Dus - Sword Of Bheleu - Part 10
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Part 10

"We can settle that later," Galt said. "What else?"

"Well, once some semblance of order is established, the human population should be set to rebuilding the town to suit themselves, while our people serve as garrison and administration and lend whatever aid we can. We now control Skelleth, but it remains essentially a human town and we should deal with it on that basis, allowing the humans to arrange it as they please."

"You imply that we should retain possession of it, however."

"Oh, yes; why give up a good bargaining point before we're even asked?"

"As a trader, I know that's sound. What else?"

"Word of events here must be sent to the City Council of Ordunin immediately, and their advice asked-but we must remember we are south of the border and outside their jurisdiction; and we are here on the spot and more knowledgeable than they, so that we must be willing to reject their advice, should it seem foolish."

"Would you set Skelleth up as a new nation, then?"

"No, not necessarily, but I would keep every option open for as long as possible."

"Is there anything more?"

"When the effort can be spared, an exploratory mission should be sent to the Yprian Coast. As well as establishing trade, such a mission should investigate the possibility that the overmen there will be willing to support us militarily against Eramma, should it become necessary."

"Now there you have a very good point."

"I envision that Skelleth may become a mixed community of humans and overmen permanently, equally part of Eramma and the Waste, serving as a center of trade between them and with the Yprians. I think such an outcome would be highly desirable. There is no reason that the memory of the Racial Wars should continue to blight all our lives."

"You are ambitious, Garth."

"I think such a scheme wholly practical, Galt."

"It may be. We will try it and see. I will admit I have no better suggestions.""Good." Garth downed the rest of his ale and signaled to the innkeeper.

He was pleased; even though he himself was now to be excluded from the mainstream of events-and thereby freed of aggravating details-things seemed to be working out well. The Baron was dead and gone, Garth's commitment to the Forgotten King was at an end, he was free of the Sword of Bheleu, and it seemed quite likely that everything could be worked out peacefully.

Oh, there were still loose ends-the Forgotten King yet lived, the sword still existed, and peace was not yet made-but it looked good. It looked very good.

CHAPTER ELEVEN.

Dawn was breaking by the time Saram was convinced he should serve as acting baron until someone better could be found. Garth and the others decided that it was hardly worth trying to sleep before sunset. Garth had had his nap in the alleyway, but the others had not slept since before the battle. Galt had managed to sleep the previous morning, after standing the night watch, but his rest had been interrupted by Garth's return.

In short, all of them were exhausted, as were almost all the townspeople and overmen. As a result very little was accomplished beyond a good deal of bleary discussion.

At sunset nothing had been done about the Sword of Bheleu beyond posting two overmen to guard it-maintaining a safe distance at all times, since Garth insisted that, if they came close to the weapon, it might seize control of their actions. Nothing had been done toward the reconstruction of the village, except that the villagers had been divided into work parties of fifteen or twenty, each under the direction of a skilled craftsman. Ideally, each group would have been run by a master house builder, but the entire village had only a single journeyman in its surviving population; for decades there had been no need for new houses and few had bothered to repair the old ones.

The overmen had pitched their tents in the marketplace, as they had planned, but did not enjoy the privilege of occupying them; instead, preference was given to women and children, followed by the wounded-including the seven injured overmen-and finally by the feeble or elderly. That accounted for at least three people to a tent. The remainder of the population was left to take shelter in the ruins or do without.

The warbeasts were gathered together; after carrying out their attacks on the archers, some of them had been left undirected during the remainder of the battle and had strayed aimlessly through the town. They were fed with unidentified corpses or those with no surviving kin; the recognized bodies were spared to avoid offending their families. Some protests arose when it first became known how the overmen proposed to feed their animals, but were quieted when it was pointed out that if the warbeasts weren't fed they would seek their own meals, and that they preferred to take their prey alive. It was suggested that the town's livestock would serve, but the proposal was rejected on the grounds of unnecessary squandering of the available resources.

Garth refrained from taking any direct part in the day's activity, but watched carefully and offered occasional suggestions to Galt and Kyrith. Galt strove mightily to retain his civilized calm, but as the day wore on, it grew ever thinner, allowing flashes of temper to show. Kyrith, handicapped by her inability to speak, gave up trying to give orders by noon and instead sat sulking in the King's Inn, deigning only to answer questions brought to her and allowing Galt and Saram to run the entire affair.

Saram, for his part, despite his show of reluctance, took to command immediately. He appointed temporary officials to ad hoc jobs at the slightest excuse, ordering each to fulfill a particular function without ever once explaining how the job should be done. Whenever he thought of something that needed to be done or had some matter brought to his attention, he named the nearest willing human as the minister in charge of getting it done. By thetime new tasks stopped appearing, around midafternoon, he had at least fifty ministers under him, making up a good part of the surviving population.

The new officials, unfortunately, were not coordinated and were as tired as anyone else, so that very little was actually done as well as it should have been. Food and water were found for all the survivors, and the tents were distributed, but rubble was not cleared, no construction was begun, and the remaining fires were left to die on their own.

Still, Galt saw quickly that Saram had the humans in hand; even though they were accomplishing little, they were being kept busy, and had no time to think about the fact that they were now virtually slaves to an alien species in their own village.

Once he was convinced that he need not worry about a rebellion, Galt turned his attention to making use of his own warriors. Of the sixty overmen who had accompanied Kyrith and himself from Ordunin, eleven had died in the fighting-almost all from arrow wounds-and seven had been wounded in varying degrees, not counting sc.r.a.pes and bruises. That left him forty-two. Besides the two he had a.s.signed to guard the Sword of Bheleu, he posted two at each of the five gates and a.s.signed ten more as their relief. That left him twenty.

Saram a.s.signed humans, mostly male teenagers who were eager to help but not otherwise much use, to guard the gates as well, so that each entrance to the town had four guards, two of each species, at any given time.

Galt had objected at first, on the grounds that the duplication was an unnecessary waste of manpower, but gave in when Saram pointed out that if men and overmen were to live together they had best learn to work with one another. Furthermore, he pointed out that humans approaching Skelleth might be alarmed at seeing only overmen and might flee, while they would be only confused and wary upon seeing men and overmen together.

From the twenty remaining overmen Galt chose his apprentice, Tand, and four others, and a.s.signed them to journey to the Yprian Coast as an impromptu emba.s.sy and trade mission. They were to depart the following morning and they spent the rest of the day gathering supplies and resting. They were to have two warbeasts-enough to carry them all in an emergency and adequate to defend them against almost any peril of the road, but not enough to deplete the force in Skelleth seriously. Galt held the remaining overmen in reserve in case of an attack by humans angered by the overmen's capture of the town.

A mission was also to be sent to Ordunin. At first Galt considered going himself, but he quickly realized that the only person he could possibly leave in command in his absence was Garth, and he did not feel ready to do that.

Kyrith volunteered to go, but hesitated when Garth refused to accompany her; he insisted he still had business to attend to in Skelleth, primarily finding some permanent solution to the problem of the magic sword. At last, after some debate, she did agree to go, leaving immediately and taking three other overmen with her for escort.

That left twelve warriors, Galt, and Garth. The warriors were put to work pitching tents and carrying water. Galt was busy every minute overseeing the work. Garth watched as well, but without the, responsibility of command.

Frima, for her part, served as a messenger.

The King's Inn was used as a command post, but throughout the long, wearing day no one spoke with the old man in the back.

When at last the sun oozed down past the western horizon, the anger and fear of the battle were gone, replaced by fatigue and resolve. Garth, despite his weariness, felt peculiarly refreshed and clean as he settled down for the night on straw from the stable beside the King's Inn-which, like the tavern itself, had not burned. For more than a fortnight his dreams had been only of destruction, but he had spent this day obsessed with rebuilding-a welcome and healthy change. He was very pleased that he had managed to escape the spell of the Sword of Bheleu.

He was almost cheerful when he fell asleep.

Within an hour, though, his dreams began to trouble him. Images of blood and pain began to appear, and everything seemed washed in a red haze. He sawagain the image of the high priest of Aghad whom he had fought in Dusarra and again saw the Sword of Bheleu splatter the priest's brains and blood across the dirt of the Dusarran marketplace. He saw himself slaughtering the entire cult of Bheleu with manic glee while thunder pounded overhead. He relived the battle just past and recalled in detail what he had done to Da.r.s.en. Finally, he found himself standing alone on a barren plain, holding the Sword of Bheleu before him. He tried to cast it away, but his fingers would not release the hilt; he tried again and became aware suddenly that there was someone behind him. He knew, not knowing how he knew, that behind him was the sword's rightful owner, the one to whom he could give the weapon and be rid of it once and for all.

He turned around and saw himself, clad in a loose red robe over black armor, hand held out to receive the sword; his other self's face was twisted into a malign grin that suddenly poured forth mocking laughter.

With a grunt of surprise, he awoke.

He was no longer on his pile of straw but on his feet, facing the part of town where he had left the sword.

He shook his head to clear it and looked about. He had not gone far; his pile of straw lay a yard away. He settled down upon it once again and considered.

The dream did not seem wholly natural. It might, he thought, be a lingering remnant of the sword's influence. Or perhaps he was more vulnerable while asleep, and the sword or its master had sent the dream to him for some reason. Or, of course, it might be an ordinary dream-perhaps a bit more vivid than most, but that could be attributed to exhaustion and the excitement of recent events.

The oddest feature was that he had started to sleepwalk; he did not recall ever having done that before. That, more than anything else, made him suspect a magical influence. Perhaps the sword was attempting to draw him back, and the dreams had been his own attempt to resist.

Whatever had caused the dream, it made him uneasy and ruined his earlier contentment. It appeared that he could not be really sure he was free of the sword until it was destroyed. He would have to see to its destruction as soon as possible. He decided not to go to sleep again, but to stay awake until he could discuss the situation with Galt. Fatigue overcame him, however, and he dozed off and slept uneasily.

He awoke again as the first light of dawn painted the eastern sky with faded pink and lay for a moment watching the stars go out. He had dreamt again, but only in vague and muddled images-all unpleasant. There had been none of the eerie clarity of the first series; perhaps whatever power was affecting him had tired itself.

He had to destroy the sword. He dared not undertake any of the other tasks that he hoped eventually to complete while its baleful influence lingered. He could not, however, do anything with the sword without Galt's cooperation, as the guards posted upon it had been told specifically to keep Garth away from it unless Galt was with him.

At the first opportunity, he would have to take Galt out to the sword, convince him of its power, and then find a way to dispose of it once and for all. Until then, he could do nothing.

He sat back, leaning against the wall of a burned-out house, and did nothing.

When Galt awoke, he was instantly besieged with decisions to be made, orders to be given, and work to be done; Garth waited patiently. The morning pa.s.sed. Garth contrived to speak with the master trader turned commander as they ate their noon meal.

Galt agreed that the sword should be dealt with. He promised that at the first opportunity he would accompany Garth to deal with it. The organization and reconstruction of the village was of primary importance, however; he had to oversee that. When he could spare the time, he would.

Garth resigned himself to waiting. He waited through the afternoon andevening. That night he slept heavily and dreamed of death; he awoke to find himself standing amid the ruins a few dozen yards from the sword.

Galt was busy throughout the following day as well, as heavy rains came, flooding foundations, turning the streets to mire, and slowing down all work.

Villagers jammed themselves into the tents and the few structures that still had roofs.

The rain was not wholly unwelcome, though; for the first time, the smell of wood smoke subsided, and some of the soot and filth was washed from the ruins. Supplies of drinking water, which had grown scant, were replenished.

Garth spent the day in the King's Inn, speaking to no one, sitting in the front corner by the window, watching the people who crowded the room. He did not approach the Forgotten King. He did not see Galt at all. He noticed that Saram and Frima were together almost constantly and that the girl was now more of an aide than a messenger. On several occasions he noticed her staring at him; he guessed she was wondering at his inactivity or perhaps hoping he would return her to Dusarra.

The third night after the battle, recalling his experiences of the first two nights, he moved his bedding further from the sword, up into the abandoned northeastern portion of Skelleth. He slept covered by a sheet of oilcloth someone had found in the rubble and felt the rain gathering in pools atop it.

He awoke several times, each time finding himself upright and moving south, the rain on his face. It was obvious that the rain had awakened him each time, and that only that had kept him from moving further. His dreams were jumbled images in red and black; he relived repeatedly all the bloodier incidents of his life. In stark contrast to the tedious hours he had spent doing nothing while he waited on Galt's convenience, his nights were full of fury and violence. He fought pirates and raiders on the coasts of the Northern Waste, killed bandits on the Plain of Derbarok,, and slaughtered priests and worshippers in Dusarra. Throughout, whatever the actual circ.u.mstances had been, he found himself gleefully wielding the Sword of Bheleu, laughing as blood spattered about him, killing anything, friend or foe, that got in his path.

By dawn, he was resolved that he could not wait much longer. If Galt could not spare the time before sunset, he would leave Skelleth and try to get far enough away to escape the dreams.

CHAPTER TWELVE.

The village of Weideth lay in a small valley in the foothills below Dusarra and consisted of perhaps two dozen homes and a single combined tavern, inn, and meetinghouse, all arranged around a crossroads. The West Road led up the slope to Dusarra; the North Road led through the mountains to the Yprian Coast; the South Road led to the rich farming villages along the upper branch of the Great River; and the East Road led through the heart of Nekutta to the civilized lands of Eramma, Orun, Tadumuri, Amag, Mara, and Orgul.

Of late there had been a great deal of traffic coming down the West Road and leaving by either the East or the South. Those who had bothered to stop at all reported that they were fleeing from an outbreak of the White Death. There were also stories of great fires, riots, and a heightening in the city's perpetual internal conflict among the seven cults.

There had also been more overmen leaving Dusarra than usual; the Yprian traders had cut short their visits and were turning back their fellows from approaching Dusarra. No more caravans came down the North Road, and all those that had come before had already returned. It seemed likely that there was not a single overman left in the city.

The people of Weideth had watched the refugees go through, had offered what aid and comfort they could, and had accepted whatever payment was offered in exchange. They were practical people and saw no reason to refuse good money. The village was wealthy with Dusarran silver.It was three weeks since the plague's outbreak, and the number of people coming down the West Road had dropped from more than a hundred a day to a mere handful, when the girl in the black robe arrived in the nameless village inn.

She was young and walked with a limp, the Seer of Weideth noticed when she entered the public room. Her face was hidden by her cowl-that was typical of the secretive Dusarrans. She carried no personal belongings that he could see; that was unusual for a refugee at this late date. There had been plenty of time now for anyone planning to flee to have gathered a few things together. Perhaps, he guessed, she had converted everything to cash and had the money hidden somewhere beneath her robe.

She paused just inside the door and looked about. He knew that she was looking for someone specific-he did have the true talent of a seer, though only weakly. That was very odd; how would a Dusarran know anyone in Weideth?

There were no other city-folk in the tavern just then-only him and a dozen of his fellow villagers.

He was interested. Could it be that she was not a refugee after all?

The innkeeper had noticed her now and was coming over to speak to her.

The Seer watched and had one of his erratic flashes of insight. She was looking for him, the Seer of Weideth. Before he could do anything about this sudden knowledge, she was asking the innkeeper, who pointed him out.

He put down his wine cup and considered her as she approached the table.

"I am looking for the Seer of Weideth," she said.

"I am he," he answered. "Have a seat."

Made awkward by her injured foot, she took a moment to arrange herself on the offered chair. The Seer looked her over.

She was olive-skinned, like most Dusarrans, with thick, curling, black hair which she wore long; a few strands spilled out of her cowl, reaching down past her breast. She seemed pretty, but he could not see clearly the outline of her face. There was something out of the ordinary about her that he sensed rather than saw, an aura of perversity and twisted emotion.

"I am Aralure; I'm a wizard's apprentice. I was sent here with a message for you."

She was lying about her ident.i.ty, but had indeed been sent to him. He nodded. If it was important, he could worry later about who she really was and why she was lying.

She hesitated. "How can I be certain you're really a seer?" she asked.

He shrugged. "Ask anyone in Weideth." He knew her uncertainty was due partly to the ease with which he had accepted her lie. When she still seemed unsure, he added, "Your name is not Aralure, and you are not a wizard's apprentice, but you do have a message for me. What is it?"

"How do you know who I am?"

"I don't, but I would be a very poor seer if I could not tell truth from falsehood."

That seemed to satisfy her. "I have been sent here to warn you and any other magicians I may find, of whatever discipline, of the actions of a certain overman."

"You refer, I suppose, to Garth of Ordunin, who caused so much havoc in Dusarra."

"You know his name?"

The Seer was gratified by her surprise. "Oh, yes," he answered. "Am I not the Seer of Weideth?"

The girl eyed him dubiously. "How much do you know about him?"

"Tell me what you came to tell me."

The Dusarran considered for a moment, then said, "As you will. It was Garth who loosed the White Death upon the city, you know. He killed a great many people in other ways as well, including several priests. He was responsible for the burning of the market place."

"I know all that, and I am sure you know that it is common knowledge.

The refugees who have pa.s.sed through Weideth have kept us well-informed, quite aside from my own abilities. We have an ancient prophecy here that when anoverman comes out of the east to Dusarra he will unleash chaos and disaster upon the world. It would appear that Garth is the overman described, and the White Death the prophesied disaster. What of it? Why have you come here to tell me what I already know?"

"You did not allow me to finish, my lord. Did you know that the overman is still spreading destruction? Three days ago he destroyed the fortress town of Skelleth, on the northern border of Eramma."

The Seer studied the girl. "How do you know that?" He could perceive beyond any doubt that she spoke the truth as she knew it. "Skelleth is a fortnight's ride from here."

"My master has methods of learning what goes on in the world."