Contents
Copyright Information
Dedication
Chapter One
Chapter Two
Chapter Three
Chapter Four
Chapter Five
Chapter Six
Chapter Seven
Chapter Eight
Chapter Nine
Chapter Ten
Chapter Eleven
Chapter Twelve
Chapter Thirteen
Chapter Fourteen
Chapter Fifteen
Chapter Sixteen
Chapter Seventeen
Chapter Eighteen
Chapter Nineteen
Chapter Twenty
Chapter Twenty-One
Chapter Twenty-Two
Chapter Twenty-Three
Chapter Twenty-Four
Chapter Twenty-Five
Chapter Twenty-Six
Chapter Twenty-Seven
Chapter Twenty-Eight
Chapter Twenty-Nine
Chapter Thirty
Appendix A
Appendix B
About the Author
Copyright Information
Copyright ©1994 by Larwence Watt-Evans.
All rights reserved.
Dedication
To Mary Ellen Curtin, even though her suggestions have been modified beyond recognition.
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 Orûn, which had been launched by the opportunistic King of Orûn 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 Orûn 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 night-goddess 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.
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