Lawrence Watt-Evans - Dus 4 - Book of Silence

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The Book of Silence
Book Four of the Lords of Dûs
Copyright 1984 by Lawrence Watt-Evans
CHAPTER ONE
The last caravan had departed ten days before, and the next was not expected
for at least a fortnight. Skelleth's market lay still and almost empty in the
watery sunlight of early spring. No merchants or farmers disturbed its
silence, though a few loafers and strolling pedestrians were in sight. On the
east side of the square, the door of the new Baron's house was closed,
indicating that its occupants were not to be disturbed. Garth, one of only two
overmen still in Skelleth, sat in the King's Inn, staring out the window at
the lifeless market, with nothing to distract him from his own sour mood and
gloomy thoughts.
No news had come down from the Northern Waste since the last snows had
melted. That meant that Garth had received no word of his family, nor a report
about his latest petition to the City Council of Ordunin, asking that his
sentence of banishment from the Waste be revoked. He was still an exile from
his homeland, stranded in Skelleth for lack of anywhere better to go.
From the overman's point of view, Skelleth was not a particularly
pleasant place to dwell, but it did have certain advantages. First, it was on
the border, the closest human habitation to his native city of Ordunin;
therefore, his family could visit him more easily here than elsewhere, and his
petitions and letters to the Council could be delivered more quickly.
Second, he was on good terms with the local rulers. Saram, Baron of
Skelleth, before being elevated to his present position, had been the closest
thing Garth had to a human friend. The Baroness Frima was the only other
person who might possibly be considered for that title; Garth had brought her
to Skelleth himself, after rescuing her from a sacrificial altar in her native
city of Dûsarra. It was he who had introduced Frima to her husband.
Furthermore, the Treasurer and Minister of Trade was the former master
trader, Galt of Ordunin, the only other overman still in Skelleth. Garth had
brought him down from the Waste to aid in opening trade between Skelleth and
Ordunin. That trade was flourishing now, despite the fact that Galt, like
Garth, was under sentence of exile.
Third, although the local populace did not, in general, like or trust
Garth, it had learned to accept his presence. The people of other human towns
might not be so accommodating. Three centuries had passed since the Racial
Wars between human and overman had dwindled away to nothing, but hatred, Garth
knew, could linger long after its cause was forgotten.
Fourth, at least at the moment, Skelleth was at peace-and that was an
increasingly rare distinction. Although the news from the lands to the south
and east and west tended to be muddled and sometimes contradictory, Garth knew
well that most of the world was at war. No one, including the Eramman barons
themselves, seemed to have a clear idea which side any given baron was on in
any given war; yet by all accounts, that uncertainty had not impeded the
fighting one whit. The greater wars provided the excuse for settling old
border squabbles or for simple raiding and looting. The civil war in Eramma,
begun almost three years earlier when the Baron of Sland rebelled against the
High King at Kholis and declared him to be a false king and foul usurper, had
settled down into an apathetic lack of cooperation after Sland had been
defeated in a long and messy battle. The war between Eramma and Orun, which
had been launched by the opportunistic King of Orun in hopes of taking
advantage of Eramma's seeming dissolution, appeared to have reached a bloody
stalemate along a front somewhere to the southeast of Skelleth. Despite the
justification of an ancient border dispute, the war was not popular in Orun
and had created such discontent that there were now rumors of impending civil
war in that land as well.
Vague reports came in of wars in the western realm of Nekutta, though no
one seemed to know who was fighting whom, and no word at all reached Skelleth
from Mara, Amag, Tadumuri, Yesh, or the other lands of the far south.
A possible fifth reason for Garth to stay was a result of the fact that
Skelleth was peaceful and in a far happier state under Saram than it had ever
been under his predecessor. With so many of the world's trade routes disrupted
by war and insurrection, Skelleth's very worthlessness had helped to make it a
center of commerce. No conqueror in his right mind would bother with so
desolate a piece of land, so far from all the traditional caravan roads; that
left Saram and his patchwork government free to pursue untraditional trade
wholeheartedly and unhindered. The merchants of Skelleth, with their lord's
active encouragement, dealt impartially with the men of Eramma, the overmen of
the Northern Waste, and the mixed society of the Yprian Coast. With no assets
but peace, a willingness to trade, and a manageable location, the town had
grown prosperous for the first time in mortal memory.
It had also, in Garth's opinion, grown placid and boring.
No one else seemed to share his feeling. Galt was too busy buying and
selling, planning new routes and new methods, or setting prices and taxes and
tariffs to be bored. He had become far wealthier than any other overman since
the Racial Wars, yet he appeared interested only in expanding trade, enriching
the treasury, and acquiring still greater wealth.
Saram seemed content to enjoy the rewards of his new position as Baron
while others did the work. He held elaborate feasts to greet every new envoy
or caravan master, dressing himself in fine furs and embroidery-overman work,
imported from Ordunin-and growing steadily plumper, thus losing the trim
fighting form he had had when he served as a lieutenant in the guard under the
last hereditary Baron of Skelleth.
Frima didn't appear to mind her husband's added weight. She had arrived
in Skelleth with nothing; even the clothes on her back had been borrowed from
Garth. She had been no one of importance, a tinker's daughter who worshipped
the nightgoddess Tema and was kidnapped by the rival cult of Sai, goddess of
pain. Garth had rescued her and brought her to Skelleth against her will,
leaving Dûsarra, long the greatest city of Nekutta, devastated by fire and
plague. He had not wanted the inconvenience of caring for her and had turned
her over to Saram. That had led to their marriage, and thus to her present
position as Baroness. She seemed far more grateful to Saram, who had taken her
in, than to Garth, who had saved her life. Though she still treated Garth as a
friend, her primary interests in life now were pleasing Saram and enjoying
their sudden wealth. Despite certain disappointments-her only child so far, a
son, had been born dead-she was happy. She did not find her new station at all
tedious or boring.
The other humans of the village might have been bored, but Garth ignored
them entirely. They, in turn, avoided him for the most part. They could not
forget that it was Garth who had murdered the old Baron some thirty months
earlier, Garth who had led a company of overmen in the sacking and burning of
the village. Men, women, and children had died. All the Baron's guardsmen had
perished except the disgraced Saram, who had been removed from the guard for
refusing to kill Garth in a previous confrontation. It had been this
elimination of all other candidates, rather than any real qualifications for
the job, that had made Saram the new Baron of Skelleth.
Galt had gradually been accepted and forgiven; his part in the battle
had been small, and his trader's expertise had so benefited the village since
its reconstruction that he was now something of a hero. Garth, however,
remained an outcast.
At first there had been others among the surviving overmen who had
chosen to stay in Skelleth after its destruction, and even after the
rebuilding had been completed, but they had gradually drifted away with the
passing months. Some had returned home to the Northern Waste and been pardoned
for their part in the attack, though the Council steadfastly refused to pardon
Galt and Garth, the two supposed leaders. A few had gone to explore the Yprian
Coast and had not returned. One had been sent a special envoy to the court of
the High King at Kholis, whom Skelleth's government still recognized as the
rightful lord of all Eramma.
At one point there had been talk of using the overmen as the nucleus of
a new company of guardsmen, but nothing had come of it; Skelleth had no
military at all at present, save for the handful of warbeasts that the overmen
had brought. The great animals were now tended by a special contingent of the
Baron's staff, an entirely human contingent. Garth believed this to be the
first time in history that warbeasts had been under human care.
He had considered demanding that he be put in charge of the creatures,
on the grounds that it was not fitting for warbeasts to be tended by mere men
and women, but he had never actually done so. He had feared that he would be
turned down, as he had been turned down for every other duty in Skelleth. To
be refused a position as a keeper of beasts would be too much for his pride;
he preferred not to risk it. There had been enough blows to his self-esteem
already.
The aversion to his presence that the townspeople displayed did not
bother him; he was accustomed to it, could understand it, and furthermore
cared very little for the opinions of most humans. There were, however, other
matters.
His three wives, one by one, had come to Skelleth to see him, once the
City Council had revoked his chief wife Kyrith's house arrest, imposed for her
part in the sacking of Skelleth. Each had come, but each had refused to give
up her home in Ordunin to join him in exile.
His children had visited as well, accompanying trading caravans, but he
had not even troubled himself to ask them to stay; they were old enough to
fend for themselves and make their own homes without his meddling.
Overmen did not have the strong family ties that humans had, but the
triple rejection by his wives, and the failure of any of his five offspring to
volunteer to settle in Skelleth, still hurt.
The City Council had refused petition after petition, so that he could
not rejoin his wives in Ordunin. The councilors had, in truth, not even taken
the time to consider his requests; they were too busy trying to deal with the
worsening depredations of human pirates along their coasts and could spare no
time from that obsession to discuss clemency for a troublesome renegade
prince. Garth had tried to argue, by proxy, that he had fought pirates before
and could be of sufficient value in fighting them again to make his pardon a
real public benefit, but the Council had continued to ignore him nonetheless.
Things had started to go wrong when he found the so-called Sword of
Bheleu in Dûsarra. Until then, his word had been good and his actions his
own-but at his first sight of the weapon, he had begun to lose control. He had
taken it from the altar of Bheleu, god of destruction, without any conscious
decision to do so, and thereafter had been seized every so often by fits of
what appeared to be a form of bloodthirsty madness. He had gradually come to
realize, though, that some external power was possessing him, using the sword
as a conduit. Even knowing that, he had been unable to free himself.
As the power had gained in influence and clarity, it had declared itself
to him, claiming to be Bheleu himself, come to assert his dominance over the
dawning Fourteenth Age, the Age of Destruction, through his chosen mortal
host. Garth had declined to serve willingly as host to the god, if god it
truly was. His refusal had done little good; the god had controlled him
anyway, and he had been unable to put down the sword.
While under the sway of the god and his sword, Garth had slain the
previous Baron of Skelleth and destroyed much of the village.
In the days that had followed, as he became more aware of the sword's
nature and seemingly limitless magical power, his companions had grown to
trust him less and less. That had been the period when Skelleth's new
government had taken shape, and Garth had been excluded on the basis of the
madness the weapon had induced. He had not argued with that decision; he had
been conscious of his own erratic behavior and therefore had been far more
concerned with freeing himself of Bheleu's control than with village politics.
The sword was a magnificent weapon, a great two-handed broadsword with
an immense red gem in its pommel. It was supernaturally indestructible, able
to cut through stone or metal with ease, and could control the elements,
summon or disperse storms, even shake the very earth. It gloried in fire and
could burn in a hundred strange ways without being consumed. Had it not been
under the evil aegis of Bheleu, dedicated to wanton destruction, Garth would
have been proud to be the chosen wielder of such a thing.
As it was, though, he had wanted nothing but to free himself and he had
at last done so. He no longer had the sword. The sword alone had been
responsible for his madness, so that with its loss he was himself again; for
these two years and several months past, he had been as sane and trustworthy
as ever in his life, yet he was still not allowed to hold any post in
Skelleth's little bureaucracy for fear he would again turn berserk. He
resented this exclusion.
Perhaps the deepest hurt to his pride and self-esteem, however, was a
personal matter, one closely tied to the malevolent power of the Sword of
Bheleu and to his freedom from that power. The voice of the professed god of
destruction had told him that he, Garth, had been born to serve Bheleu;
indeed, he alone had been able to wield the sword, and on his own he had been
utterly unable to resist its hold.
He had not freed himself alone.
Just to the north of its market square, Skelleth had an ancient tavern
called the King's Inn, and in this tavern dwelt an old man who called himself
the Forgotten King. It was the presence of this individual that, more then
anything else, made Skelleth a center for important events.
Garth was not entirely sure whether, on balance, the King's presence was
good or bad.
He had originally come to Skelleth seeking the King, because an oracle
had told him that only the Forgotten King could grant him the eternal fame he
had, at that time, thought he wanted. He had returned to Skelleth a second
time, after getting over that particular aberration of desire, because the
King had pointed out the possibility of trade. He had gone to Dûsarra at the
behest of the mysterious old man and had brought back Frima, now the Baroness,
as well as the Sword of Bheleu and the knowledge of trading prospects on the
Yprian Coast. His life, and the influence he had upon Skelleth, seemed to have
been inextricably linked to the old man since Garth first left Ordunin.
In Dûsarra he had learned something of the King's history; the old man
was apparently the one true high priest of the god of death, the chosen of The
God Whose Name Is Not Spoken, just as Garth was the chosen of Bheleu. As such,
the King could not die; he had lived through several ages and now desired
nothing but the death that was denied him.
In pursuit of his own destruction, the Forgotten King had sent Garth on
several errands. He sought to perform some great suicidal magic; from various
clues, Garth had tentatively decided that the old man hoped to manifest the
Death-God himself in the mortal world, so that the King might renounce the
bargain made so long ago. The problem was that the proposed magic, whether
Garth had correctly determined its nature or not, would involve many deaths,
by the King's own admission. Garth did not care to contribute to unnecessary
deaths and had therefore refused to aid the King further.
Then, though, the Sword of Bheleu had possessed him, and there was no
power Garth could find that could free him from it, save the power of the
strange old man. Of all the Lords of Dûs, the dark gods, only the god of death
was more powerful than the god of destruction; thus only the chosen of the
Final God, in his own right perhaps the most powerful wizard who had ever
lived, could break the link between Bheleu and his chosen one.
To free himself, therefore, Garth had sworn to aid the Forgotten King.
He had promised to fetch for him the final item needed to complete his magic,
an object of great arcane power that he called the Book of Silence. Garth had
sworn that oath knowing he had no intention of keeping it, and the suppressed
knowledge that he was an oathbreaker, a being devoid of honor, in thought if
not yet in deed, had gnawed upon him ever since.
As an injured man would probe at an open wound, fascinated by the pain,
Garth found himself haunting the King's Inn and watching the Forgotten King
for hours on end. The King had told him, when first he swore his oath, that he
was free to roam, as long as he checked back every so often. The old man had
not yet told him where the mysterious Book of Silence might be found; he said
that he had left it somewhere, centuries ago, and was trying to recall where.
When he did remember, Garth would be sent to retrieve it. Until the memory
returned, Garth could do as he pleased.
There was nothing else, however, that he felt any need to do, and so he
stayed in Skelleth, alternately wandering aimlessly through the streets and
sitting silently somewhere, glowering at the village, as he now sat in the
King's Inn and glowered at the quiet marketplace.
The Forgotten King was there as well, seated at his usual table. His
presence there, at almost any time the tavern was open for business, was so
reliable that he was thought, of by the villagers not so much as a regular
patron, but as a permanent fixture, like the dark wooden paneling of the walls
or the heavy oaken tables. Day after day the old man sat alone, unmoving and
silent, in the back corner beneath the stairs, wrapped in his ragged yellow
mantle, his face hidden by his tattered cowl.
As he had a hundred times before, Garth turned away from the window and
its view of the square and stared instead at the ancient human.
The King gave no sign that he was aware of the overman's scrutiny, but
Garth had no doubt that he knew he was being watched.
Half a dozen more ordinary humans were in the tavern and they had all
certainly noticed the overman's presence. Most had seen him turn away from the
window as well. Overmen were unmistakable, and highly distinctive in Skelleth.
Garth's size, quite aside from any other details, marked him as something
different from the common run of humanity; he stood almost seven feet in
height, but was so heavily muscled as to look almost squat. He dwarfed the
chair he sat upon and seemed out of proportion with the entire taproom, though
in truth he was of only average size among his own species. His eyes were
large and red, the oversized irises bright blood-red, though his pupils were
as round and black as any human's. Unlike human eyes, no white showed, only
black pupil and red iris.
His hair was dead straight, dead black, coarse, and thick; it reached
his shoulders and no farther, though he had never cut it. Sparse black fur
covered his entire body, save his hands and feet and face. Where no hair or
fur hid it, his skin was leathery brown hide, like that of no other species
that ever existed and certainly unlike anything human.
His face was as beardless as a woman's; overmen grew no facial hair, and
his body fur stopped well short of his chin. His cheeks were sunken by human
standards, normal to his own kind. He had no nose, but two close-set slit
nostrils. To human eyes, a healthy overman bore an unsettling resemblance to a
human skull; the hollow cheeks, missing nose, great red eyes, high forehead,
and hairless jaw all contributed.
Garth's hands, too, were unlike a human's. Rather than having a single
thumb at one side, his hands had both the first and fifth fingers opposable,
making possible acts of manipulation that humans had trouble even imagining.
It was hardly surprising that men and women feared overmen, as they
feared anything that seemed monstrous and strange. Nor was it startling,
therefore, that the other patrons of the King's Inn should glance occasionally
in Garth's direction, wary of what he might do. Garth in particular, of all
overmen, they feared; the possibility of a new berserk rage such as those
brought on by the Sword of Bheleu was always at the back of the villagers'
minds.When he turned away from the window, therefore, to look across the
taproom at the yellow-clad figure at the back table, what little conversation
there had been faded and died. The townspeople watched, to be sure that the
overman was not looking at any of them.
Garth rose, and even the rustling of clothes and the bumping of chairs
ceased.
His gaze wandered for a moment from the old man to the great barrels of
beer and ale along the western wall. His mug was empty; he picked it up, made
his way through the tables and chairs, and drew himself afresh pint. The
innkeeper, a plump, middle-aged man, stood nearby and silently accepted a coin
with a polite nod.
Garth sipped off the top layer of foam, then let his gaze wander back
toward the Forgotten King's table, where it settled once more on the silent
old man. Without quite knowing why, he moved in that direction.
When he reached the table, he thumped his mug of ale down and seated
himself across from the King, as he had done so very many times in the past
three years.
"Greetings, O King," he said.
The old man said nothing.
Garth looked him over, as he also often had done. He noted again that
the old man's eyes were invisible, lost in the shadows of his ragged yellow
hood. No one, as far as Garth knew, had ever seen the Forgotten King's eyes. A
thin wisp of white beard trickled from his bony chin well down his
yellow-wrapped breast. His hands lay motionless on the tabletop, things of
bone and wrinkled skin more like those of a mummy than the hands of a living
man. The scalloped tatters of his robe hid the rest of him from sight, so that
little else could be said of his appearance with any assurance, save that he
was thin and seemed tall for so aged a human, though still shorter than any
grown overman.
Garth wondered, once again, why the old man wore rags and why they were
always yellow. Garth had heard him referred to as the King in Yellow, so it
was scarcely a temporary or recent habit, yet there seemed no reason for it.
The old man had money, the overman knew, and power, yet he spent his days in
this ancient inn and wore only tatters. When Garth had first sought eternal
fame, the Wise Women of Ordunin had described the yellow rags to identify the
Forgotten King.
Garth had long ago lost interest in the pursuit of undying glory that
had originally brought him to the King; the price had been too high and the
rewards, upon consideration, too intangible. He no longer had a single goal he
was consciously pursuing. In fact, he did not know any more what he wanted
from his life, though he was sure of certain elements. He wanted to go home.
He wanted the respect of his fellows, and to be rid of the stigma he now bore
of being known as subject to fits of madness. Beyond that, he was unsure.
He did know, however, that he wanted nothing from the old man, unless it
was the spontaneous renunciation of his oath. The King's gifts and bargains
always seemed to have unwanted strings attached; Garth's dealings with him had
been full of unspoken words and hidden meanings.
Still, Garth found himself at this back-corner table more and more
often.It was, he told himself, a natural curiosity in the face of the old
mat's enigma that drew him, that and the lack of anything better to do. He was
without family or friends and had no job to occupy his time; why should he not
take an interest in such a mystery? He could speak to the old man without
making bargains, without being sucked into his plotting and planning.
If the thought had ever occurred to Garth that he sought out the King
because the old man, alone in all of Skelleth, had absolutely no fear of Garth
or the Sword of Bheleu, he had dismissed the idea as absurd and irrelevant.
He gulped ale, then said, "Greetings, I said."
The King moved a hand, as if to wave the overman away.
Garth was not willing to be turned aside that easily. He knew something
of the King's background and had some idea of his immense power, but he was
not frightened. Very little could frighten Garth; he would not allow himself
such weaknesses as unnecessary fears. He shrugged at the old man's gesture and
drank ale.
The King sat unmoving, watching with hidden eyes.
Garth finished the contents of his mug, motioned to the tavernkeeper for
more, and stared back.
The King was old, Garth knew, older than anything else that lived in the
world. He had survived for more than a thousand years at the very least,
perhaps for several thousand. He had been in Skelleth since its founding three
centuries earlier. He could not die in the natural way of things. It was
hardly surprising that his behavior should be strange.
As Garth had pieced together the story, the King, in the dim and ancient
past, had made a bargain with The God Whose Name Is Not Spoken, Death himself.
The King had then been a monarch in more than name, the wizard-king of the
longlost and forgotten empire of Carcosa. He had sought immortality and agreed
to serve as the Final God's high priest in exchange for eternal life. In time
he had come to regret his bargain and had forsaken the god's service, only to
find that he was unable to die. Blades could not cut him, blows could not harm
him; the petrifying gaze of a basilisk had left him untouched. He still
possessed knowledge and magical power far beyond anything known since the fall
of Carcosa, but he had no call to use it, for it could not get him the one
thing he wanted.
One great magic could attain his death, a mighty spell requiring both
the Sword of Bheleu and the Book of Silence. He had the sword, but lacked the
book. Garth had sworn to fetch the book in order to be free of the sword, but
he did not intend to fulfill his vow.
As far as Garth was concerned, that put an end to the matter, save for
one detail. He had not been called upon to carry out his promise; he was not
yet truly forsworn. He was able to maintain a pretense of honor-a pretense he
knew to be false-as long as the King did not demand that he fetch the book.
The King had not made that demand yet only because he had not recalled
where, several centuries earlier, he had left the book. Garth hoped that the
memory was lost forever; then he might never be forced to break his sworn
word. At the same time, though, he found himself wishing that the affair were
over with, that the oath were broken and done, rather than still hanging over
him. He leaned back, his chair creaking a protest beneath his inhuman weight,
and could not resist asking, "Have you remembered yet, O King?" His voice was
expressionless, for overmen's emotions were displayed differently from
humans'. The mixture of bitterness over his false oath and anticipation of its
final ruination that had prompted the question was so well hidden that Garth
was not really aware of it himself.
The King said nothing; his head moved very slightly, almost
imperceptibly, to one side and then back.
"You must tell me where it is, old man, if you want me to fetch it."
The King did not reply and moved not at all. Garth felt a surge of anger
at this silence.
"Speak, old man," he said.
No answer came. Garth's annoyance increased.
"Has your tongue shriveled in your head, then, O throneless King? Are
you trying to imitate the corpses you resemble, since you cannot rightly join
them? Have you now forsaken speech, the better to serve your foul black god?"
He did not shout; his voice was flat and deadly, a dangerous sign among his
kind. The Forgotten King moved slightly, as if emitting a faint sigh, but
still said nothing. Garth drew breath for another question, but was distracted
by the arrival of the innkeeper with a fresh mug of ale. The overman snatched
it from him, swallowed half its contents at a gulp, and then ordered, "Be off,
man!" The taverner risked a glance at Garth's baleful red eyes and inhuman
face, then hurried away, wondering if it would be safe to cut the overman's
next serving of ale with water. He knew the signs of Garth's anger; rudeness
to underlings like himself was one such indication. He did not want to worry
about dealing with an overman in a drunken fury-but an overman enraged at
being cheated might be equally bad. He looked at Garth's mail-covered back and
decided, at least for the moment, that his reputation for honest measure and
good drink was worth preserving. He could only hope that the old man would
calm the overman down.
Garth was in no mood to be calmed down. When the innkeeper had moved
away, he asked, "Why do you not speak? Is it perhaps that I am unfit to
address you, O King of an empire long since dust, monarch of a dying memory,
lord of a realm unknown? Is the Prince of Ordunin, a lord of the overmen of
the Northern Waste, suited only to serve your whims, but not to speak with
you? Does the master of ashes and woe, wearing rags and tatters and dwelling
in a single dim room of an ancient inn, not deign to answer the exiled killer,
the disgraced berserker? Will the servant of Death not choose to acknowledge
the pawn of destruction?" His voice was calm, as still as water pooled on
black ice, and laden with far more threat than any shout as he said, "Answer
me, old man."
The old man answered. "Garth," he said in a voice like ice breaking,
"why do you disturb me? You know I prefer not to waste words in idle chatter."
The overman was wrenched momentarily from his anger by the sound of the
old man's voice, a sound unlike any other, dry and brittle and harsh, so
unpleasant to hear that it could not fully be remembered. He regained his
composure quickly, however, and replied, "Is everything I say idle chatter?
Have I not the right to an answer when I ask a polite question?"
"Hardly polite," the old man demurred. "I will answer, however. No, I
have not yet recalled where I left the Book of Silence in those ancient days
when last I held it."
"So I must linger here, still waiting?"
"Garth," the old man replied, "you are bored, frustrated by inactivity.
You are a warrior, given to violent action, not to sitting about a peaceful
village. I have told you from the first that you are free to leave Skelleth
and that your oath does not hold you here, as long as you return at intervals
to learn whether or not I have recalled where the Book of Silence lies. Why,
then, do you not find yourself some task to occupy your time, rather than
remain here disturbing my contemplation?"
So long a speech was unusual for the King, and Garth knew it well. He
realized that he must have seriously annoyed the old man. His own anger,
however, had not faded.
"And what task shall I pursue, then? Where am I to go? I am forbidden
the Northern Waste and therefore cannot aid my homeland against the human
pirates who assail it. What other task awaits me? I have little taste for
roaming aimlessly, particularly when the world is strewn about with wars and
battles that do not concern me. I have no reason to side with any human
faction and no desire to kill merely for my own amusement, so I will not join
in these wars. I am welcome no place outside Skelleth. I have seen Mormoreth
and left it in the hands of men who comrades I killed in self-defense; will
they greet me as an old friend? I have visited Dûsarra and left it aflame and
plague-ridden, its every citizen my enemy. The other lands and cities of the
south are unknown to me, and overmen are unwanted strangers throughout. Where,
then, shall I go?"
"What of the Yprian Coast?"
"And what might I do there, but find another tavern wherein I might sit
and be bored? I am no trader, I know that now; I have no desire to seek out
new markets and new routes."
"Think you that is all that may be found there?"
"What else might there be? Farms and villages, markets and men and
overmen. The caravans have told us what may be found there, and it does not
interest me. Others have gone before me as well; where might I explore that
they could not have preceded me?"
"Must you be first, then, as you were first in coming to Skelleth, first
to think that overmen might trade here?"
"For all the good that did me, yes. What point is there in doing what
has been done before?"
"I think, Garth, that you resent the ingratitude of those who have
benefited from the trade you began."
"Perhaps I do, old man; what of it? Does it matter to either of us that
I am scorned by those I have made wealthy? Or that my old companions allow me
no responsibilities in the village I gave them? They are no concern of ours. I
am sworn to aid you in your death-magic, O King; that is what concerns us. I
am waiting for you to tell me how I may fulfill my oath."
"I have told you that I have not yet remembered."
"Then I must wait until you do."
"And plague me with angry questions?"
"Should I so choose, yes."
The King did not reply immediately; during the pause, Garth drank the
rest of his ale and decided against ordering another.
"Garth, I would have you leave me in peace," the old man said at last,
"so that I might be able to think more clearly and recall more easily what I
wish to recall."
The overman shrugged. "I care little what you would have, old man. I am
not sworn to heed your every whim, only to fetch your book and aid you in your
magics."
"You are bored. What if I gave you a task that could harm no one, but
would result in great benefit for many innocent people?"
Garth stared into the depths of his empty mug, then looked up, gazing
across the table into the shadows that hid the old man's face.
"What sort of a task?"
"Slaying a dragon that has laid waste the valley of Orgul."
Garth considered. His anger was fading, but his mind was slightly hazed
with liquor. "A dragon?"
The old man nodded, once.
Garth thought it over. He was bored. He was irritable from inaction. It
would be good to travel again; to see new places, to spend each night
somewhere different from the night before. It would be good to get out of
Skelleth, away from so many unpleasant memories. It would be good to
accomplish something useful, and there could be little doubt that killing a
dragon was useful. He had never seen a dragon, but he was familiar with the
stories and legends about them. All agreed that the creatures were huge,
dangerous, and phenomenally destructive. He himself had been a destroyer far
too often in the past, he felt; here, then, he might find a chance to make up
for some of that by destroying a menace worse than he had ever been.
In a way, it might be a step toward avenging himself on Bheleu. The god
of destruction had used Garth as a puppet, and the overman resented that. He
felt that it might be a small sort of retaliation to kill a creature that
could be considered one of Bheleu's pets.
He nodded. The more he thought about the proposed adventure, the more it
appealed to him. "I think I'd like that," he said.
The Forgotten King's mouth curved into a faint smile.
Far to the west, in a windowless chamber draped in black and dark red, a
man stared at the image in his scrying glass and smiled as well. The image had
been exceptionally clear and detailed, and he had been able to read the
overman's lips. He had only the tail end of one side of the conversation, but
it was obvious that Garth was being sent on an errand of some sort. That
should provide an excellent opportunity for actions long delayed. Nearly three
years had passed since the overman had defied the cult of Aghad, smashed the
god's altar, and slain his high priest; much had happened during that period,
but the cult had not sought vengeance. Haggat, the present high priest of
Aghad, was a patient man, and had taken his time in gathering power and
planning his actions. He had wanted to be sure that nothing would interfere
with the proposed revenge. Now, at last, everything was ready.
He put down the glass, blew out the single candle that lighted the
chamber, and went to give the order that would set the prepared machinery in
motion.
CHAPTER TWO
Garth was unsure just where, amid the hills and mountains, he had crossed the
border between the Eramman Barony of Sland and the independent region of
Orgul; if there were any signposts or markers, he had missed them in the dark.
Shortly after dawn arrived, however, he topped the crest of the final
encircling ridge to see the valley of Orgul spread out before him, its fields
and forests a thousand shades of green, its rivers gleaming blue and silver in
the morning sun. He saw no traces of the draconic ravages he had been led to
expect.
In fact, he thought as he looked out across the countryside, Orgul
appeared far richer and more peaceful than the lands he had traversed to reach
it. For the first three days after leaving Skelleth, he had ridden at a
leisurely pace across flat plains brown with mud, traveling openly by day and
stopping freely at the very few inns and taverns along the way. He had been
turned away once, simply because he was an overman, but had met no other
serious inconvenience or opposition until the third evening, when, amid the
smoldering ruins of a farm that chanced to lie between disputing baronies, a
human soldier took a shot at him with a crossbow. The quarrel missed its
target, and the man fled when Koros, Garth's warbeast, bared its fangs and
roared; Garth himself did not even have to draw his sword. Still, he knew he
had been lucky that the bolt had missed; he had not seen the man crouching
behind a broken wall.
After that he had traveled by night, sleeping by day in whatever cover
he could find. The land had grown ever richer as he moved south; though he
could see no color by night, at sunset and dawn the earth was lush and
green-where it hadn't been burned black.
That first burned-out farm had not been unique; as he continued on to
the south, he found many others, usually in clusters along the invisible lines
between baronies. Nor were farms the only things destroyed; he passed an inn
that was reduced to charred timbers, and a gallows nearby held three rotting
corpses. On one piece of prime land the blackened crops were still smoldering.
Some fields had been destroyed not by fire, but by marching feet, and one had
apparently been the site of a recent battle; it had been churned into a muddy
waste, strewn with broken links of mail and scraps of cloth spattered with
dark blood. Everything of value, every weapon that might be reforged or melted
down, had been removed, though Garth suspected that had been the work of
looters rather than the contending armies.
He rode by still more farms, some abandoned, some where families cowered
behind barricaded doors, and others where the doors were wide open in welcome,
on the assumption that resistance to the whims of soldiers would be fatal.
Garth avoided villages and towns and castles, giving them all wide berths, and
dodged any armed men he spotted in time. No unarmed humans were to be found
abroad after dark.
Those few patrols and sentries that he could not avoid, for whatever
reason, invariably let him pass unhindered after the warbeast clearly
indicated that it was ready to defend its master. Only rarely did Garth feel
it necessary to draw a blade or speak a serious threat. He considered himself
fortunate that he had not encountered any company larger than a patrol squad,
nor any other sniping bowman with a grudge against overmen.
Eramma, in the throes of internal war, he had seen as a patchwork of the
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TheBookofSilenceBookFouroftheLordsofDûsCopyright1984byLawrenceWatt-EvansCHAPTERONEThelastcaravanhaddepartedtendaysbefore,andthenextwasnotexpectedforatleastafortnight.Skelleth'smarketlaystillandalmostemptyinthewaterysunlightofearlyspring.Nomerchantsorfarmersdisturbeditssilence,thoughafewloafersandstr...

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