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Dus - Sword Of Bheleu Part 20

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Shandiph sighed. "I was afraid this would happen sometime. A need was bound to arise."

"What in the name of the seven Lords of Eir are you talking about?"

someone asked. The Seer was surprised to see that it was Chalkara; he would have guessed that she was privy to all the Chairman's secrets.

"Have none of you ever wondered at how little power our magic has?

Haven't you all heard the tales of the great magicks used in the wars of the Twelfth Age and wondered what became of them?"



The other magicians were all staring at Shandiph now.

"They're just stories," someone said.

"No, I'm afraid they aren't."

"You mean that Llarimuir the Great really did move mountains? That he created the overmen on a whim? That Quellimour raised a city overnight and then sent it sailing in the clouds?" Karag's voice was openly sarcastic.

"Yes, they probably did just what you say," Shandiph replied mildly.

"Then what happened?" Milos.h.i.+r asked.

"It was at the end of the Twelfth Age," Shandiph explained. "The world had been in a constant state of war for over a thousand years, probably more than two thousand-the wars destroyed all the records, so we can't be sure. The wizards of that age fought in those wars, using all the magic at their command; reading their descriptions, I find it miraculous that anyone survived at all. The seers and oracles helped by giving military counsel to the generals and warlords."

"But that's forbidden!" the Seer burst out.

"It is now, yes; it wasn't then. As I was saying, magicks mightier than any we can imagine were common and were employed without any compunction, not only in genuine wars, but in looting and pillaging at whim. The wizards themselves were among the most feared of the warlords. It was only the balance of power, the fact that each side could recruit and use equal amounts of magic, that kept the wars going-and it was probably that balance that kept most of the population alive. Each wizard, you see, defended his subjects, and there were protective spells as powerful as the destructive spells.

"At any rate, this continued throughout the Twelfth Age; but about three centuries ago, the surviving wizards grew tired of the constant conflict and gathered in council to arrange a peace. That was the beginning of the Council of the Most High. You've all probably heard that the wizards were advisors to the warlords, and some were, but most were the warlords themselves. It was agreed that all wars would stop at once, whether the other lords wanted themto or not; the Ring of P'hul was used to end the Orunian War and the Racial Wars, and lesser magicks dealt with the lesser conflicts. It was then decided, when it was seen what the Ring and the other spells had done, that such powers were too dangerous to keep in use, and they were sealed away in a spot known only to the first Chairman of the Council."

"And I suppose the secret has been pa.s.sed on from chairman to chairman, down to you?" Karag said.

"No, not exactly; not the secret itself, but only the means of obtaining it. I didn't know until an hour ago where the great magicks were, only that a certain spell would inform me. I used it when I first heard Derelind's message, before calling this meeting. The old magicks, those that survived, are in the crypts beneath Ur-Dormulk."

"They are?" Deriam exclaimed.

"Yes, they are," Shandiph replied.

"What of it?" Karag asked.

"Comrades, I think we could debate on this for hours or even days, but Milos.h.i.+r tells us that time is precious, that the overman draws greater power from the Sword of Bheleu with every pa.s.sing moment. Therefore, I would like to put this proposal to an immediate vote: that we should without any further delay send a party to Ur-Dormulk to acquire these ancient powers, whatever they may include, and then use them to end the threat posed by Garth of Ordunin and the Sword of Bheleu, thereby averting the coming Age of Destruction. If the vote does not show a clear consensus, I will open debate, but I hope that it won't be necessary."

It wasn't. There were three dissenting voices, for a total of only four votes.

CHAPTER TWENTY-ONE.

For three days Garth had tried to burn out the sword's power with storms and earthquakes, but had succeeded only in exhausting himself and disrupting the reconstruction of Skelleth. Finally, when the gem still glowed as brightly as ever at the end of the third day, he admitted defeat.

At least, he admitted temporary defeat; he had not yet abandoned hope, but only convinced himself that he could not exhaust the sword in such displays. He suspected that he might manage to free himself by allowing the sword a surfeit of killing, but that was not a method he cared to employ; it was to avoid unnecessary killing that he wanted to dispose of the thing.

He spent the following day sitting in the King's Inn, drinking and talking with Scram. The reconstruction was continuing, but only slowly; the cold had made work difficult, and materials were running love-stone excepted.

The emba.s.sy had been sent to Kholis, as planned. The petrified thief had been set up in the center of the marketplace on an elaborate pedestal of stone blocks from the Baron's dungeon. Galt, Garth, and the other overmen considered this to be a mistake, but Scram and Frima insisted that the pitiful figure was appropriate and admirable.

Another petrified villager had been found in a ruin nearby; apparently someone had had the misfortune to look out a window while the basilisk was being moved through the streets. This figure was not to become a public statue; even had it not broken in half when the house it was in collapsed in flames around it, it was much less attractive. The person in question had been a plump matron, bent over to peer around a shutter.

No one had known that this second petrification had occurred until the rubble had been cleared from the house. The victim had been a recluse, little liked by those who knew her at all. Garth still thought it odd that her absence could have gone unnoticed for the intervening months.

"I had hoped," he remarked to Saram, "that the death of the basilisk would remove the spell that it had cast upon its victims."

"It would seem that magic is not as transitory as some tales would haveit," Saram replied.

"I suppose that if it were, then Shang's death would have ended the usefulness of his charms, and thereby freed the basilisk from my control."

"And if that had happened, you might be a statue now yourself."

"But on the other hand, these two, innocents would not."

"Oh, you can't be sure; what if the basilisk had begun roaming, once freed, and eventually reached Skelleth?"

"That seems extremely unlikely."

"Yes, it does. But then, the very existence of such a creature seems unlikely."

"It does, doesn't it? Everything that's happened to me since I first came south seems unlikely. One strange event has followed another, almost as if they were planned."

"Perhaps they were."

"Perhaps they were, but by whom and how? Is it all a scheme of the Forgotten King's contrivance? If so, how did he influence me to ask the Wise Women of Ordunin the questions that would send me to him in the first place?

If not he, then who? Have I become a p.a.w.n of the G.o.d of destruction? Is there some other power manipulating us all?"

"Perhaps it's fate; or destiny."

"The Wise Women mentioned fate when last I spoke with them, fate and chance; I have never believed in fate, but only in chance."

"Yet now you say that events don't appear to be shaped by chance. That would seem to leave fate, if your oracle's words were complete."

"They probably weren't."

"You don't trust these women?"

"They're overwomen, actually, despite their name, and I am not sure whether I trust them or not."

"Perhaps you should go and speak with them again, and settle the matter once and for all. They might know how you can be freed of the sword."

"They might, at that. They are, however, in Ordunin, where I am now an outlaw."

"Do you know of any other oracles?"

"I'm not sure; I once met a seer, of sorts and of course there is the Forgotten King, who knows more than he should. There was also a priest in Dusarra who was said to have special knowledge. None of these are even as trustworthy as the Wise Women."

"I would say, then, that you would be well-advised to return to Ordunin, outlaw or not, and speak with your oracle. If you travel by night and stay clear of the city, can you not manage it?"

"Probably. I will think about it."

He did think about it and by morning he had resolved to make the attempt.

Unfortunately, by morning the winter snows had begun, blowing down from the northern hills. This storm was wholly natural, but fierce enough that he decided travel would be foolhardy. He would wait it out, he told himself.

It was only after two days of tedium, sitting in the King's Inn worrying about the warbeasts' food supply-five of eleven, including Koros, had stayed in Skelleth when the others had returned to Ordunin-that it occurred to him that, if the sword could create storms, it might be able to control natural ones as well.

It could. He ripped the storm into tattered shreds of cloud and sputtering gusts of wind in ten minutes of concentration.

A foot of wet snow lay on the ground, but he thought Koros could handle that without undue difficulty. He set about gathering supplies.

With the ground under snow, game would be scarce along the way, and foraging difficult; furthermore, he did not dare to visit his home, which meant that he needed supplies for a round trip. Saram was reluctant to part with so much of the village's meager provisions.

Garth also wanted another sword, a more ordinary blade that he could usewithout worrying about whether he was controlling it or it was controlling him, a knife for skinning and dressing whatever game he might find, an axe to cut firewood, and various other tools that were in short supply in Skelleth.

His friends.h.i.+p with Saram did not provide unlimited credit, and he found himself spending part of the Aghadite gold to purchase what he needed.

It took another two days before he felt himself properly equipped; but at last, one morning, he mounted his warbeast and rode out the North Gate toward the hills that marked the border of the Northern Waste.

CHAPTER TWENTY-TWO.

The party sent to Ur-Dormulk consisted of Deriam, since he knew his own city better than anyone else; Shandiph, since he alone could use the spell that would show them the way to the crypt that held what they sought; Karag, who insisted upon accompanying them; and Thetheru of Amag, who refused to remain behind if Karag went. The four rode the finest horses in the High King's stable; Chalkara, with the aid of a subtle spell, acquired retroactive approval for this from the King an hour or so after the quartet had slipped quietly out.

The stealth was considered necessary because of the presence of the Baron of Sland. He had already protested the existence of secret meetings of wizards in the High King's castle and tried to force Karag to tell him what was under discussion. Only the presence of the other wizards had kept him from resorting to violence.

Two of his six soldiers had vanished since their arrival, and Karag suspected that the Baron was keeping his own secrets. His men did not desert; they did not dare.

Therefore, the four wizards had begun their journey an hour before dawn, while the Baron and his men slept. A simple spell of drowsiness kept the gatekeeper from noticing their departure.

Once out of the castle, they rode night and day, using invigorating spells to keep their horses alive and moving. Such travel was hard on the older two, Shandiph and Deriam, but did not seem to bother Karag at all-and Thetheru concealed his own fatigue rather than admit that Karag was more fit.

Ordinarily, each would have avoided the use of so much magic so quickly, but with such a threat hanging over them and such a promise of greater power before them, it seemed foolish to worry about conserving relatively trivial resources.

They were slowed by the necessity of crossing the Great River, which they reached early in the second day, but they nevertheless managed to arrive at the gates of Ur-Dormulk by the sunset following their ferry ride.

It then became necessary to conceal their haste, and they struggled to appear as if nothing unusual were taking place-as if the four of them had decided on a casual visit to Deriam's home. They received curious glances from pedestrians as they made their way through the streets, while Karag and Thetheru displayed their own curiosity in studying the city around them.

Shandiph and Deriam were both natives of Ur-Dormulk, though Shandiph had left it as a child to become a wanderer, and they were accustomed to its peculiarities; but the other two had never before seen it.

The entire city was built of stone and was so ancient that the stone had been worn and weathered on even the newest buildings. The older structures did not have a single sharp corner remaining, and some resembled mounds or natural rock formations as much as they resembled anything man-made. The streets were all paved with great slabs of stone, yet there were grooves worn in them where countless cart wheels had pa.s.sed, and wider, shallower depressions where the majority of the foot traffic had gone.

Deriam's home was a tall, narrow house on a busy avenue, of no special distinction save that there were gaps in its ancient granite walls where softer stones used as trim had been weathered away completely."We'll have to hide the horses," Deriam said as he dismounted at his door.

"Why?" Karag asked.

"There are no horses in Ur-Dormulk," Shandiph replied. "It was probably a mistake even riding them past the gate."

"What will happen if we just leave them here?" Thetheru asked.

"I don't know," Shandiph said.

"They'll probably be stolen," Deriam said.

"Then put a warding spell on them," Karag suggested. "Shandiph, you're good at that."

"I'm tired, Karag."

"It's a good thought," Deriam said.

"Then you do it," Shandiph replied.

Thetheru objected. "I think we should just hide them."

"We're wasting time," Deriam said. "Shandiph, put a ward on them and let's get on with it. You're outvoted, Thetheru."

Wearily, Shandiph a.s.sented, and cast a simple ward on the horses. The four then left them tied to the door handle while they entered the house.

"If we're in such a hurry," Thetheru asked, "why are we here instead of going directly to the crypts?"

"We are going directly to the crypts," Deriam said. "They can be reached through my cellars. There are easily a hundred entrances, and this is the one I know best. The crypts of Ur-Dormulk are a true marvel, you see; they extend..."

"Shut up, Deriam, we haven't got time for that," Shandiph said, made irritable by fatigue.

Offended, Deriam made no reply, but instead pulled a bell rope and called for his servants.

"You do well for yourself," Karag remarked. "I have no servants to wait on me."

"Ur-Dormulk is a rich city," Deriam replied. "And besides, I was not so foolish as to become a servant myself. I do not work for the Overlord here, but on my own behalf."

"I doubt that you suffer from your lack, Karag," Shandiph remarked.

"After all, you have the run of the Baron of Sland's castle and staff, don't you?"

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Dus - Sword Of Bheleu Part 20 summary

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