Chapter 40 - The Gifts of the Dwarfs Report in Markwald | World Anvil
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Chapter 40 - The Gifts of the Dwarfs

General Summary

After resting another night, Dietmar feels well enough to leave his quarters and return to action. His companions have shared the outcome of their audience with King Schweigder with regard to his refusal to give them Blue, and his interest in marrying Ingrid to his son Laurin. The friar feels that Brimir's request may have been exorbitant, but as he has the gift, he reaches out to the Wunschau dwarf with a message, informing him of the king's decision, and asking him whether he intends to destroy Wunschau if he does indeed get it. Brimir's response baffles him. He asks why the friar thinks he means to destroy the city, but adds that Schweigder will surely be willing to deal, because he and his people are desperate. Dietmar then clarifies that Schweigder is afraid that Brimir will lose control of the automaton he intends to build, but Brimir responds that the king is merely trying to raise the price, and that if the travelers give him what he wants, he will give them whatever they ask.   Puzzled, the friar returns to his companions with what he has learned. While he was communing, Ingrid was inspecting her necklace. It seems that it contains magical power, though she is not sure what kind. Whatever the case, decision time is here. Franz presses the group to make a deal with Schweigder directly - he will never part with Blue (and stealing it is not really an option) but he may give them the weapons they need to deal with Matilda's servitors in Hegenburg if they promise to bring him women for his people to marry. Dmitrei is rather skeptical of the whole idea of human trafficking, but Nit and Ingrid think that orphans and the destitute would certainly want to come to Fellsmar for a better life. They call for Austri to arrange another meeting with the king and his advisors, and once granted they make their offer of women in exchange for weapons. Schweigder is glad they are finally speaking his language, and asks how many brides they are talking about, for how many weapons. After a bit of haggling, a price of five women for one weapon is agreed. Initially, Schweigder insists that this deal is entirely separate from his proposal to Ingrid. But when the negotiations begin in earnest, he raises that as one of the conditions for compromising on the head count. Franz objects that he said he would keep the matter separate, and eventually, it is agreed that the brides will be brought to Fellsmar's front door (though initially, Franz insisted they would need the weapons to travel and conduct the women through dangerous territory). To ensure that nothing untoward will happen to the women, the guests ask Schweigder how they will be treated once they arrive, and he assures them that once married, they will be treated as members of the family.   While at the meeting, two further proposals are advanced. Dmitri says that he has heard about the king's famous chess-playing automaton, and would like to challenge one. Ingrid, for her part, continues giving Laurin some measure of hope, and offers a sparing match. The dwarf prince likens this to the tale of Siegfried wooing Brunhilde, and accepts. In the interests of sportsmanship, Schweigder magnanimously throws in an extra weapon for the first five women should Dmitri manage to best his automaton, though if he should lose, the number of women for the first weapon will increase back to 10.   The following day, the dwarfs are gathered in the hall with the large, loud instrument made of pipes. A chessboard made of precious metals and woods is set up, and the king's automaton is ready to play. Inspired by Nit and blessed by Dietmar, Dmitrei plays the game of his life, captures the center of the board in the early going, and besieges the automaton's king at the end of the middle game. The automaton begins emitting smoke, and is taken away by the king's servitors. Schweigder declares that though Dmitrei didn't technically achieve victory, he will nevertheless honor the deal as if he did, and will have two longswords silvered.   The stage is then cleared for the match between Ingrid and Laurin, who is reputedly, the greatest warrior the dwarfs have. Also prayed over by Dietmar and shielded by her own faith, Ingrid also has a great opening to her bout. Twice she sidesteps Laurin's axe blows, and then, she summons divine light to smite her suitor. There is a blinding flash of light that would have killed a lesser man, but Laurin still lives, though he retreats, takes a knee, and yields. Ingrid accepts, and the two politely talk after the conclusion of the bout, expressing hope that some day, they may have a chance to spar again.   Amid all their success, the party has quite forgotten about their missing companion - Carrot the Donkey. They have not seen the beast since entering Fellsmar, and Nit wonders aloud about his wellbeing. Dietmar decides to send him a message, and hears Carrot loudly braying for help from the dead and insane in response. Perhaps the undead dwarf guardians have become reactivated, his comrades surmise. In any event, there is no time to lose, and Carrot must be rescued. They tell Schweigder that they must be off, and the king has his dwarfs throw their guests a farewell feast, and while it is in full swing, a smith named Har brings forth their two swords, fully silvered, sharpened, and embossed with his maker's mark on the blade.

Rewards Granted

  • Two silvered longswords

Missions/Quests Completed

  • A deal is struck with King Schweigder
  • Dmitrei wins at chess, and Ingrid - at mock (?) combat

Character(s) interacted with

  • King Schweigder
  • Austri, his advisor
  • Prince Laurin
  • Other dwarfs attending the king
  • Har the blacksmith
  • A chess-playing automaton
Report Date
27 Jul 2021

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