Suddenly the atmosphere of the place intensifies. The enormous bull, fully a half size larger than anything the players have seen paces forward, moving almost diagonally beneath the compulsion of its grotesquely huge shoulders and horned head. The boy seems impossibly small and fragile, chin formally uplifted, and shoulders back. Stepping away from the spear in the ground, he moves an arm in a minimal gesture to invite the charge, but the bull seems wary.
Joaquin whispers to the players, "No doubt you northerners, you dwarves have your form of courage. But see here this is Magritta. This is courage. That boy is barely twelve years old, yet see how he stands, trusting to his honour to save his face, and his skill to save his arse. To fight impossible fights and to look good doing it. That is Magritta!"
The bull charges, but the boy has initiative, and lunges in with a spear, causing only a glancing hit. He staggers to get out of the way, and the bull launches up in the air, and slashes with a hoof, catching the boy's calf and drawing blood. There is a gasp from the crowd, and Joaquin's moustache twists in disappointment. But the boy is not yet down, and plants his spear in the bull's shoulder.
"He will plant both spears and these will slow the bull. He is then allowed to draw his sword, and attack the animal from the sides and rear." Says Joaquin, by way of explanation.
However, it is not to be, as the boy turns with his spear, jabbing ineffectively at the animal's face. The bull instead, tumbles forward with a great pronk of its back legs, and skewers the poor lad with a huge horn. The result being that as he flops on the beast's horn the crowd turn disappointed back to their conversations. Some cheer, but too few to give any sense of special occasion. Joaquin cals for bread, olives, and more wine. He offers a perfunctory toast to the boy's courage, and casts a tired eye on the attendants whose job it is to enter the arena and remove both bull and boy for the next contest.
However, even the slightly sour mood caused by the introduction cannot wholly marr the way Joaquin introduces the man who now enters. Whole sections of the crowd raise their arms and wave and shout. He begins to do a strutting walk around the stadium, giving every apeparance of inspecting the spectators rather than the reverse. As he nears the players they can see he wear and outrageously coulourful constume. Green tights, red trousres, blue waistcoat studded with shiny objects which are too far away to make out. Possibly mirrors, possibly metal medals. In his hand he carries horizontally a short stave from which hang similarly coloured leather tassles. From which depends a curtain of some whispy substance. This, Joaquin explains is a mesh of mithril wires. The weapon, an auroceda is what gives the combatant his name as an aurocador, and it is common to all these elite fighters.
As he nears the return of his circuit, drums commence beating, and people cheer, women scream and the beast's gate opens. But this time, the animal doesn't merely exceed a bull. It is fully three times the size of any common bull, an anaurocj. It paces into the arena without any nervousness or disturbance. It's bulging purple eyes and off white flanks contrast with a mouth that is already forthing bloody saliva as it appears to be chewing its own tongue with anticipation.
"The aurocador's task is to flay the anaurocj with the auroceda as it goes past in a charge. The contest rarely kills the anaurocj, and nor does it normally kill the fighter. The contest ends with the submission of the aurocj or the death of the aurocador. Each time they fight they must change what they do, or their opponent will exploit the consistencies, and it is this which makes the fights so endlessly interesting for the fans..." Says Joaquin, twisting his moustache in one hand, but he is interrupted and he slaps one hand to his side and shouts with alarm. A small brown shape is already darting into the crowd clutching an object!
Both players take little encouragement to launch themselves after the thief, although the human takes longer, as he tries to peer over the heads of the crowd as the little man speeds between their legs, agilely on all fours. The dwarf laughs psychotically at this, and pursues in similar fashion, bearing the man to the ground, and wrestling with him, to receive a kick in the face for his trouble. Nevin, meanwhile eventually catches up, and dives over members of the crowd to land atop the struggling mass.
There then ensues about eight rounds of ineffectual flailing as neither side manage to do significant damage (no wounds) using their fists, feet and teeth. Indeed, some members of the crowd are even turning away in disinterest when the thief wriggles free and is nearly away when the dwarf fetches him a solid kick to the back of the knee and he falls face first, bringing his suntanned forehead smartly into contact with the worn edge of a the stone terrace with a sound like breaking watermelon.
Thus greatly enthused, the players perfrom a rapid loot of the corpse, and only then realise that the sounds of fighting are not just coming from the arena. They shoulder through the crowd and see that four assailants in common working clothes are attacking Joaquin and his party. One guard is down, with blood streaming from his lower body, sobbing as he succumbs to the wound. The other guard is retreating slowly, and using his halberd like a stave to block the short sword attack of two attackers. Joaquin by contrast is backing down 'hill' towards the edge of the arena, his sabre glittering like his teeth as he fences with the thugs and their studded wooden clubs.
Ths provokes a moment's understandable indecision, but the players swiftly decide to help out. And with brutal efficiency, draw their previously sheathed hammer and bow and together the attackers are defeated. Only one manages to escape into the crowd. Nothing can be done for the wounded guard, and neither player seems terribly bothered as does Joaquin. He calls for more wine, and when the vendor asks for payment Joaquin merely dismisses him with a wave of a bloodied glove. They all drink, and notice that while this has been going on the aurocador has finished the beast into submission, and it is being towed off the arena by more than six horses, inside a huge net of chains.
Nevin makes a rude and insulting comment to the aurocador as he struts past, but very luckily for him he doesn't notice.
~
After this excitement, they return in moderate good humour to the Carcer Gorthoba where they are given a decent bedroom and locked in. In the morning they are treated to honeyed almond cakes, milk, meat, and Nevin is finally presented with a pair of trousers.
Joaquin explains that he can't be bothered to watch over them all day, and offers the opinion that unless he did they'd only escape. He therefore suggests that instead they be permitted to tour the city under armed guard. An offer which they accept.
I shan't relate the tale of their day's adventures as it largely revolved around their meeting with a new and temporary player (struggling under the name of Fishy McBiff) who helped prevent them being ambushed by yet MORE thugs on the wharf fronts. This enormously muscled man (strength 7 - about equal to a giant) simply informed their guards they should fornicate sideways and leave them alone. Passing his fellowship, strength, and leadership checks with flying colours the guards were surprisingly convinced and departed. There then followed a day on the booze, with the players getting engaged in drinking contests, kissing sailors (don't ask), and drawing up plans to steal a treasure galleon. Minimal experience poins were awarded but a huge laugh was had.
However, the fun eventually ended as an angry Joaquin appeared (he tracked them via the trail of smashed stuff and laughing trollops) with a detail of nearly twenty guards. They were disarmed, and all three taken back to the carcer, where it emerged that the master had returned. He inspected them dismissively and ordered them confined under guard. They were therefore conveyed swiftly to a small downstairs guard room and locked in.
This deflated mood ws interupted, however, when a young woman with brown hair burst into the room. Shutting the door behind her and leaning against it she said breathlessly "You have to come with me!" The dwarf and Fishy both saw simply a rich young woman, but Nevin was informed that there was something about this girl which instantly and utterly captivated him. Something intangible, or perhaps everything about her. So out of a combination of adventure, mischief, and enfatuation the players elected to do as she said.
A ridiculous but awesome plan was sufficient to get them all out of the locked room. McBiff simply punched both arms into the wall where the guards were standing on either side of the door, and with his gigantic strength and a critical success managed to hit both men in the back of the head with loose stones smacked out of the old mortar. And so freed, and laughing at their good luck, the players were smuggled into a coach standing idle in the yard and driven at speed out of the carcer by the girl's loyal servants.
Rattling through the streets, and onto the Calla Odiosa proved less disturbing than it might for everyone except Nevin. He was more or less intoxicated by the young woman's presence, but the others were more interested in the very lacklustre search of the carriage performed by the city guards. So they came onto the causeway through the swamps, and observed the ruined buildings there in the fading light of afternoon. The girl remains as quiet and indifferent as the large birds they see, standing in the creeks.
Going up the hill into Carravosque the players barely have time to note the noisome servant streets before they crest the ridge into the teeth of a freshening breeze. A particularly fine villa is their destination, and they draw up in the grounds. Here they have just enough time to realise how smelly and ragged they are before they are shown across a lawn towards an ornamental bower. Here they are introduced into the audience of the Lady Maria-Anna Basajuan de Gorthoba; who sits with her brown haired daughter at her side.
The Lady Maria-Anna is gravious but not indulgent as she questions them. For once the dwarf is believed, but Nevin fails to convince her of anything save his amnesia. The Lady divulges the plot that the girl with the golden hair was her daughter also, and the girl was dispatched to the mountains when young. Her husband believes the girl can be used in some poltical intrigue of hs own and the mother fears his ruthless nature may entail some loveless marriage or worse. She simply wants her daughter protected and free.
Confessing to a lack of arms and armed retainers the Lady suggests an alternative to attempting to lock up the players. Fishy is sent on his way with a few shillings [the chap playing him was only in for one session] since he was barely involved. But the two main players were made an offer. Rather than be imprisoned or returned to her husband or let go (which could lead to them being recaptured quite easily), she suggests they be taken on as retainers in her service. To this end they will have to protect her daughter [who I need a name for, Gorth], remain within one day's ride of the Coty, and under cno circumstances divulge any iformation her husband or his men, or be taken captive by them again.
To this end she is prepared to pay them ten gold pieces a week (which is about right for a skilled soldier) paid at the start of each week, and a bonus of thirty each at the end of the month provided they remain true and loyal. This is in addition to lodging at the villa in an outbuilding.
So far the players are still considering their options.