The Sable City

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The Sable City Page 27

by M. Edward McNally


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  Once upon a time, before years were even numbered, the first human civilization on the continent of Noroth built a great city they called Vod’Adia. They were known as the Ettaceans, and in their language Vod’Adia meant “Black Stone.” Though none could say in truth what had happened there, for a thousand years the name was a byword in many human tongues for pride, hubris, and calamity. For that same thousand years the site of the city itself was unknown, though it was believed by scholarly types to have been somewhere in the hobgoblin and bullywug infested wasteland still called the Vod Wilds. In the year 999 of the Norothian Calendar, Kanderamath, the Second Witch King of Tull, disappeared in that wilderness searching for the fabled place.

  Ninety-nine years later in 1098, the Wilds were overrun by creatures that drove the hobgoblins and bullywugs before them, and themselves spilled out both west into Agintan Doon and east into Chengdea, Nanshea, and other realms that would soon unite for their own defense as the Kingdom of Daul. That union was necessary for survival, for the creatures pouring out of the Wilds knew neither pain nor fatigue, but only hunger. They were the Undead, and the thirty years it took for humans, hobgoblins and bullywugs to exterminate them, sometimes even by fighting side-by-side, were remembered as the Dead War.

  Priests, magi, and shamans divined and discovered what had happened. Kanderamath had discovered Vod’Adia in 999, and worked powerful spells that had allowed him for a brief time to enter the city that had been magically sealed for a millennium. The Witch King had never emerged from Blackstone, but somehow his spells had kept working. When ninety-nine years had passed the Closed city had once again Opened, for a time. Just long enough for the occupants of the place, the unholy animate remains of what had once been a thriving population, to pour out into the world they had left long ago and afflict it until bodily destroyed.

  Given this understanding, the approach of the year 1197 was viewed with great trepidation in the Vod Wilds and the lands bordering them. The seven decades since the end of the Dead War had seen a budding rivalry develop between Agintan Doon and the young Kingdom of Daul, and hobgoblin and bullywug tribes again skulked in the Wilds, preying on settlements pushed too close to the ragged border of civilization and wasteland.

  But in a moment of uncommon clarity humans and nonhumans put aside their differences. The hobs and wugs first made common cause, uniting the tribes under a council called the Shugak. Doon and Daul signed an instrument of (temporary) alliance, and each gathered an army on their wilderness border. To their surprise the young princes and old generals leading the armies were greeted by representatives of the Shugak under flags of truce. The hobgoblins did most of the talking, as the speech of the frogmen hardly seemed like language to most humans. Despite difficulties, negotiations were begun.

  As the First Day of Tenth Month, 1197, drew near, the date which all manner of wizards and witch doctors had identified as The Day, a particular valley deep in the heart of the Wilds was ringed by the forces of two human nations, along with the plentiful war-bands of the united Shugak. The humans present were awed for no human eye had looked upon the valley in centuries, and returned to tell of it. The valley was steep enough to be a rift or a wide canyon, with sheer walls of black basalt. The only practicable route in was at the northern end, through a formidable military work of ancient Ettacean construction, with multiple tiers and a switchback road. The northern half of the valley floor was a blasted ruin of foundations and chimneys, fallen walls and broken roads. The southern half was at all times obscured by a whirling mass of dark fog or clouds, as high as the valley walls but no higher, in which the glimpse of a tall tower or a sprawling palace could, perhaps, have been only the trick of an eye.

  When dawn broke on First Day, tens of thousands of narrowed eyes (along with the unblinking cupola eyes of the bullywugs) watched as the first rays of sun to strike the impenetrable fogbank made the whole mass shimmer from top to bottom, slowly turning a lighter shade of gray as it began to thin. The fog did not disappear, but it dissipated to a degree that the shapes of black towers, streets, palaces, and walls within were seen to be no trick at all.

  For only the third time since the cataclysm, the single set of enormous doors in the outermost city wall of ancient Blackstone, the Sable City, swung silently Open.

  And nothing happened.

  The arrayed forces stood at arms for the whole day, slings and bows at hand, crossbows cocked, catapults wound, bombards charged with powder. But no mass of zombies shuffled forth, no horde of ghouls scuttled out on long, yellow nails. Not even a solitary wraith drifted out from the wide-open doors. Men, hobs, and wugs exchanged glances and shrugs, but stayed in the lines.

  When night and the next day brought no change the lords and leaders met to discuss what to do. Some thought the armies should charge in, or at least send units to scout. Others said that if one Witch King going where no man should have had started all the trouble, best to let no one enter ever again. If the seers and spell-casters were right Vod’Adia would stay Open for one month, and no more. Many were willing to let it Close again for another century without incident, if that was the will of the gods.

  The talk went on for a week without decision, or rather without formal decision. But all along the line small groups and parties started to make choices for themselves.

  It was the humans mostly, for hobs and wugs are more sensible about certain things. Small bands of men began to slip past the posted guards, or sometimes they were made up of the guards themselves. In sixes and sevens and eights they snuck down from the switchback fortifications and crept across the valley floor, mostly after dark, though when they were seen by day cheering went up from the rim of the valley above. These bold or stupid souls penetrated the veil and thus became the first to pass through Vod’Adia’s gates, going in, in centuries.

  They did not all come back out, but those that did brought wonders both to tell and to show. The ancient city, they said, was no kind of a ruin. Houses and shops, taverns and eateries all stood as though the people had just stepped into the next room. Twelve centuries before Vod’Adia had been the centerpiece of the flourishing Ettacean Empire, and the place still looked it. Painted porcelain plates and silver utensils still lay on cherry-wood tables, embroidered gowns of Chirabin silk hung in wardrobes. Where streets met at intersections their names in a long dead alphabet were inscribed on golden plates fastened to buildings. There were silver coins with strange faces, fluted glass vessels, clay jugs with blue bees painted on them. Small statues solemn as idols, rich robes dyed deep purple, clay tablets inscribed with those mysterious letters. Piles of it. Heaps. A whole city’s-worth. Those who went in and came out could prove it, for they brought sacks of the stuff.

  Not all who went in of course did come out. Some parties may have turned on each other after a particularly rich find, but in other cases the stories that came out of Vod’Adia were not of riches, but of fell creatures prowling after dark, or even in the eternal twilight of the daytime within the black walls. Monsters, pale men said. Devils. Demons.

  Some did not return at all and others were brought out gravely wounded, but that made less of an impression than did the jewelry draping their fellows, the chests of coins and sacks of silver. For the next three weeks the pace of entries accelerated, for many even risked climbing down the cliff walls to get at the place. Nobles, officers, and tribal chieftains led or sent bands into Vod’Adia in their own names, but these were still outnumbered by the common soldiers who broke ranks to go in on their own. As Tenth Month came to an end the camp of the armies had become something resembling a caravan park freighted down with the most unimaginable luxuries. By the last day of the month all those who were to make it out of Vod’Adia had done so, and as the sun went down and the whirling fog thickened, the echo of the city’s Closing doors boomed across the valley and was answered with cheers, from the living. There was a tremendous amount of money to be counted, and no one thought to count the dead.

  The ar
mies went home and the riches even the common foot soldiers carried with them were sufficient to skew the national economies of Doon and Daul for decades. The stories swept the continent, crossed the Channel and covered Kandala as well. Had it been a century later Miilarkian vessels would have carried the tales to every corner of the world in a flash. As it was, word only got there more slowly. But as the Norothian Calendar counted up to 1296, there was scarcely a place under the sun where someone was not thinking of the Sable City, and dreaming of what might still lie within.

  The Shugak knew this as well as anyone. Though hobgoblins and bullywugs are nothing alike, they are lumped together along with gnolls and orcs as the so-called “Magdetchoi” races and they are viewed with disdain if not outright hatred by most humans. The Magdetchoi are believed to be capable of little more organizational complexity than is required to launch a bandit raid on settled lands, but during the decade of the 1290’s the Shugak Council gave the lie to that prejudice.

  Word went out from the Wilds years before the Fourth Opening was due that no foreign armies would be permitted to enter the broken hills, tangled forests, and dense swamplands the hobs and wugs called home. Not this time around. However, for a modest fee independent operators of Men, Folk, or whatever would be licensed in parties of up to ten souls, then guided to Vod’Adia through the treacherous Wilds from either of two locations, the river ports of Galdeez in the Grand Duchy of Doon (which had thrown off Agintan rule in the last century), or Old Chengdea on the Daulic side. Licensing offices were shortly to be opened in both cities, manned by intermediaries paid by the Shugak.

  A license could be purchased to enter Vod’Adia for a price determined by how soon after the Opening the party wanted in, and for what tax rate would be levied on anything they brought out. In addition, merchant licenses were to be made available. The last time the city had Opened the army camps had become trading centers where fabulous items were bartered, fortunes were gambled, and a good bottle of wine might fetch a sufficient price to buy a vineyard. The Shugak had learned from this, and in preparation for the Fourth Opening they had already constructed an empty village at the valley’s northern end, rude but sufficient, with inn and store space available for rent. The place was called Camp Town from the start.

  Doon and Daul were to receive a piece of the profits in exchange for cooperation, and for not invading. Negotiations resulted in both countries also receiving a certain number of low-tax Royal Licenses to issue themselves, both for adventuring and for trade.

  Outside of the Wilds most thought the Shugak’s plan was ridiculous and unworkable. The types of formidable men and women who might be inclined to try their fates within the Sable City were hardly of the kind to queue-up to do so, and to fork over money for the privilege. Apart from that, who were the Shugak to levy terms on human kingdoms? Yet when the offices in Galdeez and Chengdea were opened one year before the Opening, business was brisk from the start. Among those first securing licenses for themselves were Doonish and Daulish nobles, whose honor seemed not to have been offended. Over the course of the next year they were joined by many more people from up and down the Channel, then from the length and breadth of Noroth and Kandala, then from across the seas and oceans. There were Ayzant Dragon Cultists and Martan bowmen, Agintan duelists and Illygard infantry. Dwarves with war-hammers and Halflings with innocent grins and multiple pistols. Oswamban mystics, Karkan wizards. Ashinese samurai and monks from Cho Lung. Some came as ten-person bands who had adventured together for years, others arrived alone and bought only passage to Camp Town where they would band together with others like, or utterly unlike, themselves.

  Contrary to popular belief, the great merchant Houses of Miilark did not snap up every merchant license. Though they did make a good try of it.

  When the first sun of First Day, Tenth Month, 1296, shone on the valley of Vod’Adia, there was an entirely different sort of army assembled on the north end of the valley floor in the rickety buildings and muddy streets of Camp Town. Many of the high Shugak counselors were absent, for it had occurred to some that if the veil for some reason did not become permeable as was expected, there was going to be trouble.

  But the fog did thin, the gates did Open, and for the next month entrances went off like intricate, gnome-fashioned clockwork. Once again fortunes were made and lives were lost, and as always, the fabulous success of the few outweighed the fate of the many who failed. Vod’Adia Closed on its mystical schedule, and Camp Town and the ancient valley in the wilderness emptied out for another century.

  Until 1395 of the Norothian Calendar. This year.

 

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