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The Nameless Slave

Page 29

by Vitaly Zykov


  – And so what?! I guess Masters hate kurrazes and their riders, after all? Or something has changed in few months while we roamed?! – Sarcasm in his voice could strike one on the spot. They were talking about centuries-old blood feud. Some even dared to talk about millenary feud.

  – They said that The Stone Palaces of The Border have no necessity to quarrel with Wings masters, so they want to justify the risk of letting the caravan pass!

  – I do not see any connection between us and the Wings!

  – Those with whom I spoke told me that they do not know whom Wings are looking for, so the risk of passing the object of their hunt is too large…

  – Everything is clear, you need not continue. They simply decided to take extra payments on the sly, as they had done before. He probably said that if the price is too high, we can wait a week or two at the entrance to the valley?

  – Yes, my lord. The dwarf even advised to look for another way.

  – What a sly snake! – Darg evilly pulled harness of his tirr, and the beast furiously hissed and turned its head to the master, snarling… and immediately got a punch in its snout. – Let's move! Dwarves will receive their fee.

  Darg stood up in the saddle and waved his hand to the caravan to resume motion, then he took his place in the head, and slowly moved forward. Yarik turned to Dukan:

  – Master, why did not we bargain with these dwarves? Might it had been possible to bring the price down, after all…

  Drawling the last words Yarik internally tensed, waiting a slap from Dukan who was generous on such gifts, but, oddly enough, Dukan took the matter quietly. He hushed through his teeth, poked an innocent sixpaw by the goad (it seemed that Dukan took it out on sixpaw constantly), and replied:

  – It's impossible t' argue with 'em! They'll dig their heels like sixpaws in rut season, and that's all. They'll just raise the price even higher. Oh-oh, filthy bloodsuckers!

  The caravan was moving along the road in the valley (or maybe more correct in the ravine) for about an hour. The road was wriggling among rocks and lush vegetation hiding what lay behind the next bend. It was a little alarming in fact that the squad which was sent for negotiation, returned in only thirty minutes. Even high-speed of riding tirrs could not explain such a short time. So either they had not reached the entrance to the tunnel, or strange things were happening here.

  Finally, after one of the countless turns, a dead end appeared in front of the people. Yes, that was exactly a dead end. The road ended on a flat rock stretching towards clouds. A huge rectangle filled with scenes from life of small men with long beards was carved on the rock. They fought, hollowed stone, hammered something, and fought again. This rectangle was ten yards wide (slightly wider than the road) and ten in height. But there was no entrance to the tunnel!

  «It seems, that they will murder us now!» – Gleefully giggled Yarik's inner voice.

  But he was wrong. Other people took everything quite calmly. The caravan continued to move quietly and stood only fifteen yards before the rock.

  At first, nothing happened, but then Yarik felt a breeze of magic, a weak shiver ran through the rock, and clear, straight lines cut through the stone ornate with pictures. These lines designated the gate. Then was a faint rustle of stones rubbing against each other and the stone gate opened wide, revealing the dark mouth of the tunnel. Mild cold drew from there. Yarik, distracted by the process of the gate opening, did not notice two cobby Masters appear. The young slave unintentionally compared them with the images carved in stone: they seemed very similar. Bearded, with coarse features as if carved from stone, muscular arms and tricky eyes. And most importantly, they were definitely humanoid!

  Not taller than one and a half yard, they did not give the impression of unlucky creatures, offended by fate. Before Yarik (or rather, before Darg, Yarik was only a slave!) stood strong warriors and crafty merchants (taking into account their greedy eyes and the occasion on which these dwarves had eased Darg's pocket by a pretty sum).

  There was no conversation between the newcomers and the hosts. The meeting took place in total silence. Darg handed five ringing leather pouches to a boldly grinning shorty, the latter took them, and the high meeting was over. The shorties went inside the tunnel and disappeared in shadows, then vanguard with the chief came first under the arches of the tunnel. The rest of the caravan followed them.

  Yarik could not refrain from looking around. There, behind him, one page of his life in this world had been left. Forest and steppe filled with savagery and primitive dangers were left behind. In front of him were cities with their civilization, culture and their problems. But now he just wanted to look back. Though he could only see the turn and the mountain…

  – Stop twirling your head, lest it falls off… – The voice of Dukan who renewed gaiety, shattered the solemnity of the moment. He waved his goad and yelled – go, fluffy ass! Yeehaw!

  APPENDIX

  A short guide to the geography, history, countries and peoples of Toarn, written for traveling masters by a humble man Zarr from the city of Pilma by the will of the merciful sovereign, our King Driy the Second in the year 2127 from A.S.

  (Property of Lacristar Regnar, presented to her by Venzor Regnar)

  It would behoove us to begin the talk about travels, countries and folks from the world order. Our world, created by the all-good Creator, is called Toarn, which, of course, is known not only to men of noble birth, but to every representative of the lower classes. It has the shape of a sphere and moves around Tass, let its light be eternal. Along with Toarn, there are known the seven other worlds which rotate around Tass: Arkh, Uneta, Largos, Javetar, Genesh, Shormar and Dromm. Thanks to the prudent work of the wise men from the University of Pilma, under the guidance of your humble servant, it was possible to confirm total and absolute lifelessness of these heavenly spheres, which makes them useless for people. They are mentioned in this work for quite mundane reasons: using the attached tables and finding these cold spheres in the sky, you can find your location. Besides, it should be added that also a satellite rotates around Toarn – the night ruler Yardiga.

  At this point we can be completed with the heaven affairs, and proceed to the main part of our work.

  Geography

  By the mercy of the Gods, the world of Toarn does not suffer from a shortage of land. Four large continents are washed by the waters of six oceans. The continents are called Grold, Suud, Gorkh and Sarduor. Some worthless persons, like Zeld from Jugha(for example), believe that there was a fifth continent, called in myths not otherwise than Wart(the reader, of course, noticed an analogy with fabulous Wartags). In addition, a majestic and mysterious island of Nold – the abode of True Magicians lies to the south of Grold.

  Now let's list the oceans. The north shores of Grold, Gorkh and Sarduor are washed by the Icy Ocean filled with giant blocks of snow-white ice, these waters are teeming with creatures with thick skin and layers of fat. The west of Grold and Suud and the east of Sarduor are washed by the Pacific Ocean. Its waters are calm and safe. All the local predators are not dangerous for moving ships, which makes this ocean an ideal route for travel between the continents. The only danger is the Snake Archipelago, stretching from the north to the south, it can be actually called pirate. The bloody raids of the sea reavers cause significant damage not only to sea trade, but also to the coastal cities.

  The south of Grold is washed by the Suud Ocean, its warm waters are rich with the finest fish. This ocean also washes the western shores of Nold Island, the eastern part of which is dipped in the waters of the Blessed or Elven Ocean. Gorkh is washed from the west by the Elven Ocean, and in the east its coast faces the gloomy waters of the Dark Ocean, where perished countless thousands of souls. Nightmarish monsters live in its depths, attacking passing ships. Therefore, the statements of some persons like Zeld from Jugha, who claim that they have repeatedly crossed this ocean on an ordinary passenger ship, are doubly ridiculous.

  And, finally, there are the Lost Waters
located in the very south. The origin of this name is shrouded in mist, but, according to tradition, no one changes it.

  Countries

  We should start the description of countries with the most civilized, rich and powerful ones. At the moment there are only two states on Toarn, which can compete in their power(except for the Republic of Nold, which will be discussed separately). These are Zelod and Gartash. Bordering in a small area, they have long conflicted, striking each other sensible blows at the economy and military force, but still they were not stuck into a bloody war to the death. Thanks to the peacemaking efforts of King Ralos the Third, two hundred years ago there was signed the Treaty on the Restriction of the Use of Violence, which has been strictly kept until now. This brought the war actions to simple border clashes, not escalating into global wars(however, in recent years even minor conflicts have not occurred).

  The city of Pilma, located on the shore of the Blessed Ocean, is the capital of the Gartash Kingdom. The House of Gtohn ascending from Tardon himself is the royal house of the Gartash Kingdom. The king's power is based on the nobility. The nobles of Gartash studying military and magical arts from childhood are unsurpassed warriors, which makes them too arrogant and sometimes urges on some rash acts like rebellion. Kings of Gartash, in their mercy and care for their subjects, uproot the impurity of disobedience forcing some envious and malicious people to talk about trampling on the foundations and tyranny, which is undoubtedly slander and lies. All the deeds of the representatives of the great royal house are determined only by the care of their children, as for the ruler his people are his children.

  The king's power is limited by the Royal Council, which includes representatives of all the noble houses and families of the country.

  Agriculture is the basis of the Gartash economy. All the states of Toarn are fed by the richest harvests from the fertile fields of this blessed country. Even the great Nold buys grain and meat in Gartash. In the south, there are rich silver mines. The squads of nobility and the royal guard backed with the power of king's magic are the basis of the army.

  The house of Ranz possesses the kingdom of Zelod. Being called kingdom, it covers the cruelest dictatorship of the local king, or more correctly, the dictator. The climax of absolutism, the supreme ruler has no limitations of his power. The noble houses periodically raise revolts against tyranny, but the terrible magic of the royal family leaves the fighters for freedom no chance.

  Land cultivation is less developed than in Gartash, but fishing is very common. As an apex of injustice, there are the richest gold and amber mines located on the territory of Zelod, ensuring the prosperity of this state.

  The army consists of hired freelance infantry units, the royal guard and small noblemen's squads. All that is also protected by the magic of the royal family.

  These are two states that play the leading role in the world political scene, forming the United Protectorate, which also includes Jugha and Nold. Although some contradictions mentioned above, inflict not a tension, but some kind of roughness in the relationships.

  Now, it's time to tell about the powerful Nold. This island state in the south of Grold is the home of the True Magicians. The famous Academy of General Magic, which produces the best magicians of our world, is located here.

  The political structure of this state, perhaps, is the most complex all over the whole Toarn. The Citizen Council which includes the most honorable members elected from the estates of society and headed by the elected Consul, manages all civil affairs. The Council of Masters, which consists of the True Magicians only, stands above this civil structure. Masters choose from their number the most powerful members who get the status of Magister. There are three Magisters – the Master of Seekers, the Master of Punishments and the Master of Guardians. In the language of more understandable terms we have the Minister of Science and Magic, the Minister of Intelligence and the Minister of War. And finally, the Archimagus, probably, the most influential person in our troubled world, stands above all that.

  The basis of the Nold economy is the sea trade, fishing and the provision of magical services to other countries.

  The island of Nold is inaccessible to any army in the world. It is guarded by the mightiest Navy and even more powerful conjoined magic of the True Magicians and their head – the Archimagus. There are also rumors of secret temples preparing imperceptible killers who carry out the Archimagus's will at any point of Toarn, but these are only rumors.

  Due to the ancient Treaty on Forbidden Magic and backed by the monstrous power of the True Magicians, Nold intrudes into the internal politics of other states in the affairs of magical research. Sometimes this causes discontent, but the United Protectorate unconditionally supports all the undertakings of Nold. At this point we should stop and proceed to Jugha.

  Jugha is a small state located in the northwest of Grold. A country of merchants, moneylenders, various craftsmen and magicians. The Jugha University is also located here. There is no nobility in Jugha and its politics is determined by the Council of Guilds.

  The basis of the Jugha wealth is a huge merchant fleet and a lot of banks. Jugha is Nold's only rival at sea. The army consists of sellswords, whose highest salaries ensure their unconditional loyalty.

  These four countries form the greatest political, economic and military alliance in the history of mankind. It exists almost from the time of the Wars of the Fall Age and performs, though, a controversial, but necessary politics of interference into internal affairs of the countries of the third world. The list of issues which should be closely controlled by the United Protectorate is quite extensive. It includes the control of weapons, in order not to allow the creation of weapons of monstrous destructive power such as destroyed the forever damned Dusk Empire, as well as the control over observance of the Law on Forbidden Magic, which was already mentioned in this work, and also a humanitarian politics, likewise general expansion of the Toarn language and so on and so forth. We will end here with the states of the United Protectorate and move on to the other countries.

  On the Grold continent, between Zelod and Gartash there is a country called Skart. An ordinary, unremarkable state, trying to keep the strictest neutrality. This country is famous for its craftsmen, whose products are appreciated all over the world. Skart delivers weapons even to the countries of the United Protectorate.

  In addition, there are several tiny states in the south of Grold, which are the constant headache for their neighbors. These are so-called Free Baronies, although there are kingdoms, states and even principalities as well. All these baby-states are governed by despotic rulers who only dream to cut off a piece of territory from their neighbor, and even dare to make regular raids to the large countries. The fact of the existence of these robber enclaves is explained by old treaties that prohibit the large states from invasion of small ones. The reasons for signing of these documents are now unknown, but I dare to assume that each state was afraid of strengthening its foe through absorption of new territories, and it was not desirable to start a full-scale war… But these are only my guesses.

  Today, the large states are regularly forced to carry out punitive operations and overthrow the rogue regimes, but occupation or annexation of the territory does not occur.

  The continents of Grold and Suud are divided by the Eagle's Ridge – the possession of Dwarves, who charge a considerable fee for the use of their tunnels. In addition, they trade in metal, gold and gems, gaining fabulous profits, let alone the magnificent weapons and armor of the Mountain Masters. The smaller dwarven clans own large mountain ranges throughout the whole Grold. These are the Mountains of Trorr in the east of Gartash, the Goat Mountains in Zelod and Kalass Mountains on the border of Jugha and one of the Free Baronies.

  Since we have started talking about non-human races, we should mention the country of Elves in the east of the Grold – the Forest of Mallorean, or just Mallorean. The clans of the Light Elves rule here.

  The Suud Continent is a very rich, but a ver
y dangerous place. There are at least three forces present here – the Zagorny Caliphate, the Celestial Empire or the country of Khan, and the Sultanate of Issor.

  The Zagorny Caliphate is a decorative union of seven countries headed by caliphs. Ralayat, Zikkur, Sural, Lailat, Surra, Zalimar, Khalis are the states that do not differ much from the Free Baronies, except for the local people are more refined and able to appreciate art, wine, a hot horse, the concubine's love and foe's blood on hot sand. You could be killed for the slightest insult here. The history of coming to power of every caliph is written of rivers of blood and piles of severed heads. Wild customs reign here, too wild.

  Unlike the Zagorny Caliphate, the Khan country is undoubtedly a great state, led by its emperors. Its way to the goal is albeit a long one, but extremely calm. This is the richest country in which are grown the best spices in the whole Toarn. This country is ruled by an emperor and no stranger is worthy enough to see him. The people inhabiting the country are very different from other people. They have slightly yellowish skin, narrow eyes, generally short they cause a deceptive feeling of weakness.

  The last state of Suud is the Sultanate of Issor. It happened that this is the least visited human state in Suud. Perhaps this fact could be explain by the circumstance that the land route is closed by their eternal enemy – the Celestial Empire, and sea merchants are not allowed beyond the port, but the fact remains: foreign guests are few here, which causes the most diverse rumors about the country, but we will not recite them.

  The next continent is Gorkh. Probably, the most hostile for modern civilization nations dwell here. The country of Orcs is freely settled down in the north. They do not have any general structure of power, that is why they are constantly fighting each other and their southern neighbors.

  In the center of the mainland, there is a land of Dark Elves covered in a veil of darkness and mystery. Since the time of the ancient Break, they are constant rivals of their Light brothers and their allies. It is unlikely that a man of the human race ever dared to visit this country of dark magic, forbidden cults and the Ancient Powers.

 

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