TWOLAS - 06 - Peril's Gate

Home > Science > TWOLAS - 06 - Peril's Gate > Page 93
TWOLAS - 06 - Peril's Gate Page 93

by Janny Wurts


  The silence extended, a drawn wire of distress that could not endure without snapping. Arithon resisted the impulse to speak. Moved to tentative sympathy, he listened.

  'The rebellion was my personal version of the Havens,' Davien revealed, point-blank. He flexed restored fingers, as though the assurance of quickened flesh smoothed an uprush of unpleasant thoughts. 'No more successful a tactic, I might add.' Irritation broke through, emphatic denial that his plight had arisen from injustice or misunderstanding. 'You're not here to salve my unrequited past.'

  'Or your colleagues' unrequited future?' Arithon snapped, lashed into bristled, rash temper. The trials of the maze were too recent, too raw. Weaponless, naked, he rejected the role of the pawn.

  'Listen well,' Davien said, pacing again. 'The Seven are ancient. Their beginning lies so far distant, mortal thought cannot conceive of their origin! For a cast of mind that has seen whole worlds reduced to a dust smear against dying stars, five hundred years is a passing trifle.' Citrine and silver, the odd ring on the Sorcerer's left hand flashed through a warning gesture. 'Take superb care, if you would resist. My colleagues think in the language of epochs. Their plans won't drift astray for one man's recalcitrance. When the Fellowship stirs to intervene, you cannot imagine you'll stay the course of their collective displeasure.'

  'Their resources are otherwise occupied, just now,' Arithon returned, restored to consummate blandness.

  A spasm of quelled startlement crossed Davien's face, the wry twist to closed lips recognizable as suppressed laughter. 'The Mistwraith!' A chuckle escaped despite his best effort. 'Your salvation and your bane. A murderous paradox, mark my words, Teir's'Ffalenn. Savor that sorry advantage at your peril. Some paths to victory are not worth the cost, or did the maze of your conscience teach you nothing?'

  Arithon shrugged to arrest the slow slide of the coverlet, the silk lining of which had a maddening tendency to slip. 'I'll have to return to my half brother's game of live chess soon enough. Or am I now your captured player?'

  'You are a weapon,' Davien avowed. Equanimity returned, he bent and unfastened the latch on the nearest clothes chest. 'But in my keeping, one with free will.'

  The Sorcerer raised the lid, sorted the contents, then pulled out a plain shirt and dark tunic, both cut for his taller frame. His fleeting grimace admitted the embarrassment: the hem was going to trail below Arithon's knees. He piled a fawn pair of trunk hose on top, the garments extended as a peace offering. 'Your own clothes were too ragged and soiled to save. Mine must serve until we can find you replacements. Your sword is stored in my armory. The door has no lock. Go armed if you wish, but no enemy can reach you in Kewar.'

  Arithon let the Sorcerer stack the clothes on the couch. He made no move to accept them.

  Set on notice he was being challenged again, Davien crossed the rug and shut the trunk. Disarmingly informal, he perched on the lid, apparently content to curb his combative inquisitiveness.

  'The Wheel turns. All princes born to a high king's lineage are not equal, this you have proved. You'll not find me sheltering talented foundlings to further my political preferences, like the Koriathain. But I can offer you this.' A fast move, and he hooked something tucked in his cuff and tossed the small, shiny object through the air.

  Arithon fielded the catch, but did not open his fist. 'Is this another trial?' When Davien gave no immediate reply, he plunged on. 'If it is, I want no part of it. Your sorceries are like marsh grass, soft and lush to the eye. But they have a cutting edge. I'm done with bleeding for your private amusement, to try my royal mettle or otherwise.'

  Davien presented his hands, the upturned palms guilelessly open. 'You vanquished the maze, and found your strength to master Desh-thiere's curse. What other challenge could be left? Unless you're burning to live in the wilds of Deshir until the ice breaks on Instrell Bay. Your ship won't put in to the eastshore for months. How do you plan to sustain yourself in the meantime? My wards here may not be as exotic as the ones guarding Althain Tower, but they're sufficient to discourage your enemies. At least you won't bleed as the quarry set after by Etarra's frustrated field troops.'

  'What are you offering?' Arithon asked, tacitly listening, intrigued by the implied suggestion of sanctuary, but afraid to trust that the Sorcerer's generosity might in fact be an overture toward lasting friendship.

  'Guest welcome and the key to my library, which is kept locked.' Davien's biting humor resurged, as though he also hedged to stave off the sting of rejection. 'Doubtless I'm moonstruck to extend such a gift. Knowledge in your hands is quite apt to breed peril. Accept and have done, lest I reconsider. Where you're concerned, I've already had Luhaine expounding at length on my folly. Sethvir will be next, and then Asandir will feel bound to carve into my hide with rough language. Your Grace of Rathain, if you stay, on demand for the trouble you'll cause, I would ask you to match my sincerity.'

  'My satire already gave you the truth,' Arithon insisted, bemused. 'You've a mind to wind Sithaer's fiends into knots. If your hellish round of trials hasn't demolished my worst flaws, the tradition of guest oath demands plainspoken honesty. A meal would be nice, with hot mead for the ritual. Since you're eager to sharpen your wits in my company, I accept. Just don't ask me to stand through the final embarrassment. I've fasted too long. The goblet we empty to swear mutual brotherhood is damnably certain to overset my light head.'

  Spring 5670

  Closures

  At Sethvir's bedside, glad tidings affirm the Teir's'Ffalenn's survival, and his wayward choice to remain with Davien for the duration of his recovery; pale as a wisp against piled pillows, the Warden of Althain whispers, 'You still don't approve?' and Luhaine replies, 'I'd hazard the incursion of wraiths out of Marak will pose us less grief than that pair, bound into alliance . . .'

  Put in at the quay to reprovision her galley, the Koriani Matriarch's entourage meets stark rebuff by Jaelot's armed guard, until she presents the order's formal apology for the blunder that permitted three fugitives to escape: Lirenda is led forward, helplessly raging, and the evident severity of her punishment wins Prime Selidie the reprieve of a cordial audience with the mayor and his inner counsel. . .

  The dirge of the bells resounds from Etarra and Darkling for days; but the echoes that roll off the Mathorn ranges fail to reach Narms on the Instrell coast; late word of the losses in Daon Ramon Barrens comes by sunwheel messenger, followed by Lysaer himself; the bereaved meet his arrival, softened by gold, and braced by consoling speech: 'No man died in vain. The demon's been dispatched through Kewar Tunnel. Unless the fell powers of sorcery can bring an unnatural resurrection, no one expects the Spinner of Darkness will survive . . .

  Glossary

  AFFI'ENIA—the name given to Elaira by an adept, meaning dancer in the ancient Sanpashir desert dialect, but carrying the mystical connotation of the 'water dancer', the wisewoman who presided over the ritual for rebirth, celebrated on the spring solstice, pronounced: affee-yen-yah root meaning: affi'enia—dancer

  AIYENNE—river located in Daon Ramon, Rathain, rising from an underground spring in the Mathorn Mountains, and coming above ground south of the Mathorn Road, pronounced: eye-an root meaning: ai'an—hidden one

  ALESTRON—city located in Midhalla, Melhalla. Ruled by the Duke Bransian, Teir's'Brydion, and his three brothers. This city did not fall to merchant townsmen in the Third Age uprising that threw down the high kings, but is still ruled by its clanblood heirs, pronounced: ah-less-tron root meaning: alesstair—stubborn; an—one

  ALITHIEL—one of twelve Blades of Isaer, forged by centaur Ffereton s'Darian in the First Age from metal taken from a meteorite. Passed through Paravian possession, acquired the secondary name Dael-Farenn, or Kingmaker, since its owners tended to succeed the end of a royal line. Eventually was awarded to Kamridian s'Ffalenn for his valor in defense of the princess Taliennse, early Third Age. Currently in the possession of Arithon. pronounced: ah-lith-ee-el root meaning: alith—star; iel—light.'ray

&n
bsp; ALLAND—principality located in southeastern Shand. Ruled by the High Earl Teir's'Taleyn, caithdein of Shand by appointment. Current heir to the title is Erlien. pronounced: all-and root meaning: a'lind—pine glen

  ALQWERIK—dragon whose haunt is contained by the grimward at Athir in the Kingdom of Rathain. pronounced: al-quer-ick root meaning: alkwerach—sky bolt, from Drakish

  ALTHAIN TOWER—spire built at the edge of the Bittern Desert, beginning of the Second Age, to house records of Paravian histories. Third Age, became repository for the archives of all five royal houses of men after rebellion, overseen by Sethvir, Warden of Althain and Fellowship Sorcerer. pronounced: al—like 'all', thain—to rhyme with 'main' root meaning: alt—last; thein—tower, sanctuary original Paravian pronunciation: alt-thein (thein as in 'the end')

  AMROTH—kingdom on West Gate splinter world, Dascen Elur, ruled by s'Ilessid descendants of the prince exiled through the Worldsend Gate at the time of the rebellion, Third Age, just after the Mistwraith's conquest. pronounced: am-roth—to rhyme with 'sloth' root meaning: am—state of being; roth—brother 'brotherhood'

  ANIENT—Paravian invocation for unity, pronounced: an-ee-ent root meaning: an—one; ient—suffix for 'most'

  ARAETHURA—grass plains in southwest Rathain; principality of the same name in that location. Largely inhabited by Riathan Paravians in the Second Age. Third Age, used as pastureland by widely scattered nomadic shepherds. Fionn Areth's birthplace, pronounced: ar-eye-thoo-rah root meaning: araeth—grass; era—place, land

  ARAITHE—plain to the north of the trade city of Etarra, principality of Fallowmere, Rathain. First Age, among those sites used by Paravians to renew the mysteries and channel fifth lane energies. The standing stones erected are linked to the power focus at Ithamon and Methisle keep, pronounced: like 'a wraith' root meaning: araithe—to disperse, to send

  ARITHON—son of Avar, Prince of Rathain, 1,504th Teir's'Ffalenn after founder of the line, Torbrand in Third Age Year One. Also Master of Shadow, the Bane of Desh-thiere, and Halliron Masterbard's successor. pronounced: ar-i-thon—almost rhymes with 'marathon' root meaning: arithon—fate-forger; one who is visionary

  ASANDIR—Fellowship Sorcerer. Secondary name, Kingmaker, since his hand crowned every High King of Men to rule in the Age of Men (Third Age). After the Mistwraith's conquest, he acted as field agent for the Fellowship's doings across the continent. Also called Fiend-quencher, for his reputation for quelling iyats; Storm-breaker and Change-bringer for past actions in late Second Age, when Men first arrived upon Athera. pronounced: ah-san-deer root meaning: asan—heart; dir—stone 'heartrock'

  ASYA—Koriani Senior from the Highscarp sisterhouse. pronounced: as-yah root meaning: ahs-yah—a purple wildflower ATAINIA—northeastern principality of Tysan. pronounced: ah-tay-nee-ah root meaning: itain—the third; ia—suffix for 'third domain' original Paravian, itainia

  ATH CREATOR—prime vibration, force behind all life, pronounced: ath—to rhyme with 'math' root meaning: ath—prime, first (as opposed to an, one)

  ATHERA—name for the world which holds the Five High Kingdoms; four Worldsend Gates; original home of the Paravian races, pronounced: ath-air-ah root meaning: ath—prime force; era—place 'Ath's world'

  ATHIR—Second Age ruin of a Paravian stronghold, located in Ithilt, Rathain. Site of a seventh lane power focus. Site where Arithon Teir's'Ffalenn swore his blood oath to survive to the Fellowship Sorcerer, Asandir. pronounced: ath-ear root meaning: ath—prime; i'er—the line.'edge

  ATHLIEN PARAVIANS—sunchildren. Small race of semimortals, pixielike, but possessed of great wisdom, keepers of the grand mystery, pronounced: ath-lee-en root meaning: ath—prime force; lien—to love 'Ath-beloved'

  ATHLIERA—equivalent of heaven.'actually a dimension removed from physical life, inhabited by spirit after death, pronounced: ath-lee-air-ee-ah root meaning: ath—prime force; li'era—exalted place, or land in harmony; li—exalted in harmony

  AVAR S'FFALENN—Pirate King of Karthan, isle on splinter world Dascen Elur, through West Gate. Father of Arithon; also Teir's'Ffalenn 1,503rd in descent from Torbrand, who founded the s'Ffalenn royal line in Third Age Year One. Died of an arrow in the feud with Amroth. pronounced: ah-var—to rhyme with 'far' root meaning: avar—past thought.'memory

  AVENOR—Second Age ruin of a Paravian stronghold. Traditional seat of the s'Ilessid High Kings. Restored to habitation in Third Age 5644. Became the ruling seat of the Alliance of Light in Third Age 5648. Located in Korias, Tysan. pronounced: ah-ven-or root meaning: avie—stag; norh—grove

  BAIYEN GAP—the trail built by the centaur guardians through the pass that crosses the Skyshiel Mountains, connecting the Eltair coast to Daon Ramon Barrens. Twice the site of a drake battle, once between rivals in the Age of Dragons, and again, in the First Age, against a pack of greater drake spawn. One of the old rights of way, not open to mankind's use. pronounced: bye-yen root meaning: bayien—slag

  BARACH—oldest son of Jieret s'Valerient, and older brother of Jeynsa. Successor to the title, Earl of the North, pronounced: bar-ack root meaning: baraich—lynchpin

  BITTERN DESERT—waste located in Atainia, Tysan, north of Althain Tower. Site of a First Age battle between the great drakes and the Seardluin, permanently destroyed by dragonfire. pronounced: like bitter root meaning: to sear or char

  BRAGGEN—one of the fourteen Companions, who were the only children to survive the battle fought between Deshir's clansmen and the war host of Etarra beside the River Tal Quorin in Third Age Year 5638.

  BRANSIAN s'BRYDION—Teir's'Brydion, ruling Duke of Alestron. pronounced: bran-see-an root meaning: brand—temper; s'i'an—suffix denoting 'of the one' 'the one with temper'

  CADGIA—Koriani seeress of senior rank who was temporarily assigned to Lirenda's service. pronounced: cad-jee-ah

  CAITH-AL-CAEN—vale where Riathan Paravians (unicorns) celebrated equinox and solstice to renew the athael, or life-destiny of the world. Also the place where the Ilitharis Paravians first Named the winter stars—or encompassed their vibrational essence into language. Corrupted by the end of the Third Age to Castlecain. pronounced: cay-ith-al-cay-en, musical lilt, emphasis on second and last syllables; rising note on first two, falling note on last two root meaning: caith—shadow; al—over; caen—vale 'vale of shadow', link with prime power. An old Paravian colloquialism for unicorn

  CAITHDEIN—Paravian name for a high king's first counselor; also, the one who would stand as regent, or steward, in the, absence of the crowned ruler. pronounced: kay-ith-day-in root meaning: caith—shadow; d'ein—behind the chair 'shadow behind the throne'

  CAITHWOOD—forest located in Taerlin, southeast principality of Tysan. pronounced: kay-ith-wood root meaning: caith—shadow 'shadowed wood'

  CALUM QUAIDE KINCAID—the individual who invented the great weapon which destroyed the worlds of humanity, and caused the refugee faction, including the Koriathain, to seek sanctuary on Athera. pronounced: calum kwade kin-cade root meaning is not from an Atheran language

  CAMRIS—north-central principality of Tysan. Original ruling seat was the city of Erdane. pronounced: Kam-ris, the i as in 'chris' root meaning: caim—cross; ris—way 'crossroad'

  CAOLLE—past war captain of the clans of Deshir, Rathain. First raised, and then served under, Lord Steiven, Earl of the North and caithdein of Rathain. Planned the campaign at Vastmark and Dier Kenton Vale for the Master of Shadow. Served Jieret Red-beard, and was feal liegeman of Arithon of Rathain; died of complications from a wound received from his prince while breaking a Koriani attempt to trap his liege. pronounced: kay-all-eh, with the 'e' nearly subliminal root meaning: caille—stubborn

  CARLINE—Kharadmon's beloved, before the dream of the dragons drew the seven men who became the Fellowship Sorcerers to the world of Athera.

  CARLIS—man-at-arms from Jaelot. pronounced: car-liss

  CATTRICK—master joiner hired to run the royal shipyard at Riverton; once in Arithon's employ at Merior by the Sea, now shi
pwright for Duke Bransian s'Brydion at Alestron. pronounced: cat-rick root meaning: ciattiaric—a knot tied of withies that has the magical property of confusing enemies

  CEREBELD—Avenor's High Priest of the Light, formerly Lord Examiner of Avenor. pronounced: cara-belld root meaning: ciarabeld—ashes

  CIENN—clan scout and Companion in Earl Jieret s'Valerient's war band, smith who shod their horses. pronounced: kee-in root meaning: dan—spark

  CILADIS THE LOST—Fellowship Sorcerer who left the continent in Third Age 5462 in search of the Paravian races after their disappearance following the rebellion, pronounced: kill-ah-dis root meaning: cael—leaf; adeis—whisper, compound; cael'adeis —colloquialism for 'gentleness that abides'

  CILDEIN OCEAN—body of water lying off Athera's east coast, pronounced: kill-dine root meaning: cailde—salty; an—one

  CILDORN—city famed for carpets and weaving, located in Deshir, Rathain. Originally a Paravian holdfast, situated on a node of the third lane, pronounced: kill-dorn root meaning: deal—thread; dorn—net 'tapestry'

  CLAITHEN—an adept of Ath's Brotherhood in the hostel south of Merior. pronounced: clay-then root meaning: claithen—garden, earth.'soil

  DAELION FATEMASTER—'entity' formed by set of mortal beliefs, which determine the fate of the spirit after death. If Ath is the prime vibration, or life force, Daelion is what governs the manifestation of free will, pronounced: day-el-ee-on root meaning: dael—king, or lord; i'on—of fate

  DAELION'S WHEEL—cycle of life and the crossing point which is the transition into death, pronounced: day-el-ee-on root meaning: dael—king or lord; i'on—of fate

  DAENFAL—city located on the northern lakeshore that bounds the southern edge of Daon Ramon Barrens in Rathain. pronounced: dye-en-fall root meaning: daen—clay;.'a.'—red

 

‹ Prev