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The Gully Dwarves

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by Dan Parkinson




  “Run like crazy!” the Highbulp roared, heading for parts unknown. “Got big sal’mander!”

  Never slow to take flight, gully dwarves ran in all directions, some heading for hidey-holes, some running in circles, some bumping into one another.

  Abruptly, just beyond them, the big tunnel was filled with a monstrous salamander.

  Lidda, high on the cavern wall, reached down as far as she could, toward the circular brass shield below. She got her hand under its catch and lifted. The plaque banged open and something long, dark and deadly shot from the hole behind it, whistling.

  In an instant, the missile flashed across the room and into the gaping mouth of the salamander, deflecting upward from the thing’s lower jaw to erupt from the top of its flat, ugly head.

  An angry hiss filled the cavern as the salamander twitched and lay still.

  But the hiss went on. Wide, terrified eyes staring at the dead monster turned slowly, looking for the source of the sound, growing even wider when they found it.

  From the Creators of the DRAGONLANCE® Saga

  THE LOST HISTORIES

  The Kagonesti

  Douglas Niles

  The Irda

  Linda P. Baker

  The Dargonesti

  Paul B. Thompson and Tonya Cook

  Land of the Minotaurs

  Richard A. Knaak

  The Gully Dwarves

  Dan Parkinson

  The Dragons

  Douglas Niles

  THE GULLY DWARVES

  The Lost Histories: Volume V

  ©1996 TSR, Inc.

  All characters in this book are fictitious. Any resemblance to actual persons, living or dead, is purely coincidental.

  This book is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast LLC.

  Published by Wizards of the Coast LLC. Hasbro SA, represented by Hasbro Europe, Stockley Park, UB11 1AZ. UK.

  DRAGONLANCE, Wizards of the Coast, D&D, their respective logos, and TSR, Inc. are trademarks of Wizards of the Coast LLC in the U.S.A. and other countries. All other trademarks are the property of their respective owners.

  All Wizards of the Coast characters and their distinctive likenesses are property of Wizards of the Coast LLC.

  Cover art by: Larry Elmore.

  eISBN: 978-0-7869-6294-5

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  www.DungeonsandDragons.com

  v3.1

  Contents

  Cover

  Other Books by This Author

  Title Page

  Copyright

  Introduction

  Prologue: Verden’s Egg

  Part 1: Legacy of the Least

  Chapter 1: A Throne for Glitch

  Chapter 2: Faces on the Wall

  Chapter 3: Perils of the Pitt

  Chapter 4: The Awakening

  Chapter 5: Dragon Bound

  Chapter 6: The Great Stew Bowl

  Chapter 7: The Prophecy

  Chapter 8: An Act of Mercy

  Part 2: The Vale of Sunder

  Chapter 9: The Wonder Of Spiration

  Chapter 10: The Fang of Orm

  Chapter 11: A Tall Order

  Chapter 12: The Bashing Tool

  Chapter 13: The Pursuers

  Chapter 14: The Designated Hero

  Part 3: The Bulpian Chronicles

  Chapter 15: Dragon Beholden

  Chapter 16: The Breakout

  Chapter 17: The Tower of Tarmish

  Chapter 18: Fortress Infested

  Chapter 19: The Road To Rune

  Chapter 20: Bron’s Dragon

  Chapter 21: The Hole Truth

  Chapter 22: Highbulps Lost and Found

  Chapter 23: Into the Dark Tower

  Chapter 24: Wishmaker, Wishtaker

  Epilogue

  About the Author

  Introduction

  It has been said of the Aghar that no such race could exist in a practical world. It has been said that the gods of creation must have been terribly distracted when the Aghar were created … either distracted or crazy. The scholars insist such a race of creatures as the Aghar—commonly referred to as gully dwarves—could not possibly survive for generations among the harsh realities of life. The pathetic little things have nothing on their side.

  In a world of strong races, the gully dwarves of Krynn are surprisingly weak. They are neither fierce nor menacing, neither bold nor especially lucky, neither strong of limb nor fleet of foot. Their only natural defense against enemies is a tendency to inhabit those places no one else wants, thereby going unnoticed most of the time. They lack the stubborn strength of true dwarves, the unpredictability of humans, and the inherent skills and longevity of elves. Compared to any of these races, gully dwarves are hardly more than vermin. They have no defenses, no skills beyond a certain clumsy furtiveness, and certainly no command of magic.

  As for intelligence, the gully dwarves—while more or less human or dwarven in appearance—are barely smart enough to come in out of the rain.

  The continued existence of gully dwarves on Krynn is a puzzle to those who consider such matters. But then, those same scholars might insist that neither bumblebees nor dragons can fly. Yet no matter how avidly the scholars pursue their logic, bumblebees and dragons go right on flying … And gully dwarves continue to survive.

  The little creatures have not only existence, but also a history. Indeed, there are odd legends among various cultures about gully dwarves. Some believe that a gully dwarf clan, long ago, may have had something to do with the destruction of mighty Istar—might have figured somehow in the Cataclysm itself. Odd tales sometimes circulate across the ale boards, linking gully dwarves to unlikely enterprises including a mine that produced wine, claiming they were involved in the ogre massacre of the slavers of Doon, even hinting that gully dwarves may have been the first occupants of ancient Thorbardin, where their descendants are more or less tolerated to this day.

  The most improbable of these tales, yet one of the most persistent, has to do with an unlikely alliance between a gully dwarf tribe and a dragon during the War of the Lance. Among humans, elves and even true dwarves there are those who swear that they actually witnessed the phenomenon—a group of gully dwarves traveling with a green dragon.

  Such accounts suggest a truly notable history. Still, these tales cannot be proven or even verified by the gully dwarves themselves. The people called Aghar have few great skills, but one of them is the ability to promptly forget anything beyond their understanding, and that covers almost everything in the world.

  Thus it is a rare gully dwarf who can clearly recall any event prior to yesterday. Such individuals are as rare as a gully dwarf who can count past two.

  In the befogged history of these bumbling little people, though, there have been a few such rare gully dwarves. The first Grand Notioner of the Tribe of Bulp—an intuitive individual named Hunch who may well have done most of the group’s serious thinking during the long and eventful reign of the Highbulp Gorge III—was one of them. Hunch was burdened with an awareness that there were times fu
rther back than yesterday. He was bright enough to deduce from this fact that there might be times beyond tomorrow.

  Another uncommon gully dwarf was old Gandy, Hunch’s successor and heir to the mop handle staff of office. Gandy knew that there were quite a few people in his clan, and that the number—while it varied from day to day—was almost certainly more than two. Lacking either the words or the theory to express such ideas, he usually kept them to himself.

  But his intuition told him that if he perceived something so arcane there might be others capable of perceiving it, too. He suspected one of them might be a young gully dwarf—a mere child at the time of the finding of the Promised Place—whose name was Scrib and who sometimes tried to draw pictures of the world around him.

  Prologue

  Verden’s Egg

  Above a world in shambles, where low, smoke-darkened skies reflected the somber glow of fires burning out of control amidst the darkness of charred battlefields, Verden Leafglow beat upward on mighty wings. Higher and higher she flew, talons cradled close against her scaled body. Her great tail a graceful rudder beneath her, her long neck stretched upward as she reached for altitudes beyond the madness that reigned below.

  It was all over. A mighty war had been fought—a game of gods in which good and evil had met head-on, regardless of the carnage on the field of play. Takhisis the Dark Queen, goddess of all that was evil, had played her game for control of the world Krynn, but in the final hours she had lost.

  To Verden Leaf glow, it was inconceivable that Takhisis could have failed. Intent upon rule or ruin, the dark goddess had unleashed her mightiest forces upon the world, uncaring of the chaos in her wake, aloof to the suffering of mortal beings caught up in the maelstrom. Darkest of the gods, lover of dominance and mistress of betrayal, Takhisis had thrown her dice with the certainty of victory … and then had lost!

  Now, like a vengeful child, Takhisis the spiteful goddess turned her back on the agonies created in her name and left the world of Krynn to recover as it could—or to rot if it would. Now madness ran rampant beneath the triad moons.

  Yet, even in turning away, the Dark Queen was vengeful. To those who had defeated her ambitions, she bequeathed her legacy of ruin. For those of her followers who had failed her—in any slightest manner—far worse was in store. The dark goddess was venomous in her spite, and she demanded satisfaction even in defeat.

  On emerald wings, Verden Leafglow sought the sky and soared high above the madness below. Beneath her, the plains of death fell away to remote distance as she beat upward, escaping the carnage far below.

  She had seen much in these past days. In fields of havoc she had seen draconian footmen, those darkling spawn of the betrayal of the mighty by the mighty, dying by the thousands at the hands of their own kind and of those who had been their allies.

  She had seen fabrics of black sorcery collapse upon themselves, and upon the dark-robed ones who were their weavers. And the worst of the manic fury was among the dragons—those who had been Takhisis’s mightiest allies. In a matter of days, Verden had seen dragon turn from foe and attack ally, and even her own keen instinct for betrayal had barely saved her.

  She had seen the mightiest of all the dragons of evil—the magnificent and deadly Venge Scarlet—pluck his rider from his back, tear his head from his shoulders and cast the pieces earthward like so much debris. She had seen the cunning, malicious Ebon Nightshadow turn on a goblin force that had come to aid him in defense of the Token Portal. He drenched them with acid breath, and watched with contempt as they writhed and screamed, melting to sludge.

  These were things that Verden Leafglow herself might have done, had she had a human rider or a goblin troop. But she had been afield when the end came with nothing more than some puny human mages working their spells to create a secret way into the remote Dominion Garrison of Sablethwon.

  In her mind the knowledge had come—it was over, the Dark Queen had turned away. With a disdainful blast, Verden had parted company with her allied mages. Two of them, two who had angered her especially, she left sundered, literally torn to shreds. Their companions choked about them, strangling on their own tongues, blind and dying from her parting gift—a cloud of thick chlorine vapor. A few of them had escaped her fury, but only a few. Among them was a cowering little magic-thief with an ivory fang totem, the two had become so interlinked by their magic that neither could function without the other. There were maybe one or two more survivors. But they did not matter.

  She had gone then, heading for the mountains to the west. It was the last place she had known Flame Searclaw to be. If the Dark Queen’s business was at an end, then Verden Leaf glow had business of her own, unfinished business that she had not forgotten. She had a revenge of her own to be taken now, and she spread great emerald wings and went hunting.

  Flame Searclaw! Verden spread her keen senses, searching. Great eyes glittered with hatred as she remembered the day she had paved the way for the destruction of the human city of Chaldis. She remembered the injury she had sustained there and the cold humor in the voice of Flame Searclaw when he sensed her there, sorely wounded and buried beneath the rubble of a ravaged city. He had known that she was there, had told her so. He had known she needed help, but her plight amused him. He passed her by.

  Verden Leafglow had not forgotten. She had been betrayed and abandoned. There was a score to settle.

  With all of her senses at peak pitch, she climbed the sky and beat westward, where the mighty peaks of the Kharolis Mountains etched the horizon. Flame Searclaw was out there, somewhere.

  Would mindcall still function, now that the war of conquest was ended? Verden didn’t know. The distance-calling was a magical power, granted by the Dark Queen to some of her agents, to serve her purposes. Pitching her mind as she had learned, she pulsed a message into the distance. “Flame Searclaw! I know you are there! Once I needed your aid and you deserted me! Once I called out to you, and you responded with torment! You even taunted me, commanded me to come to you when you knew I could not. Well, I am coming now, Flame Searclaw! I am coming for you, and I will find you!”

  Moments passed, and then an answer grew in her mind, tiny with distance, but clear. He had perceived the challenge. Cruel laughter echoed in the soundless response. Green snake! It is you! I am here, green snake. You dare to challenge me, pathetic thing? How wonderful! I am ready for you! Don’t worry about finding me, green snake, I will make it easy for you. I will find you! And when I do, I will—

  Abruptly the voice in her mind was stilled, along with all other perceptions. As though a cold, impenetrable curtain were drawn around her, Verden Leafglow’s world went silent, and into the silence came a vision—an image clear and brilliant, shutting everything else out of her mind. In eerie silence she saw a small green globe, and knew what it was.

  Her egg! Her own, single egg, hidden away long ago in a place only she knew … Yet now she saw it in her mind, and it was not where it should be. Something was very wrong.

  She concentrated on her egg, turned toward its distant hiding place, and wavered in confusion. Always, wherever she was, she could sense her egg. But now she could find no sense of it. The curtain of mind silence parted slightly, and she could see—with distant vision—the place where it should be. But there was no sense of her egg in that place. It was not there.

  And now, deep in her mind, a different voice grew, an immense, resonating, vengeful voice. It was a voice that was far more than a voice, and echoed in every fiber of her.

  Your egg? The voice seemed to sneer. You want your egg?

  “Goddess queen,” Verden responded, shaken. “You speak to me.”

  You failed me, Verden Leafglow. The huge, quiet voice rippled and pulsed within her, dominating her. There was a moment when I needed you, and you were not there. When you should have been within the mountains, you were elsewhere. You were dawdling, Verden Leafglow. Dawdling with the least of the least. You failed me.

  Verden remembered, the memory b
rilliant and tormenting in her mind. There had been a time—only once—when she was distracted. Because of Flame Searclaw’s betrayal, she had found herself hostage to those despicable little creatures, the Aghar. Wounded and weak, and with her self-stone lodged within the body of one of the creatures, she had been forced to guide them to Xak Tsaroth—to their Promised Place.

  Aghar. Gully dwarves! The least of the least. The humiliating memory burned within her, haunting her.

  “Goddess, I had no choice,” she protested. “I was saving myself from death.”

  Your loyalties belonged to me, the voice of Takhisis thundered within.

  “I would have died without my self-stone,” she tried to explain.

  You were answerable to me, Verden Leafglow. Not to them, to me!

  “I could not help—”

  You failed me, the voice rasped. Now you must pay for your failure.

  In her mind again came a vision of her egg, her own single egg, deep within some shadowy, cavernous place where small things moved in the shadows.

  Your egg, the voice said. You want your egg, Verden Leafglow? So it shall be, though not in this life. Your life—this life—is forfeit. But you shall live again. See your egg, Verden Leafglow. This egg’s hatchling will be you. You shall die and be reborn through your own egg.

  “Reborn …”

  Reborn. You shall be your own hatchling, Verden Leafglow. It will be a new life for you, but not a free life. You shall serve those who bring you forth from your egg. You shall be their chattel. Serve them, Verden Leafglow, and be powerless against them. Be completely at their mercy! This geas I give to you, Verden Leafglow.

  This is your damnation! Once you kept your word to gully dwarves. To them, but not to me! Therefore I reject you. You are no longer mine. You will be theirs, Verden Leafglow. Let them do with you as they will.

  “Them?” in her mind she screamed it. “Them? They are nothing. Only gully dwarves. Detestable, unspeakable beings.”

  Theirs, Verden Leafglow. And at their mercy, for as long as they want you.

 

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