King of Chaos

Home > Other > King of Chaos > Page 32
King of Chaos Page 32

by Dave Gross


  "Thanks," he said. Frowning, he looked at something he had found in his pocket. "What the hell?"

  "What is it?"

  He held up a stained and half-melted Ustalavic copper piece. Peering at it, he said, "It's the same damned one I lost up north!"

  "Curious," I said. "Did you not tell me you had lost it once or twice before?"

  He breathed a curse while holding the coin at arm's length. He flipped it and caught it on the back of one hand. Lifting his fingers, he revealed the disfigured head of an ancient Ustalavic king. "What is this? Good luck or bad?"

  I shook my head, wondering at the mystery.

  All around us, the camp hushed. To one side of the assembly area, I saw an impromptu crowd gather around some point of interest. Without a word, Radovan snapped off his riffle scroll. His steed appeared, its flanks molten red, its fetlocks trailing gray smoke. I conjured my own, a sleek destrier with a blue-black coat. Arnisant followed us as we rode through tents toward the origin of the commotion.

  Halfway to our destination, Dragomir joined us on his own mortal steed. He had abandoned his shield in favor of a second sword, and he had thrown off the crusader's tabard in favor of his own dark steel and leather armor. Aprian had told me earlier that the Ustalav had tendered his resignation, effective after this final action to recover any surviving prisoners from Undarin. Broken hearts usually drove men into the crusade, I thought. This one seemed to drive Dragomir out of it.

  We found the crusaders gathered murmuring around an unexpected sight. We dismounted and joined them in a circle around Oparal and the unicorns.

  Bastiel had returned. I saw that the last scars had vanished from his neck and throat, no doubt the result of his return to a community of his kin. The noble Alunelsheas stood by his side, shy of all the humans around her, nuzzling Bastiel's neck for comfort.

  Oparal stood a short distance away, staring at the unicorns with an expression of mingled hope and disbelief. No one dared speak, until Bastiel moved his equine lips and broke the silence in a voice like summer honey. "Someone bring me a saddle."

  "Why?" said Oparal. "Why have you returned?"

  "I never knew my sire," said Bastiel. "And my mother died soon after I was born. I never had a name until you gave me one."

  Her face ever stoic, Oparal's dark gray eyes glittered with barely restrained emotion.

  "I got no idea what that means," said Radovan.

  "If I may," I said, stepping in front of him in a vain effort to silence him before he spoiled the moment with a crass remark. "Unicorns name with a combination of the grandparents' names, do they not? And the best possible omen for a foal's birth is the presence of those grandparents."

  Bastiel nodded, his steady gaze assuring me that he wished me to continue.

  "Alunelsheas, for instance. Her sire's mother had Alunel as part of her name. Her dam's mother, Sheas, as the other half. Or perhaps the opposite."

  Alunelsheas bowed her head in agreement.

  "I still don't understand," said Oparal.

  "There will be a foal," I told her. "One with Oparal in its name."

  "She's going to be a granny," Radovan whispered, not quite snickering.

  Gradually, carefully, gently, Oparal went to Bastiel. As she put her arms around his neck, Sergeant Aprian began shooing away the onlookers. "Back to your places!"

  "Come on, boss." Radovan pulled at my elbow as I pulled a handkerchief from my sleeve. "Let's get out of here before you embarrass the both of us."

  Soon we were composed, mounted, and ready to join the crusaders on the first drive into Undarin. The Tower of Zura and its twin were our first goals. We would harrow the halls of demons and free as many of the captives as remained. We prayed that Gemma was among them, and perhaps Erastus, although we held out faint hope that either had survived so long.

  While the officers mustered their troops, Aprian rode by once more to check on us. He pointed to Captain Celverian, the grim crusader I had met only briefly. At his side rode Jelani, who pointed across the ranks to indicate Oparal at the head of the vanguard.

  "Before the battle, I wanted to thank you both," said Aprian. "Especially you, Radovan, for recovering the captain's sword."

  "Aw, that was no big deal," said Radovan. "With the unicorn back, she would have been all right."

  "Maybe so," said Aprian, shading his eyes from the light as Oparal raised the Ray of Lymirin to signal the charge. "But now she's perfect."

  About the Author

  Dave Gross is the author of numerous other Pathfinder Tales stories featuring Radovan and Jeggare, including the novels Prince of Wolves, Master of Devils, and Queen of Thorns; the short stories "A Lesson in Taxonomy," "A Passage to Absalom," "Killing Time," and "The Lost Pathfinder"; and the serial novellas Hell's Pawns and Husks. He also contributed to Elaine Cunningham's Winter Witch. His first full-length novel was Black Wolf, followed by the final volume of the Sembia series, Lord of Stormweather, both set in the Forgotten Realms. He has since written for a variety of settings in novels and fantasy, horror, and SF anthologies, including Tales of the Far West, Shotguns v. Cthulhu, The Lion and the Aardvark, and a little series pitch in Robin D. Laws's Hillfolk. His most recent publications are The Devil's Buy and Dark Convergence, both set in the Iron Kingdoms. In desperate times, Dave has taught English and other subjects, and he is a former editor of various magazines, notably Dragon, Star Wars Insider, and Amazing Stories. He lives in Alberta, Canada, with his wife, their cats, and a miniature giant space buffalo.

  Glossary

  All Pathfinder Tales novels are set in the rich and vibrant world of the Pathfinder campaign setting. Below are explanations of several key terms used in this book. For more information on the world of Golarion and the strange monsters, people, and deities that make it their home, see The Inner Sea World Guide, or dive into the game and begin playing your own adventures with the Pathfinder Roleplaying Game Core Rulebook or the Pathfinder Roleplaying Game Beginner Box, all available at paizo.com. Those readers particularly interested in exploring the Worldwound further should check out Pathfinder Campaign Setting: The Worldwound, learn more about demons with Pathfinder Campaign Setting: Demons Revisited, or confront the demonic menace personally in the Wrath of the Righteous Adventure Path. Fans of Varian and Jeggare can follow the duo's previous adventures in the novels Prince of Wolves, Master of Devils, and Queen of Thorns.

  Absalom: Largest city in the Inner Sea region.

  Abyss: Plane of evil and chaos ruled by demons, where many evil souls go after they die.

  Abyssal: Of or pertaining to the Abyss.

  Acadamae: Notoriously effective and amoral school of magic in Korvosa.

  Acts of Iomedae: Holy text of the church of Iomedae.

  Anaphexis: Deadly cult devoted to keeping secrets at all costs. For more information, see Prince of Wolves and Pathfinder Campaign Setting: Rule of Fear.

  Andoran: Democratic and freedom-loving nation formerly controlled by Cheliax.

  Andoren: Of or pertaining to Andoran; someone from Andoran.

  Arcane: Magic that comes from mystical sources rather than the direct intervention of a god; secular magic.

  Aroden: The god of humanity, who died mysteriously a hundred years ago, causing widespread chaos.

  Asmodeus: Devil-god of tyranny, slavery, pride, and contracts; lord of Hell and current patron deity of Cheliax.

  Avistan: The continent north of the Inner Sea, on which Cheliax, Andoran, the Worldwound, and many other nations and regions lie.

  Azlant: The first human empire, which sank beneath the waves long ago.

  Azlanti: Of or pertaining to Azlant; someone from Azlant.

  Bloodwater Betrayals: Massacres caused when Ustalavs refused to harbor Sarkorians fleeing from the newly opened Worldwound, instead forcing them back across the border to be slaughtered.

  Bones Fall in a Spiral: The holy text of Pharasma.

  Brimorak: Goat-headed demon with a burning sword and hooves.

 
Calistria: Also known as the Savored Sting; the goddess of trickery, lust, and revenge.

  Chel: Derogatory term for a citizen of Cheliax.

  Chelaxian: Someone from Cheliax.

  Cheliax: A nation in southwestern Avistan that gained power by allying with Hell.

  Chelish: Of or relating to the nation of Cheliax.

  Children of Westcrown: A resistance movement in Cheliax dedicated to overthrowing the diabolical House of Thrune and breaking the nation's alliance with Hell.

  Daemons: Evil, nihilistic beings who exist to devour mortal souls.

  Dawnflower: Sarenrae.

  Decemvirate: Masked and anonymous ruling council of the Pathfinder Society.

  Demon Lord: A particularly powerful demon capable of granting magical powers to its followers. One of the rulers of the Abyss.

  Demonblooded: A humanoid who bears demonic traits due to interbreeding between demons and his or her ancestors.

  Demons: Evil denizens of the Abyss, who seek only to maim, ruin, and feed on mortal souls.

  Demontongue: The language of demons.

  Deskari: The principle demon lord responsible for the demonic invasion through the Worldwound. Also known as the Lord of the Locust Host.

  Desna: Good-natured goddess of dreams, stars, travelers, and luck.

  Devils: Evil denizens of Hell who seek to corrupt mortals in order to claim their souls.

  Diabolist: A spellcaster who specializes in binding devils and making infernal pacts.

  Drezen: Fallen crusader city in the northern Worldwound.

  Druid: Someone who reveres nature and draws magical power from the boundless energy of the natural world.

  Dwarves: Short, stocky humanoids who excel at physical labor, mining, and craftsmanship.

  Dyinglight: Demonic city in the northern Worldwound, ruled by marsh giants.

  Eagle Knights: Military order in Andoran devoted to spreading the virtues of justice, equality, and freedom.

  Egorian: Capital of Cheliax.

  Eidolon: A unique mystical creature called from another plane of existence and bound to serve its summoner, usually willingly. Revered as gods by Sarkorians.

  Elven: Of or pertaining to elves.

  Elves: Long-lived, beautiful humanoids identifiable by their pointed ears, lithe bodies, and pupils so large their eyes appear to be one color.

  Familiar: Small creature that assists a wizard, witch, or sorcerer, often developing greater powers and intelligence than normal members of its kind.

  Fiends: Creatures native to the evil planes of existence, such as demons, devils, and daemons, among others.

  Fierani Forest: Ancient forest that occupies most of Kyonin.

  First World: The rough draft of existence, which still exists behind the Material Plane. Original home of fey creatures and gnomes.

  Frostmire: Enormous demon-haunted fen in the northern reaches of the Worldwound.

  Gallowspire: The unhallowed former stronghold of the Whispering Tyrant, now turned into his prison.

  Garund: Continent south of the Inner Sea, renowned for its deserts and jungles.

  General Arnisant: Taldan general who sacrificed himself to imprison the Whispering Tyrant beneath his tower in Gallowspire.

  God Callers: Sarkorian summoners who worship the eidolons they summon, seeing the creatures as patron deities.

  Golarion: The planet on which the Pathfinder campaign setting focuses.

  Gorum: God of battle, strength, and weapons. Also known as Our Lord in Iron.

  Gozreh: God of nature, the sea, and weather. Depicted as a dual deity, with both male and female aspects.

  Grand Lodge: The headquarters of the Pathfinder Society, located in Absalom.

  Green: Also called the Green Faith; the worship of nature from which druids draw their magical powers.

  Gundrun: City in the southern reaches of the Worldwound where humanoids still manage to defend themselves against the demonic horde.

  Half-Elves: The children of unions between elves and humans. Taller, longer-lived, and generally more graceful and attractive than the average human, yet not nearly so much so as their full elven kin. Often regarded as having the best qualities of both races, yet still see a certain amount of prejudice, particularly from their pure elven relations.

  Half-Fiend: Someone whose ancestry includes crossbreeding with evil extraplanar creatures such as demons, devils, and daemons. Often bear physical signs of their lineage.

  Hallit: Northern language spoken primarily by Kellids.

  Harrow Deck: Deck of illustrated cards sometimes used to divine the future.

  Harrower: Fortune-teller who uses a harrow deck to tell the future—or pretends to.

  Hell: Plane of evil and tyrannical order ruled by devils, where many evil souls go after they die.

  Hellspawn: A humanoid who bears devilish traits due to interbreeding between devils and his or her ancestors.

  Imp: A weak devil resembling a tiny, winged humanoid with fiendish features.

  Infernal: Of or related to Hell.

  Inheritor: One of Iomedae's titles, due to her taking over of much of Aroden's congregation after his death.

  Inner Sea: Heavily traveled sea at the center of the Pathfinder campaign setting.

  Iomedae: Goddess of valor, rulership, justice, and honor, who started life as a human before attaining godhood.

  Irori: God of history, knowledge, self-perfection, and enlightenment.

  Isger: Vassal nation of Cheliax.

  Isgeri: Someone or something from Isger.

  Iz: Demonic capital city of the Worldwound.

  Kellids: Traditionally uncivilized and violent human ethnicity from the northern reaches of the Inner Sea region.

  Kenabres: Fortified crusader city along Mendev's border with the Worldwound.

  Korvosa: Largest city in Varisia and outpost of former Chelish loyalists, now self-governed.

  Kyonin: An elven forest-kingdom in eastern Avistan. The center of elven power in the Inner Sea region. Largely forbidden to non-elven travelers.

  Lady Luck: Desna.

  Lady of Graves: Pharasma.

  Landshark: Ferocious monster that burrows through solid earth and eats almost anything.

  Lich: A spellcaster who manages to extend his existence by magically transforming himself into a powerful undead creature.

  Lord of the Locust Host: Deskari.

  Low Templars: Crusaders who flock to the Mendevian Crusade in hopes of fame and loot rather than for more altruistic reasons.

  Mammoth Lord: The ruler of a following of Kellid tribes in the Realm of the Mammoth Lords.

  Marsh Giants: Brutish, backward giants fond of swamps and marshes.

  Mendev: Cold, northern crusader nation that provides the primary force defending the rest of the Inner Sea region from the demonic infestation of the Worldwound.

  Mendevian: Of or pertaining to Mendev.

  Mwangi: Of or pertaining to the southern jungle region known as the Mwangi Expanse; someone from that region.

  Nerosyan: Fortress city and capital of Mendev, situated along the nation's southwestern border. Also called the Diamond of the North, after its shining towers and diamond-shaped layout.

  Orc: A bestial, warlike race of savage humanoids from deep underground who now roam the surface in barbaric bands.

  Osirian: Of or relating to the region of Osirion, or a resident of Osirion.

  Osiriani: The native language of Osirion.

  Osirion: Desert kingdom ruled by pharaohs south of the Inner Sea, in northeastern Garund.

  Paladin: A holy warrior in the service of a good and lawful god. Ruled by a strict code of conduct and granted special magical powers by his or her deity.

  Pathfinder Chronicles: Books published by the Pathfinder Society detailing the most interesting and educational discoveries of their members.

  Pathfinder Lodge: Meeting house where members of the Pathfinder Society can buy provisions and swap stories.

  Pathfinder Soci
ety: Organization of traveling scholars and adventurers who seek to document the world's wonders. Based out of Absalom and run by a mysterious and masked group called the Decemvirate.

  Pathfinder: A member of the Pathfinder Society.

  Pharasma: The goddess of birth, death, and prophecy, who judges mortal souls after their deaths and sends them on to the appropriate afterlife.

  Pharasmin: Of or related to the goddess Pharasma or her worshipers.

  Plane: One of the realms of existence, such as the mortal world, Heaven, Hell, the Abyss, and many others.

  Prince of Law: Asmodeus.

  Qadira: Desert nation on the eastern side of the Inner Sea.

  Rasping Rifts: Deskari's personal domain in the Abyss.

  Razmiran: Nation ruled by a self-proclaimed living god.

  Razmir: Ruler of Razmiran, worshiped by his subjects as a living god.

  Razmiri: Worshipers and subjects of Razmir.

  Riffle Scroll: Magical scroll shaped like a flipbook, which is activated by flipping the pages rapidly.

  River Kingdoms: A region of tiny, feuding fiefdoms and bandit strongholds, where borders change frequently.

  Riverspire: Elven tower-city in southern Kyonin.

  Saint Lymirin: Former priestess of Iomedae, now honored as a saint by the faithful; often depicted as an eagle-headed woman with wings.

  Sarenrae: Goddess of the sun, honesty, and redemption. Often seen as a fiery crusader and redeemer.

  Sarkorian: Of or relating to the region of Sarkoris.

  Sarkoris: Northern nation destroyed and overrun by the Worldwound.

  Scroll: Magical document in which a spell is recorded so that it can be released when read, even if the reader doesn't know how to cast that spell. Destroyed as part of the casting process.

  Sczarni: A subgroup of the Varisian ethnicity known for being wandering thieves and criminals.

  Silver Crusade: Organization of Pathfinders dedicated to using their abilities for righteous purposes. Led by the paladin Ollysta Zadrian.

  Sorcerer: Someone who casts spells through natural ability rather than faith or study.

 

‹ Prev