'We can do that,' Bransian said in that tar-slow deliberation he saved for touchy points of state. 'But after you've answered for the destruction of our armoury.' He had about his stance the immovable sort of grudge that could eventually wear mountains down to sand.
Arithon sighed, crossed his hands behind his back, and leaned in neat grace against the windowsill. 'That was Fellowship business, given over to their spellbinder, Dakar. A record exists. Apparently the Warden of Althain suspected some kind of foul play. You'll recall, an inspection Asandir asked of your steward was summarily refused. Your keep was to be searched, and I lent my help, with my shadows and Dakar's ploy with the emeralds used to gain covert entry. To the sorrow of us all, there was unexpected violence in the outcome. No one thought to warn us that you stored some sort of fire spell inside those barrels in your dungeon.'
'We don't use any sorceries, stuffed into casks or otherwise,' Mearn pealed in mercuric protest.
Keldmar and Parrien flushed matching shades of deep puce. Their simultaneous charge was stood off by Bransian, who stepped into the breech and planted a knee into one brother, and a massive fist against his other sibling's breast.
From the corner, volatile as fanned flame, Mearn said, 'Now you've told us a lie. We saw your spells wreck our keep!'
'Mine?' Touched to queer sorrow by denial, Arithon shook his dark head. 'But that's not possible. Jieret's Companions can testify. I lost the trained use of my mage talent since my abuse of grand conjury on the field of blood at Tal Quorin.'
'That's what your clansmen did say,' Bransian lowered his leg to free Keldmar, then shook Parrien off with a sharp backward thrust. 'Also, Erlien's scout confirmed. He told me he saw you fight nearly to a standstill, and yet you called down no shadows, even when you thought you'd end up maimed. This doesn't sound to me like a sorcerer given over to carelessness.'
Arithon said nothing. The light let through the cracked shutter left his green eyes disturbingly clear.
Mearn, in steamed movement, began to pace. 'Well if the sorcery wasn't yours, who would've dared interfere with us? Some enemy must have planted arcane seals in our dungeon, if you say you happened by and set them off.'
'Sethvir could have been trying to find that point out.' Bransian sighed, grinned, then shrugged like a rawboned hound, beaten often but never quite housebroken. 'We were rockheads and obstructed his investigation. For not heeding the Fellowship, likely we deserved all we got. But if we misplayed things then, we need not add to the problem. There's a bigger injury over the theft of our mercenaries and the misuse of our clan honour. I'd say we have cause to apologize for one wrong, and help Rathain to bloody Lysaer to right the other.'
'I don't want any support,' Arithon interrupted. 'When the shepherds are settled, the Vastmark lands will belong once again to their flocks.'
Keldmar brushed aside protest. 'Lysaer's no man to give up his grudges. Over beer at Etarra, I found out. Yon prince recalls every slight, even to the ones your dead father dealt his family during his childhood beyond the West Gate. That's obsession, his pretence at justice. You didn't just break Lysaer's warhost here in Vastmark. You stuck a thorn in his family pride.'
'I don't want your alliance,' Arithon insisted, shot straight to emphasize his point.
'By Ath, man, don't spit on good fortune!' Bransian towered over the smaller, dark prince with his arms crossed and his eyebrows bristled down like the boss of a bull set to charge. 'After what you accomplished in Dier Kenton Vale, you have to know you're going to need us.'
'Ath forfend!' Arithon melted back into laughter. 'I should hope not! At least, not for a very long time. Besides, if we're both plotting to get rich off your freedom, the peace might last longer if Lysaer was left to believe you're still loyal in support.'
Bransian scratched his head. 'You know,' he said in dawning and devious joy, 'that misapprehension might be a useful thing to foster. Serves the canting liar right.'
'Do you think so?' An answering spark gleamed in Arithon's eyes. 'I'd never presume to ask, but truly, the warning could be useful, next time, to know what sort of counterploy my half-brother's got brewing inside his closed city councils.'
'I like this.' Keldmar grinned like a wildcat. 'It will be my born pleasure to make that yellow-haired pretender pay our ransom, then use his private trust to strike him back. It's fitting. He got me drunk to mislead me as Alestron's envoy, a cold-handed breach of hospitality. And the blood of his own caithdein's on his hands. No one's made him answer for that.'
'It's the classic mistake.' Parrien finished in bleak ire. 'We're clansmen, and always those cityborn upstarts forget, and try to treat with us under town law.'
'Then it's settled.' Bransian yanked out his dagger, spat on the blade, and grinned through his frizzled nest of whiskers. 'You've got allies, your Grace. If you want them or not's a moot point. Sure as you're born the sanctioned Prince of Rathain, you have no vested sovereignty in Melhalla. Nothing's to prevent us from acting in your favour. Not unless you want to challenge my authority with bare steel and send me to the Fatemaster unrepentant.'
'I wish to challenge no one.' Arithon looked up in chagrined impatience. 'And we won't need the services of any divine office. I asked your authority, as I said, to stop your belligerent company of lancers from scouring the hillsides to skewer shepherds.'
Still smiling, Arithon s'Ffalenn leaned aside and raised the door latch. The panel swung open to reveal the anxious faces of several tribesmen waiting in worried clusters outside. 'The war's over. Duke Bransian s'Brydion and his brothers have agreed. Our purposes lie in accord.'
Then he stepped out, the weight on his shoulders lightened at last, and the way to his freedom at hand.
Propped up in bandages amid the group of shepherds, Dakar the Mad Prophet saw a flare of rare joy transform the face of Rathain's prince. After horrors and pain, here lay a moment of precious victory.
Vastmark could be left to its wild, bucolic splendour. Beyond the winter peaks of the Kelhoms, wide oceans awaited, with the Khetienn already provisioned to sail where no enemy could navigate to follow her.
Views
At Althain Tower, Sethvir resifts a triad of auguries made upon winter's solstice to unriddle the bearing axis which turns future threat from the Mistwraith: the split arc of mass faith, undermined by s'Ilessid from the guardianship of Ath's adepts; the resurgence of Koriani interference upon recovery of their Great Waystone; then at the crux point of all, the life of Rathain's prince, and twined through his Name, to help him stand or bring his downfall, the Koriani healer who stole possession of his heart since Merior by the Sea . . .
In Tysan, while snowfall dusts the roads, Lady Talith watches from a tower window as Avenor's surviving garrison marches in, battered, from Vastmark; and though she sits at Lysaer's side when Tysan's city delegates present their official charter, sealed under ribbons of blue and gold, to grant a high king's office to its steadfast defender, the fair-haired Prince of the Light, she is no longer privy to her lord's gracious smile, nor does she share his royal bed . . .
Elsewhere, on an unbroken circle of ocean, a lone brigantine bowls ahead of the winds toward the forgotten Isles of Min Pierens, marked on a Paravian chart; and the hand at her helm is that of a young girl, grown lean and sun-browned and angular, and beside her, his black hair blowing loose, his clothing a sailor's simple linen, the Master of Shadow stands content. . .
Glossary
ADRUIN - coastal city located in East Halla, Melhalla. One of two at the head of a sea inlet, at odds with the brothers s'Brydion of Alestron, usually over the setting of blockades to interfere with trade,
pronounced: ah-druin like 'add ruin'
root meaning: adiuinne - to block, or obstruct
AL'DUIN - father of Halliron Masterbard.
pronounced: al-dwin
root meaning: al - over; duinne - hand
ALESTRON - city located in Midhalla, Melhalla. Ruled by the Duke Bransian, Teir's'Brydion, and his three brothers
. This city did not fall to merchant townsmen in the Third Age uprising that threw down the high kings, but is still ruled by its clanblood heirs,
pronounced: ah-less-tron
root meaning: alesstair - stubborn, an - one
ALITHIEL - one of twelve Blades of Isaer, forged by centaur Ffereton sT)arian in the First Age from metal taken from a meteorite. Passed through Paravian possession, acquired the secondary name Dael-Farenn, or Kingmaker, since its owners tended to succeed the end of a royal line. Eventually was awarded to Kamridian s'Ffalenn for his valour in defence of the princess Taliennse, early Second Age. Currently in possession of Arithon.
pronounced: ah-lith-ee-el
root meaning: alith - star, iel - light,'ray
ALLAND - principality located in southeastern Shand. Ruled by the High Earl Teir's'Taleyn, caithdein of Shand by appointment. Current heir to the title is Erlien.
pronounced: all-and
root meaning: a'lind - pine glen
ALTHAIN TOWER - spire built at the edge of the Bittern Desert, beginning of the Second Age, to house records of Paravian histories. Third Age, became repository for the archives of all five royal houses of men after rebellion, overseen by Sethvir, Warden of Althain and Fellowship Sorcerer.
pronounced: al like 'all', thain to rhyme with 'main'
root meaning: alt - last; thein - tower, sanctuary original Paravian pronunciation: alt-thein (thein as in 'the end')
AMROTH - kingdom on West Gate splinter world, Dascen Elur, ruled by s'Ilessid descendants of the prince exiled through the Worldsend Gate at the time of the rebellion, Third Age just after the Mistwraith's conquest.
pronounced: am-roth (rhymes with 'sloth')
root meaning: am - state of being; roth - brother 'brotherhood'
ANGLEFEN - swampland located in Deshir, Rathain. Town of same name at the river mouth with port to Gulf of Stormwell. One of the six port towns that link sea trade routes with Etarra.
pronounced: angle-fen
root meaning not from the Paravian
ARAETHURA - grass plains in southwest Rathain; principality of the same name in that location. Largely inhabited by Riathan Paravians in the Second Age. Third Age, used as pastureland by widely scattered nomadic shepherds.
pronounced: ar-eye-thoo-rah
root meaning: araeth - grass; era - place, land
ARAITHE - plain to the north of the trade city of Etarra, principality of Fallowmere, Rathain. First Age, among the sites used by the Paravians to renew the mysteries and channel fifth lane energies. The standing stones erected are linked to the power focus at Ithamon and Meth Isle keep.
pronounced: araithe, sounds like 'a wraith'
root meaning: araithe - to disperse, to send; refers to the properties of the standing stones with relationship to the fifth lane forces.
ARITHON - son of Avar, Prince of Rathain, 1,504th Teir's'Ffalenn after founder of the line, Torbrand in Third Age Year One. Also Master of Shadow, the Bane of Desh-thiere, and Halliron Masterbard's successor.
pronounced: ar-i-thon, almost rhymes with 'marathon'
root meaning: arithon - fate-forger; one who is visionary
ASANDIR — Fellowship Sorcerer. Secondary name, Kingmaker, since his hand crowned every High King of Men to rule in the Age of Men (Third Age). After the Mistwraith's conquest, he acted as field agent for the Fellowship's doings across the continent. Also called Fiend-quencher, for his reputation for quelling iyats; Storm-breaker, and Change-bringer for past actions in late Second Age, when Men first arrived upon Athera.
pronounced: ah-san-deer
root meaning: asan - heart; dir - stone 'heartrock'
ATAINIA - northeastern principality of Tysan.
pronounced: ah-tay-nee-ah
root meaning: itain - the third; ia suffix for 'third domain' original Paravian, itainia
ATCHAZ - city located in Alland, Shand. Famed for its silk.
pronounced: at-chas
root meaning: atchias - silk
ATH CREATOR - prime vibration, force behind all life,
pronounced: ath to rhyme with 'math'
root meaning: ath — prime, first (as opposed to an, one)
ATHIR - Second Age ruin of a Paravian stronghold, located in Ithilt, Rathain. Site of a seventh lane power focus.
pronounced: ath-ear
root meaning: ath - prime; i'ei - the line,'edge ATHERA - name for the continent which holds the Five High Kingdoms; one of two major landmasses on the planet.
pronounced: ath-air-ah
root meaning: ath — prime force, era — place 'Ath's world'
ATHLIEN PARAVLANS - Sunchildren. Small race of semi-mortals, pixielike, but possessed of great wisdom,' keepers of the grand mystery,
pronounced: ath-lee-en
root meaning: ath - prime force; lien - to love 'Ath- beloved'
ATHLIERIA - equivalent of heaven,'actually a dimension removed from physical life, inhabited by spirit after death.
pronounced: ath-lee-air-ee-ah
root meaning: ath - prime force; li'eia - exalted place, or land in harmony, li - exalted in harmony
ATWOOD - forest located in East Halla, Melhalla.
pronounced: at-wood
root meaning: ath - prime vibration,'Ath's wood
AVAR S'FFALENN - Pirate King of Karthan, isle on splinter world Dascen Elur, through West Gate. Father of Arithon; also Teir's'Ffalenn 1,503rd in descent from Torbrand, who founded the s'Ffalenn royal line in Third Age Year One.
pronounced: ah-var, to rhyme with 'far'
root meaning: avaz - past thought,'memory
AVENOR - Second Age ruin of a Paravian stronghold. Traditional seat of the s'Ilessid high kings. Restored to habitation in Third Age 5644. Located in Korias, Tysan.
pronounced: ah-ven-or
root meaning: avie - stag; norh - grove
BECKBURN - market in the city of Jaelot, on the coast of the Bay of Eltair at the southern border of Rathain.
pronounced: beck-burn
root meaning not from the Paravian
BITTERN DESERT - waste located in Atainia, Tysan, north of Althain Tower. Site of a First Age battle between the great drakes and the Seard-luin, permanently destroyed by dragonfire.
pronounced: like bitter
root meaning: to sear or char
BLACK DRAKE - a brig often hired to run contraband, captained by a woman named Dhirken.
BLACK ROSE PROPHECY - made by Dakar the Mad Prophet in Third Age 5637 at Althain Tower. Forecasts Davien the Betrayer's repentance, and the reunity of the Fellowship of Seven as tied to Arithon s'Ffalenn's voluntary resumption of Rathain's crown rule.
BRANSIAN s'BRYDION - Teir's'Brydion, ruling Duke of Alestron.
pronounced: bran-see-an
root meaning: brand - temper; s'i'an - suffix denoting 'of the one','the one with temper
BWIN EVOC s'LORNMEIN - founder of the line that became High Kings of Havish since Third Age Year One. The attribute he passed on by means of the Fellowship's geas was temperance.
pronounced: bwin to rhyme with 'twin', ee-vahk as in 'evocative', lorn as in English equivalent, mein rhymes with 'main'
root meaning: bwin - firm; evoc - choice
CAILCALLOW - herb that grows in Athera's marshes, used to ease fevers.
pronounced: rhymes with 'kale-tallow'
root meaning: cail - leaf; calliew - balm
CAIT - herdsman of a declining tribe of shepherds in Vastmark.
pronounced: kate
root meaning: to herd
CAITH-AL-CAEN - vale where Riathan Paravians (unicorns) celebrated equinox and solstice to renew the athael, or life-destiny of the world. Also the place where the llitharis Paravians first Named the winter stars - or encompassed their vibrational essence into language. Corrupted by the end of the Third Age to Castlecain.
pronounced: cay-ith-al-cay-en, musical lilt, emphasis on second and last syllables; rising note on first two, falling note on last two
root meanin
g: caith - shadow; al - over; caen - vale 'vale of shadow'
CAITHDEIN - Paravian name for a high king's first counsellor; also, the one who would stand as regent, or steward, in the absence of the crowned ruler,
pronounced: kay-ith-day-in
root meaning: caith - shadow; d'ein - behind the chair 'shadow behind the throne'
CAITHWOOD - forest located in Taerlin, southeast principality of Tysan.
pronounced: kay-ith-wood
root meaning: caith - shadow 'shadowed wood'
CAOLLE — war captain of the clans of Deshir, Rathain. First raised, and then served under Lord Steiven, Earl of the North and caithdein of Rathain. Currently in Jieret Red-beard's service.
pronounced: kay-all-e, with the 'e' nearly subliminal
root meaning: caille - stubborn
CARITHWYR - principality consisting primarily of a grasslands in Havish, once the province of the Riathan Paravians. A unicorn birthing ground. Currently used by man for grain and cattle; area name has become equated with fine hides.
pronounced: car-ith-ear
root meaning: ci'aiithiien - forgers of the ultimate link with prime power. An old Paravian colloquialism for unicorn.