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King's Last Hope: The Complete Durlindrath Trilogy

Page 17

by Robert Ryan


  Kareste had fared better, yet she had used so much of her power that she now seemed exhausted. They moved ahead, neither having the strength to run or even speak.

  On they went, near-dead things themselves, ignoring the alcoves and the bodies and the treasures that lay to either side. Fresh air and light were the treasures they sought.

  And ahead, tantalizingly close, was the dim outline of the cave entrance. But something shuffled toward them, silhouetted by the pale light of the outside world.

  Brand and Kareste went forward to meet this new challenge, but their strength had not recovered. They needed rest, but that they would not have unless they broke out of the tombs.

  The figures ahead drew near. There were three, but they were not the harakgar; at least, if they were, they had taken yet another form. For what approached now were warriors. Tall they stood, proud and stern. White tunics gleamed and their silver-helmed faces shone with a pale light. Golden hair spilled over their shoulders. Their eyes were keen, and in their hands they held bright swords.

  He recognized the design of both helm and sword. He wore something similar on his own head, and carried something alike at his side.

  On came the warriors, now stalking toward them with a grace that no man could match.

  “Halathrin!” Kareste whispered fiercely.

  “Yes and no,” he replied. “Remember the skeletons we saw as we came in? These are they – Halathrin, but long dead. The harakgar have raised them, put upon them the guise they wore in life.”

  Kareste looked at him, and he saw the fear in her eyes. But he had no words. That same fear was in his own, and she saw it.

  Close as they were to escape, this last battle seemed too much. How could they kill the already dead?

  There was no more time to think. The lead warrior drove at him with a gleaming blade. Brand stepped aside, deflecting it with Aranloth’s staff, but the warrior was quicker than any he had fought before. Straightaway the white-clad attacker turned and thrust his blade again.

  Brand retreated. Beside him, Kareste did likewise. Fire lashed out from her fingers. It lit the tunnel with a sizzle of light and heat, but when it subsided the warriors were still there, advancing upon them, driving them deeper into the tombs.

  “The staff!” Kareste called. “Give me Shurilgar’s staff!”

  He stepped back another pace, caught in fear and uncertainty. Dare he give it to her? Did he trust her? Would it be destroyed, or would Cardoroth fall instead?”

  “The staff!” she screamed again.

  Brand hardened his resolve. Cardoroth must not fall. He stopped his backward movement. The Halathrin looked at him, eyes as keen as swords, but their real blades flickered with a pale light as though a fire burned within them.

  He took a firm grip on Aranloth’s staff. Thrice he struck it down upon the stone. The Halathrin did not move. The tombs waited until the slow echoes died away. And then Brand shouted in a clear voice.

  Har nere ferork. Skigg gar skee!

  And as he voiced the charm he summoned the last of his strength. He thought nothing of the blades and battle and the warfare that he knew. He drew on some deeper part of his mind that was waking, though he did not want to admit it, and from his inner self a fire sprang. It leaped from him into Aranloth’s staff, and there it burned, hot as the sun, before it rushed out in a stream from its tip.

  The Halathrin that were harakgar staggered back. Their long hair burned. Their green eyes caught fire and sizzled. They reeled away, and as they did he reached out, seeking for the remnant of whatever had once been their own, for that part of them that was not the harakgar.

  He glimpsed a brief vision of faraway lands. There were trees and light and singing and beauty. As though some door suddenly opened, what was left of the Halathrin fled away. Their form fell from the harakgar, and there the three sisters stood again, naked, pressed back against the wall, but already he saw their hair begin to grow back, and the light come once more into their eyes.

  “Run!” he yelled.

  Kareste was with him. They sped up the last part of the tunnel. Darkness rolled behind them, gathering pace like a storm about to break, and then they were out of the cave, sprawling to the ground into the light and beyond the reach of their attackers.

  A dark wind shrieked behind them, whistling at the entrance of the cave, but it swiftly faltered.

  “We have it!” Brand said. ‘The quest is ours!”

  He staggered to his feet, looking for Kareste, feeling the glory of the sun. He saw instead something that stole the joy from his heart and flooded his mind with despair.

  The horses remained where they had been left, but beyond stood Khamdar. He towered above Brand, who was a big man himself, and the elùgroth looked down upon him with cold eyes. There was also a band of elugs, scimitars drawn and three hounds, tongues dripping sweat, and a low growl in their throats.

  Brand sensed Kareste moving close to him. She was spent, as was he, and their enemies ringed them. The only place to retreat was into the tombs, and he hoped never to go in there again. Better to face death in the sun than in the dark.

  Khamdar spoke, and his voice was quiet, yet full of confidence.

  “Long was the chase, but the hunt is over. Now you shall learn what it means to defy an elùgroth. It is a lesson few need teaching, and of those who do, none live to beg for mercy.”

  Brand did not answer. He still struggled to breathe. But next to him, Kareste spoke softly.

  “Give it to me,” she said.

  Brand knew what she meant. He did not know what powers she could draw from Shurilgar’s staff, but he knew that it would aid her.

  “Give it to me!” she said more fiercely. “It’s our only hope.”

  Brand hesitated. While he stood there in doubt, the elùgroth flicked his cold gaze between them.

  “Wise are you to mistrust,” he said. “For she commands great power – even without the staff. But with it – with it, she could be a great one. Great among elùgroths.” He turned to her, his dark eyes black pits. “Is it not so? I sense the power of elùgai in you. Though blended with the taint of lòhrengai.”

  He turned back to Brand with a fierce smile. “Yes. Give her the staff. It will be the final step in her transformation. And well would she wield it.”

  Brand swayed and the world spun around him. He felt the truth in what the elùgroth said. Yet was it the whole truth?

  Thus ends Raging Swords. The Durlindrath trilogy continues in book two, Defiant Swords, where Brand learns more of the threat to Alithoras and faces his greatest challenge yet.

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  Encyclopedic Glossary

  Note: the glossary of each book in this series is individualized for that book alone. Additionally, there is often historical material provided in its entries for people, artifacts and events that are not included in the main text.

  Many races dwell in Alithoras. All have their own language, and though sometimes related to one another, the changes sparked by migration, isolation and various influences often render these tongues unintelligible to each other.

  The ascendancy of Halathrin culture, combined with their widespread efforts to secure and maintain allies against elug incursions, has made their language the primary means of communication between diverse peoples.

  For instance, a soldier of Cardoroth addressing a ship’s captain from Camarelon would speak Halathrin, or a simplified version of it, even though their native speeches stem from the same ancestral language.

  This glossary contains a range of names and terms. Many are of Halathrin origin, and their meaning is provided. The remainder derive from native tongues and are obscure, so meanings are only given inter
mittently.

  Some variation exists within the Halathrin language, chiefly between the regions of Halathar and Alonin. The most obvious example is the latter’s preference for a “dh” spelling instead of “th”.

  Often, Camar names and Halathrin elements are combined. This is especially so for the aristocracy. No other tribes had such long-term friendship with the Halathrin, and though in this relationship they lost some of their natural culture, they gained nobility and knowledge in return.

  List of abbreviations:

  Azn. Azan

  Cam. Camar

  Chg. Cheng

  Comb. Combined

  Cor. Corrupted form

  Duth. Duthenor

  Esg. Esgallien

  Hal. Halathrin

  Leth. Letharn

  Prn. Pronounced

  Alithoras: Hal. “Silver land.” The Halathrin name for the continent they settled after the exodus. Refers to the extensive river and lake systems they found and their appreciation of the beauty of the land.

  Alith Nien: Hal. “Silver river.” Has its source in the mountainous lands of Auren Dennath and empties into Lake Alithorin.

  Anast Dennath: Hal. “Stone mountains.” Mountain range in northern Alithoras. Contiguous with Auren Dennath and location of the Dweorhrealm.

  Angle: The land hemmed in by the Carist Nien and Erenian rivers, especially the area in proximity to their divergence.

  Arach Neben: Hal. “West gate.” The great wall surrounding Cardoroth has four gates. Each is named after a cardinal direction, and each also carries a token to represent a celestial object. Arach Neben bears a steel ornament of the Morning Star.

  Aranloth: Hal. “Noble might.” A lòhren.

  Aurellin: Cor. Hal. The first element means blue. The second appears to be native Camar. Queen of Cardoroth and wife to Gilhain.

  Auren Dennath: Comb. Duth. and Hal. Prn. Our-ren dennath. “Blue mountains.” Mountain range in northern Alithoras. Contiguous with Anast Dennath.

  Azan: Azn. Desert dwelling people. Their nobility often serve as leaders of elug armies. They are a prideful race, often haughty and domineering, but they also adhere to a strict code of honor.

  Barak-bar: Leth. A long-dead priest who served in ancient times within the tombs of the Letharn.

  Brand: A Duthenor tribesman. Currently serving King Gilhain as his Durlindrath.

  Camar: Cam. Prn. Kay-mar. A race of interrelated tribes that migrated in two main stages. The first brought them to the vicinity of Halathar; in the second, they separated and establish cities along a broad sweep of eastern Alithoras.

  Camarelon: Cam. Prn. Kam-arelon. A port city and capital of a Camar tribe. It was founded before Cardoroth as the waves of migrating people settled the more southerly lands first. Each new migration tended northward. It is perhaps the most representative of a traditional Camar realm.

  Carangar: Hal. “Car - red, angar - outcrop of rock or something prominent that juts from the surface of the land or another object.” A Durlin.

  Cardoroth: Cor. Hal. Comb. Cam. A Camar city, often called Red Cardoroth. Some say this alludes to the red granite commonly used in the construction of its buildings, others that it refers to a prophecy of destruction.

  Cardurleth: Hal. “Car - red, dur - steadfast, leth - stone.” The great wall that surrounds Cardoroth. Established soon after the city’s founding and constructed with red granite. It looks displeasing to the eye, but the people of the city love it nonetheless. They believe it impregnable and say that no enemy shall ever breach it – except by treachery.

  Careth Nien: Hal. Prn. Kareth nyen. “Great river.” Largest river in Alithoras. Has its source in the mountains of Anast Dennath and runs southeast across the land before emptying into the sea. It was over this river (which sometimes freezes along its northern stretches) that the Camar and other tribes migrated into the eastern lands. Much later, Brand came to the city of Cardoroth by one of these ancient migratory routes.

  Carist Nien: Hal. “Ice river.” A river of northern Alithoras that has its source in the hills of Lòrenta.

  Carnhaina: First element native Cam. Second Hal. “Heroine.” An ancient queen of Cardoroth. Revered as a saviour of her people, but to some degree also feared, for she possessed powers of magic. Hated to this day by elùgroths, because she overthrew their power unexpectedly at a time when their dark influence was rising.

  Carnyx horn: The sacred horn of the Camar tribes. An instrument of brass, man high with a mouth fashioned in the likeness of a fierce animal, often a boar or bear. Winded in battle and designed to intimidate the foe with its otherworldly sound. Some believe it invokes supernatural aid.

  Chapterhouse: Special halls set aside in the palace of Cardoroth for the private meetings, teachings and military training of the Durlin.

  Crenel: The vertical gap on a battlement between merlons. The merlon offers protection, the crenel an opening through which missiles are fired.

  Dilik: A long-dead priest who served in ancient times within the tombs of the Letharn.

  Drùghoth: Hal. First element - black. Second element - that which hastens, races or glides. More commonly called a sending.

  Durlin: Hal. “The steadfast.” The original Durlin were the seven sons of the first king of Cardoroth. They guarded him against all enemies, of which there were many, and three died to protect him. Their tradition continued throughout Cardoroth’s history, suspended only once, and briefly, some four hundred years ago when it was discovered that three members were secretly in the service of elùgroths. These were imprisoned, but committed suicide while waiting for the king’s trial to commence. It is rumored that the king himself provided them with the knives that they used. It is said that he felt sorry for them and gave them this way out to avoid the shame a trial would bring to their families.

  Durlin creed: These are the native Camar words, long remembered and much honored, uttered by the first Durlin to die while he defended his father, and king, from attack. Tum del conar – El dar tum! Death or infamy – I choose death!

  Durlindrath: Hal. “Lord of the steadfast.” The title given to the leader of the Durlin.

  Duthenor: Duth. Prn. Dooth-en-or. “The people.” A single tribe, or sometimes a group of tribes melded into a larger people at times of war or disaster, who generally live a rustic and peaceful lifestyle. They are raisers of cattle and herders of sheep. However, when need demands they are fierce warriors – men and women alike.

  Elugs: Hal. “That which creeps in shadows.” A cruel and superstitious race that inhabits the southern lands, especially the Graèglin Dennath.

  Elùdrath: Hal. Prn. Eloo-drath. “Shadowed lord.” A sorcerer. First and greatest among elùgroths. Believed to be dead or defeated.

  Elùgai: Hal. Prn. Eloo-guy. “Shadowed force.” The sorcery of an elùgroth.

  Elùgroth: Hal. Prn. Eloo-groth. “Shadowed horror.” A sorcerer. They often take names in the Halathrin tongue in mockery of the lòhren’s practice to do so.

  Elu-haraken: Hal. “The shadowed wars.” Long ago battles in a time that is become myth to the Camar tribes.

  Erenian River: A river in northern Alithoras. Some say its name derives from a corruption of the Halathrin word “nien,” meaning river. Others dispute this and postulate the word derives from a pre-exodus name adopted by the Camar tribes after they settled the east of Alithoras.

  Exodus: The arrival of the Halathrin into Alithoras from an outside land. They came by ship and beached north of Anast Dennath.

  Faladir: A city founded by a Camar tribe.

  Fikril: A long-dead priest who served in ancient times within the tombs of the Letharn.

  Foresight: Premonition of the future. Can occur at random as a single image or as a longer sequence of events. Can also be deliberately sought by entering the realm between life and death where the spirit is released from the body to travel through space and time. To achieve this, the body must be brought to the very threshold of death. The first method is uncontrollable and
rare. The second exceedingly rare but controllable for those with the skill and willingness to endure the danger.

  Free Cities: A group of cooperative city states that pool military resources to defend themselves against attack. Founded prior to Cardoroth. Initially ruled by kings and queens, now by a senate.

  Galenthern: Hal. “Green flat.” Southern plains bounded by the Careth Nien and the Graèglin Dennath mountain range.

  Gernlik: Cam. A Durlin.

  Gilhain: Comb. Cam & Hal. First element unknown, second “hero.” King of Cardoroth. Husband to Aurellin.

  Graèglin Dennath: Hal. Prn. Greg-lin dennath. “Mountains of ash.” Chain of mountains in southern Alithoras. The landscape is one of jagged stone and boulder, relieved only by gaping fissures from which plumes of ashen smoke ascend, thus leading to its name. Believed to be impassable because of the danger of poisonous air flowing from cracks, and the ground unexpectedly giving way, swallowing any who dare to tread its forbidden paths. In other places swathes of molten stone run in rivers down its slopes.

  Great North Road: An ancient construction of the Halathrin. Built at a time when they had settlements in the northern reaches of Alithoras. Warriors traveled swiftly from north to south in order to aid the main population who dwelt in Halathar when they faced attack from the south.

  Grothanon: Hal. “Horror desert.” The flat salt plains south of the Graèglin Dennath.

  Halathar: Hal. “Dwelling place of the people of Halath.” The forest realm of the Halathrin.

  Halathgar: Hal. “Bright star.” Actually a constellation. Also known as the Lost Huntress.

  Halathrin: Hal. “People of Halath.” A race named after a mighty lord who led an exodus of his people to the continent of Alithoras in pursuit of justice, having sworn to redress a great evil. They are human, though of fairer form, greater skill and higher culture. They possess an inherent unity of body, mind and spirit enabling insight and endurance beyond other races of Alithoras. Reported to be immortal, but killed in great numbers during their conflicts with the evil they seek to destroy. Those conflicts are collectively known as the elù-haraken: the Shadowed Wars.

 

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