Of course, most walled cities are shaped by the probability that, part of the
time, neighboring states will be managed by thugs. Your own city's masters
will never be worse than benevolent despots, of course, and their worst
ambition will be to heighten the hometown's glory.
Until the appearance of the Shadowmasters one short generation ago war was an
alien concept throughout this part of the world. It had seen neither armies
nor soldiers in all the centuries since the Black Company's departure.
Into this improbable paradise came the Shadowmasters, lords of darkness from
the far reaches of the earth who brought with them all the wolves of the old
nightmare. Soon inept armies were about. They stalked unprepared kingdoms like
great cruel behemoths even the gods could not stay. The dark tide spread.
Cities crumbled. A lucky few the Shadowmasters chose to rebuild. The peoples
of the newly-founded Shadowlands were given their options: obedience or death.
Jaicur was reborn as Stormgard, seat of the Shadowmaster Stormshadow, she who
could bring the winds and thunder howling and bellowing in the darkness. She
who had borne the name Stormbringer in another age and place.
First Stormshadow raised a mound forty feet high on top of the ruins of
captured Jaicur, at the heart of a plain she had flattened absolutely by
slaves and prisoners of war. Earth for the mound came from the ring of hills
completely surrounding the plain. With the mound complete and faced on its
outer sides with several layers of imported stone, Stormshadow built her new
city up top. And that she surrounded with walls another forty feet high. She
did not overlook the latest theories about towers for enfilading fire and
barbicans to protect her elevated gates.
All the Shadowmasters seemed driven by a paranoid need to make themselves safe
in their home places.
Never once in her planning, though, did she take into account the possibility
that she might have to resist the onslaught of the Black Company.
I wish we were half as wicked as I talk.
Dejagore has four gates. Each stands at one point of the compass rose. Each is
at the end of a paved highway running straight in from the hills. Only the
road from the south carries any traffic these days.
Mogaba has sealed three gates, leaving only sally ports which are guarded by
his Nar at all times. Mogaba is determined to fight. He is just as determined
that not one of our raggedy-ass Taglian legionnaires will run off and not go
down with him.
None of us, be we Black Company Old Crew, Nar, Jaicuri, Taglian, Nyueng Bao,
or someone else who had the bad luck to get caught here, is going to get out
alive. Not unless Shadowspinner and his gang get so bored they go looking for
someone else to bully. Right. You've got the eight and ten of swords and to go
down you're going to bet your ass on pulling the nine.
Your chances of pulling that nine are better than ours of getting out of here.
The fortified encampment of the Shadowlanders stands south of the city. It is
so close we can reach it with our heavy artillery. You can see charred timbers
where we tried to burn them out the day of the big battle. We have raided them
a few times since then, too, but no longer have the strength to risk.
We can't seem to discourage Shadowspinner, though.
Like most warlords he doesn't let reality get in the way of his doing whatever
he wants to do.
The artillery gives them a wake-up five nights out of five, pick a random
time. That keeps them cranky and tired and a lot less effective whenever they
attack. Trouble is, so much effort keeps us tired and cranky, too. And we have
other projects going as well.
Shadowspinner is a puzzle. He is not the first of his kind in Company
experience. The heavyweight killers in our past, though, when faced with a
situation like this, would have stomped on Dejagore like jumping on an anthill
before looking for a real challenge. But here lightweights Goblin and One-Eye