is, I would send a tracker out to be sure; but as it stands, we cannot afford to mobilize on a rumor. There are evil things shifting, Omer. Things which may require every hand in the end. We cannot be caught short if it comes to that. But take some heart, we will not forget this. Our ears will be to the earth, especially about Hyrotha. If Gaul lives, we will hear of it.
“More pressing are these strange Men you fought. Few are the Men who might match a Hunter in martial combat, and fewer still who might sneak up on them unaware. I will have to think long on what will be done for this. Their alliance with that strange creature seems to bode no good.”
Then he stopped and shook his head. “But here I am talking of things to come and you have only just returned,” he said. “Tahr, Omer, you are dismissed. Go and take your rest. You have earned it. You especially, Omer. The First Contract is completed.”
Omer wanted to speak further of the strange journey, but Azod was waving them away and Tahr was pulling at his hand. Instead, he bowed and then together he and Tahr left the chamber. As they were closing the door, Omer heard Taillus say, “You know what those brigands-,” and then the door was shut and he heard no more.
“Well, that was… odd,” Tahr said with a laugh. “Azod was not as perturbed as we were of the oddities, which is a comfort, I suppose. Ah, but I am ready to shake this all off! A meal and a bath, and then a bed! It was a fine contract, Omer, I hope to travel with you again.” He stuck a hand out, which Omer took.
“Hopefully a more successful journey,” Omer said.
Tahr shook his head and clapped Omer on the shoulder. “Cotton in your ears? Azod told you it was a success! Do not let it weigh on you, friend. If a Master compliments you, accept and move on. It is rare enough.” And then he spun and headed out into the halls of Shalim, back to his chamber and a well-deserved rest.
Omer felt suddenly alone in the hall. He had been so bogged by the twists of the journey that he only now realized how weary he was. His legs felt like lead and his eyes were heavy. Tested though he was, he was not immortal and the lack of sleep had finally caught up.
He set off into the halls, passing down the inner wings, then out into the courtyard, enjoying for a moment the tranquil quiet of the garden before he turned into the residence hall and to his own chamber. With a slow hand, he opened the door, letting it drop behind him without a care. He sidled laggardly into bed at last, resting his head to his pillow and looking out to the wheeling stars beyond his window. He fell asleep with a smile, despite his distaste with the journey.
The First Contract was complete. Forevermore he would be Omer of the Hunters En’shen.
Malphic Compendium
The Malphic Compendium, as gathered by Gawhint Amadora, circa 1298 D.A.
Notes added by Exemplary Aliun in the years between 300 - 420 E.Y. For current notes, please see the resident Master of the Library or your regular Lore and History teacher.
Animinora: Creatures of the animal kind
Shogot (Tannaier)
Height: 1.5-2.5 meters.
Weight:
90-150 kilograms
Distinguishing Features: Shogot are covered entirely in long, shaggy black fur, leading to their nickname The Sheepwolf. Beside their odd hair and large size, there is little else to distinguish a Shogot from wolves of other lands. Rumors of Direwolves or Sheepwolves in lands other than Golgetto should alarm any Hunter, as it is likely a far more dangerous creature.
Territory: Exclusively found in Golgetto around the Rift. Shogot are addicted to the Rift-changed prey found there and cannot survive in other lands. It is not unheard of for Shogot to appear on the borders of the Hobbleland (Ex. Note: I believe Avenland, though possibly Fortram), Khol, or Callama (Ex. Note: Sysria), but these occurrences should not be mistaken for migration. Shogot always return to the Rift when hunger calls.
Shogot, also known colloquially as the Direwolf within Shalim, is a Mist-changed creature dwelling in the land about the Rift. Tall and powerful, the Shogot roams as one of the few predators of that land, as most creatures died swiftly when the Rift was raised and what remained fled to better fortune; yet, the Shogot remained, once wolves of an ordinary kind, but slowly changed by the bleeding Mist that falls ever from the wound that is the Rift. They are now dependent on the magic of the Rift, unable to live without constant nourishment of the black waters and Mist-changed prey of that land. A Shogot found wandering far from the Rift is doomed to die, being unable to live more than a few days without some Mist entering their body.
Shogot are one of the few Malphic to be entirely average beyond their change. Were it not for their connection to the Mist through the Rift, they would not be included at all in this compendium. They do not enter into the lands of Men, neither do they engage with what few Men pass through Golgetto, being fearful and cautious creatures, more apt to run than to fight. Hunters have no need to worry about these poor animals, though they should be tentatively watched to be sure no further, more dangerous mutations occur over time. The exception to this is if rumor comes of a Direwolf found dead in a bordering land. Direwolves are themselves a concentration of Mist after many years of consumption. Their death can invite stronger, more dangerous Malphic from surrounding lands to feed on that excess power when a Shogot dies. Hunters should move swiftly to dispel the body and the Mist within, or else send a trained priest to such a task.
Willa (Acilima)
Height: 1-1.5 meters. Females can grow to 2.5 meters in rare cases.
Weight: 40-80 kilograms
Distinguishing Features: Black or brown fur coloration, pale gray skin beneath. Willa radiate intense, Mist-born heat that will, if the creature lingers long enough in a given area, burn the land and even set vegetation on fire
Territory: Deserts and dry plains, most often found south of Druaith or in Callama (Ex. Note: the Sysria region). Rarely found in the north due to adverse reactions to the cold.
Often mistaken for mountain lions by commoners, Willa are much more violent and aggressive than their skittish counterparts. Unlike most Malphic, Willa are natural-born creatures of Aarde, believed to be descended from the ancient Tigrim, the Fire-Tiger of Ankoeldeon, included in this compendium solely for their strange connection to the Mist through the fiery air that is ever about them. They are solitary creatures, mating only during the middle of Summer and without any pack instincts to speak of. Even cubs of a Willa are often left alone for long period of time, with a mother returning only to drop fresh prey in a lair before leaving again, without protection.
Willa do not often come into contact with Men. While they are not fearful of Men, Willa do show a kind of cunning not found often in the animal kingdom and avoid cities out of a seeming knowledge that Mankind is its most dangerous foe. Unfortunately, this same cunning makes Willa extremely dangerous when one encounters singular farmland or reclusive homesteads. A Willa does consider Men part of its prey, though it will only rarely attack anything older than a teen child. Their seclusion and singular nature makes them rare trouble for the civilized world, but the greater danger is their fiery aura. During the dry months, a stray Willa can quite easily cause wildfires that will endanger cities and villages. Hunters are encouraged to take up any Willa contract that appears unless a greater threat is at hand, as stray Willa can do far-reaching harm.
Methods of execution are simple. Willa are little more dangerous in combat than a mountain cat and excellent practice for novice Hunters to hone their skills, though it is recommended they be under the guidance of an En’shen.
Bellisear (Borneon)
Height: 2-3 meters.
Weight: 150-300 kilograms.
Distinguishing Features: Bellisear appear as bears or large wolves without hair, with skin that can be confused for raw muscle at a glance (though it is not). Bellisear suffer from a mutation that causes wounds to heal very slowly and many are encountered with open sores and unhealed cuts.
Territory: Bellisear are extremely rare but are, unfortunately, capable of manifesting anywhere foul magic is used and various species of bear dwell. Once changed into a Bellisear, the creature will attempt to retreat to mountainous areas where it can feed on larger prey, such as mountain goats or nearby wild horses.
When the Mist is used in a foul manner, such as the corruption of the dead or the binding of a spirit, the lingering power can have a corrosive influence on wildlife. If a sufficient gathering of this power occurs in one place, the result can be a forcible mutation of nearby creatures. A Bellisear is the result of such a mutation happening to a common bear. The creature loses its fur, typically grows by half its original size, and loses its claws, before entering into a half-state between life and death akin to the Ghoul. Wounds and disease are slow to heal, often taking years for even a simple cut to close. Despite this seeming curse, the creature becomes nearly deathless, persisting on even through the loss of limbs and organs, sometimes even the head.
Bellisear are not cruel by nature, though they are aggressive to any creature that wanders near. They prefer desolate mountain ranges and thus rarely encounter Men. However, a Bellisear born near a major city may choose instead to dwell in a suitably stony area, such as a basement or a sewer, necessitating a Hunter intervention. Because Bellisear only appear in areas where evil magic has been practiced, it is fairly simple to find a probable Bellisear habitat.
It is not recommended that Hunters engage a Bellisear contract unless the creature is near a city, as the Bellisear can be a positive influence on a land. They need to eat only once every few months due to their mutation, but their presence can keep other evil creatures at bay, such as trolls, and have been known to kill even creatures as great as Harbingers (Ex. Note: Possibly Ghast? This is not a classification known to Shalim any longer). Execution methods of a Bellisear require some knowledge of dispellation. Consult the Mortuic for methods.
Byrgryph (Grifnel)
Height: 1-2 meters with most below 1.5
Weight: 100-200 kilograms
Distinguishing Features: Smaller than the Silent Gryphon but retaining many similar features. The main distinction between the two is the mouth and feet of the Byrgryph, which look much more catlike than their Silent cousin, sometimes being mistaken for greater felines in the dark by commoners.
Territory: Commonly found in hill areas far from civilization. Most Bygryph found in the civilized lands are either domesticated or the rare wanderer from a nearby mountain range. (Ex. Note: Unknown to have a domesticated Byrgryph since the Fault. All wild. Kill on sight.)
While technically no longer considered a Gryphon, as a millennia of down-breeding has left them bereft of the greater parts of their mutation, Byrgryph are still dangerous in their own kind. Like the great bull and the wild stallion, a Byrgryph is a useful but volatile creature, capable of great aid to Mankind, but just as capable of great catastrophe.
More akin to a giant cat than a monster, Byrgryph are renowned for their strength and speed, which is as useful in hunting prey as it is in pulling carts and hauling items across great distances. Unfortunately, the Byrgryph is cursed with a vio
lent temperament, viciously guarding its territory and seeming to have no knowledge of fear. Byrgryph have even been known to attack Alappiq, despite having no way of dealing damage to the spirit. Due to this temperament, the Byrgryph are rarely found outside of the care of those with magical inclinations. Byrgryph are susceptible to mind altering spells and easily made docile with the right words from a wise magician. They are simple creatures and once subdued do not show the fortitude to break free of the spell, leading to a thriving trade in the kingdoms. It is strictly forbidden that a Byrgryph be bred, however, as the resulting child will have no such spell upon it and be entirely cruel in its manner.
Few Byrgryph are allowed to roam wild due to their tendency to violence. Yet, there is rarely need for Hunters to intervene in a Byrgryph contract, as even poorly trained armsmen can hold their own against an adult Byrgryph. Byrgryph are also a good source of meat and are often hunted by wild tribes of Men for food. Hunters should only intervene in cases where a Byrgryph has grown unnaturally large or is attacking a distant settlement beyond the reach of armed soldiers.
Whicket (Enuabor)
Height: 4-6 meters
Weight: Varies by size, but usually 100-150 kilograms
Distinguishing features: Similar in appearance to a tree with many legs, most often noted to resemble a willow, with hairy growths that imitate the falling strands of the namesake. Whickets breathe very slowly, but their breath emits a low hum that is often mistaken for the buzz of a beehive. A ‘face’ can be found on one side of the trunk, but the mouth of the creature is found beneath the trunk, with the creature eating small prey by enticing it to walk beneath its ‘roots’ or else scavenging corpses it can stand over.