Nightblade

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Nightblade Page 28

by Liane Merciel


  "But it didn't," Isiem said.

  "No, it didn't." When the Sarenite finally looked up, his eyes were clouded with emotion but his face was calm. "What does that tell you?"

  "What should it tell me?"

  "That it wasn't just my life you saved. It was all of ours."

  "Not the Aspis agents'." Isiem pushed his windblown hair back from his eyes. "How is the Consortium taking their loss, anyway? Have you heard anything?"

  "Did your gambit work, you mean?" Teglias chuckled. A wisteria flower, snapped off by the wind, dropped into his lap. He picked it up, cradling it in his palm. "I would say it did, yes. I wondered, when Ena first told me, why you let your companion take all three nightblades back to Nidal. You let him take Ganoven's belongings, too, didn't you?"

  "Yes," Isiem admitted.

  "Thereby sealing the narrative that your companion, an Umbral Court agent in high standing, murdered the Aspis Consortium's representative, looted his corpse, and fled back to Nidal with all three nightblades. Where the Aspis Consortium is welcome to come find him, if they wish to try to hold the lords of the Umbral Court to a bargain that they, personally, never struck." Teglias shook his head in grudging admiration and tossed the broken flower away. "Neatly done. And, of course, Kyril was a witness to it, and there's no doubting a paladin's word as to what happened."

  "Did they believe it?"

  "Naturally. Men like that are always ready to believe that others are as greedy and treacherous as they themselves are. But there's nothing they can do about it. No one wants to risk offending the Midnight Lord's congregation. The Aspis Consortium might not have believed that the nightblade was impossible to use safely, but they will readily accept that it's not worth the cost to reclaim."

  Isiem nodded. It was still a gamble whether Ascaros truly would destroy the nightblades instead of giving them to the Umbral Court ...but he believed the shadowcaller's curse gave him enough respect for the soul-shattering costs of such magic, and enough bitterness toward his shadowy superiors, that he would indeed see those black blades broken. "Then it's done."

  "It is done. Our expedition to Fiendslair has been recorded as a conclusive failure. Not nearly as grievous a failure as it might have been, though, which is not a fact the annals of history are likely to record." Teglias pushed his chair a little closer. Its wheels clacked on the uneven sandstone. "The question now is: what will you do next?"

  Isiem shrugged. A great gray sea eagle dipped low over the bay and came up with a glittering prize in its talons. Trailing a cloud of squawking, squabbling lesser birds who shrieked their envy of its catch, the eagle caught the wind under its black-tipped wings and turned in a swooping curve toward land.

  When it was out of sight, Isiem looked back at the Sarenite. "Kyril is thinking of returning to Westcrown. She says the rebellion is truest to its ideals there, and has the best chance of breaking House Thrune's power."

  "Do you agree?"

  "She would know better than I." The wizard smoothed the sleeves of his robes pensively. The sun was slanting downward over Gemcrown Bay, and the first hints of twilight's chill were coming. Distant, as yet, but in the air. "But I'm not eager to go back to Westcrown. I served in the Midnight Guard there. People will remember me."

  "You don't want to be remembered?"

  "Not for my work in Westcrown." He'd seen too much ugliness there from both sides. The rebellion had been hard pressed, and had done desperate, vengeful things. And the retaliation, meant to break the rebels' spirits, had been worse. Nothing he'd been a part of in Westcrown was worthy of pride.

  "But for something else?" Teglias pressed. "Something better?"

  The expectation in the older man's voice gave Isiem pause. Answering in the affirmative, he knew, would mean taking on a burden of hope and responsibility that he was reluctant to accept. He wasn't worthy of such things.

  But he wanted to be.

  "What would you have of me?" he asked.

  About the Author

  Liane Merciel is the author of the Pathfinder Tales novel Nightglass (also starring Isiem) and the Pathfinder Tales short stories "Certainty" and "Misery's Mirror," both available for free at paizo.com. In addition, she has written the independent fantasy novels The River Kings' Road and Heaven's Needle, as well as the Dragon Age novel Last Flight. She is a practicing lawyer and lives in Philadelphia with her husband Peter, resident mutts Pongu and Crookytail, and a rotating cast of foster furballs. For more information, visit lianemerciel.com.

  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 Pathfinder Campaign Setting: 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. You can also check out the earlier adventures of Isiem and Ascaros in the Pathfinder Tales novel Nightglass.

  Abrogail II: Current ruler of Cheliax.

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

  Abyssal: Of or pertaining to the Abyss.

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

  Arcanist: Practitioner in the art of secular magic.

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

  Aspis Consortium: A powerful and unscrupulous international trade organization based in Cheliax.

  Backar Forest: A vast woodland in central Molthune.

  Barrowmoor: A burial ground for the ancient horselords, chieftains, and tyrants of Nidal. Rumored to be as rich with treasures as it is with curses for those who attempt to plunder it.

  Black Triune: The three rulers of Pangolais; some of the most powerful members of the Umbral Court.

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

  Cantrip: A minor spell or magical trick cast by an arcane spellcaster.

  Cettigne: Molthuni city-state.

  Cheliax: A powerful devil-worshiping nation.

  Chelish: Of or relating to the nation of Cheliax.

  Cleric: A religious spellcaster whose magical powers are granted by his or her god.

  Crosspine: Small village in the southern Uskwood.

  Cythnigots: Parasitic, fungal form of the ancient Abyssal creatures known as qlippoth.

  Daemons: Evil denizens of Abaddon who exist to devour mortal souls.

  Dawnflower: Sarenrae.

  Demoniacs: Those who seek power through the worship of a demon lord.

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

  Devil: Fiendish occupants of Hell who seek to corrupt mortals in order to claim their souls.

  Devil's Perch: Inhospitable region of mountains and desert in northwestern Cheliax. Home of the strix.

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

  Druid: Someone who reveres nature and draws magical power from the boundless energy of the natural world (sometimes called the Green Faith).

  Dusk Hall: Academy in Pangolais where initiates are trained as shadowcallers through study of both wizardry and the dark worship of Zon-Kuthon.

  Dwarves: Short, stocky humanoids who excel at physical labor, mining, and craftsmanship. Stalwart enemies of the orcs and other evil subterranean monsters.

  Egorian: Capital of Cheliax.

  Elven: Of or pertaining to elves; the language of elves.

  Elves: Long-lived, beautiful humanoids who abandoned Golarion millennia ago and have only recently returned. Identifiable by their pointed ears, lithe bodies, and pupils so large their eyes appear to be one color.

  Eye of Abendego: En
ormous permanent hurricane southwest of the Inner Sea.

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

  Galtan: Of or relating to Galt, a nation embroiled in constant revolution

  Ghasterhall: A haunted library in the Ustalavic city of Virlych, also known as the Palace of Travesties. It acts as headquarters for the Whispering Way.

  Goblins: Race of small and maniacal humanoids who live to burn, pillage, and sift through the refuse of more civilized races.

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

  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-Orcs: Born from unions between humans and orcs, members of this race have green or gray skin, brutish appearances, and short tempers, and are mistrusted by many societies.

  Halflings: Race of humanoids known for their tiny stature, deft hands, and mischievous personalities.

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

  Hellknights: Organization of hardened law enforcers whose tactics are often seen as harsh and intimidating, and who bind devils to their will. Based in Cheliax.

  House of Thrune: Current ruling house of Cheliax, which took power by making compacts with the devils of Hell. Often called the Thrice-Damned House of Thrune.

  Ilvarandin: A legendary evil city located deep below ground.

  Inheritor: Iomedae.

  Inner Sea: The vast inland sea whose northern continent, Avistan, and southern continent, Garund, as well as the seas and nearby lands, are the primary focus of the Pathfinder campaign setting.

  Iomedae: Goddess of valor, rulership, justice, and honor, who was a herald of the dead god Aroden before passing the Test of the Starstone and attaining godhood herself.

  Kalavakus: Powerful, 7-foot-tall purple demons known for the horns that cover their bodies. They work as the Abyss's slavers, guards, and mercenaries.

  Kobold: Small reptilian creatures that dwell in underground warrens, scheming about world conquest. They believe themselves to be cousins to dragonkind and deserving of similar reverence.

  Kuthite: Worshiper of Zon-Kuthon; of or related to the worship of Zon-Kuthon.

  Kyonin: Forest kingdom seen as the elven homeland and largely forbidden to non-elven travelers.

  Lake Encarthan: One of Avistan's largest lakes.

  Lamashtan: Worshiper of Lamashtu, the goddess of madness, monsters, and nightmares.

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

  Midnight Guard: Nidalese spellcasters—primarily shadowcallers—loaned to the Chelish military.

  Midnight Lord: Zon-Kuthon.

  Molthune: Expansionist nation in central Avistan, ruled by a military government overseen by nine General Lords. Perpetually at war with it's northern neighbor, Nirmathas, which declared its independence from Molthune almost six decades ago.

  Molthuni: Of or relating to Molthune, or a citizen of that nation.

  Necromancy: School of magic devoted to manipulating the power of death, unlife, and life force, such as creating and controlling undead creatures.

  Nidal: Evil nation in southern Avistan, devoted to the worship of the dark god Zon-Kuthon after he saved its people from extinction in the distant past. Closely allied with devil-worshiping Cheliax.

  Nidalese: Of or pertaining to Nidal; someone from Nidal.

  Nightglass: A magic item useful in the summoning and binding of creatures from the Plane of Shadow.

  Nisroch: Major port city of Nidal.

  Omox: Foul demon made of living, fetid slime.

  Oppara: Coastal capital of Taldor.

  Orc: A bestial, warlike race of savage humanoids from deep underground who now roam the surface in barbaric bands. Possess green or gray skin, protruding tusks, and warlike tendencies. Almost universally hated by more civilized races.

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

  Ostovites: Small, bony parasitic demons that cannibalize their hosts in attempts to create better bodies for themselves.

  Outer Planes/Outer Sphere: The various realms of the afterlife, where most gods reside.

  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.

  Pangolais: Capital city of Nidal, situated deep in the Uskwood.

  Pathfinder: A member of the Pathfinder Society.

  Pathfinder Society: Organization of traveling scholars and adventurers who seek to document the world's wonders.

  Pezzack: A town of rebels and outcasts on the northwestern shore of Cheliax; extremely isolated from the rest of the nation.

  Pezzacki: Of or pertaining to Pezzack; someone from Pezzack.

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

  Plane of Shadow: A dimension of muted colors and strange creatures that acts as a twisted, shadowy reflection of the "real" world.

  Ridwan: Nidalese city that is a religious center for the faithful of Zon-Kuthon.

  Rokoa: Strix title for a tribe's spiritual leader; a wise- woman or shaman.

  Ruby Prince: Khemet III, the Forthbringer, current ruler of Osirion.

  Runelords: Seven Thassilonian governors who ruled that ancient empire after the death of First King Xin.

  Sarenite: Of or related to the goddess Sarenrae or her worshipers.

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

  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.

  Second Ashes: Tragic fire resulting from civil unrest in Pezzack.

  Shadowbeasts: Monsters summoned from the Plane of Shadow.

  Shadowcallers: Nidalese casters who train in both arcane magic (like wizardry) and divine spellcasting as priests of Zon-Kuthon.

  Shae: Intelligent natives of the Plane of Shadow who lack definite form.

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

  Spellbook: Tome in which a wizard transcribes the arcane formulae necessary to cast spells. Without a spellbook, wizards can cast only those few spells held in their minds at any given time.

  Strix: Race of winged humanoids who dwell in the mountains of Devil's Perch in northwestern Cheliax. Hostile to outsiders and regularly antagonized by Chelish miners and settlers encroaching on their territory.

  Taldan: Of or pertaining to Taldor; a citizen of Taldor.

  Taldane: The common trade language of Golarion's Inner Sea region.

  Taldor: Formerly glorious nation that has lost many of its holdings in recent years to neglect and decadence. Ruled by immature aristocrats and overly complicated bureaucracy.

  Thassilon: Ancient empire which crumbled long ago, once located in northwestern Avistan and ruled by seven runelords.

  Torag: Stoic and serious dwarven god of the forge, protection, and strategy. Viewed by dwarves as the Father of Creation.

  Umbral Basin: Pass between the Mindspin and Menador mountains on the border of Molthune and Nidal. A dangerous and shadowy crossing, risked by only the most prepared merchant caravans.

  Umbral Court: The ruling council of Nidal.

  Undead: Once-living creatures animated by dark supernatural and spiritual forces.

  Undeath: The
state of being undead.

  Uskwood: Nidal's central forest, said to be haunted.

  Ustalav: Fog-shrouded gothic nation.

  Ustalavic: Of or related to the nation of Ustalav.

  Varisia: Frontier region at the northwestern edge of the Inner Sea region

  Varisian: Of or relating to the frontier region of Varisia, or a resident of that region. Ethnic Varisians tend to organize in clans and wander in caravans, acting as tinkers, musicians, dancers, or performers.

  Westcrown: Former capital of Cheliax, now overrun with shadow beasts and despair.

  The Whispering Way: Secret organization dedicated to undeath and immortality.

  Windspire: Traditional strix roosting place near Pezzack.

  Wizard: Someone who casts spells through careful study and rigorous scientific methods rather than faith or innate talent, recording the necessary incantations in a spellbook.

  Worldwound: Constantly expanding region overrun by demons a century ago. Held at bay by the efforts of the Mendevian Crusaders.

  Zon-Kuthon: The twisted god of envy, pain, darkness, and loss. Was once a good god, along with his sister Shelyn, before unknown forces turned him to evil. Patron god of Nidal.

  Acknowledgments

  As ever, I'm indebted to quite a few people for helping this book come to be:

  James Sutter and Dave Gross, for their support, encouragement, and occasional threats to light matches beneath a certain balky writer's backside when necessary.

  Marlene Stringer, my agent, for her guidance and professionalism.

  Peter, for his patience and willingness to talk me off the ledge all the time constantly.

  ...and the dogs, of course, for their continued excellence in providing diversions by finding new and interesting ways of driving me insane.

 

 

 


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