death gate 5 - the hand of chaos.doc

(1563 KB) Pobierz
death gate 5 - the hand of chaos

 

Margaret Weiss & Tracy Hickman

 

The Hand of Chaos

 

 

Death Gate Cycle V

 

 


INTRODUCTION TO THE FOUR REALMS

 

I am called Haplo.

My name means single, alone. It was given to me by my parents as a sort of prophecy, for they knew they would not survive the prison into which my people, the Patryns, had been cast—the prison of dark and terrible magics known as the Labyrinth.

I became a Runner—one who fights the Labyrinth. I was one of the lucky ones I made it through the Final Gate, though I very nearly perished in the attempt. If it had not been for this sausage-stealing dog who sits here beside me, I would not be here, penning this account. The dog gave me the will to live when I would have given up and died. He saved my life.

The dog gave me the will to live, but my lord Xar gave me a reason to live, a purpose.

Xar was the first Patryn to escape the Labyrinth. He is old and powerful, highly skilled in the rune-magic that gives both the Patryns and our enemies, the Sartan, our strength. Xar escaped the Labyrinth, then immediately went back into it. No other has ever had the courage to do so, and even now he risks his life daily to rescue us.

Many of us have emerged from the Labyrinth. We live in the Nexus, which we have made into a beautiful city. But have we been rehabilitated as our captors had intended?

An impatient people, we learned patience in that hard school. A selfish people, we learned self-sacrifice, loyalty. Above all, we learned to hate.

It is my lord Xar's goal—our goal—to take back the world that was snatched from us, to rule it as we were always meant to rule, and to inflict dire punishment on our enemies.

The realms used to be but one world, one beautiful green-blue world. It belonged to us and the Sartan, for our rune-magic made us powerful. The other, lesser races, whom we call mensch—the humans, elves, and dwarves—worshiped us as gods.

But the Sartan thought we Patryns were gaining too much control. The balance of power started to shift in our favor. Furious, the Sartan did the only thing they could to stop us. Using their rune-magic—the magic based on probabilities— the Sartan sundered the world and cast us into prison.

They formed four new worlds out of the rubble of the old, each from an element of the original: air, fire, stone, water. The four are connected by the magical Death's Gate—conduits through which those possessing the rune-magic may safely travel. The four worlds should have worked to support each other: Pryan, the world of fire, would supply energy to Abarrach, the world of stone. Abarrach would supply ores and minerals to Chelestra, world of water, and so forth. All was to be coordinated and fueled by a wondrous machine, the Kicksey-Winsey, which the Sartan constructed on Arianus.

But the plans of the Sartan went awry. Their populations on each of the worlds began to mysteriously dwindle and die out. The Sartan on each world called for help from the others, but their pleas went unanswered. Each world had its own troubles.

I discovered this, you see, because it was my task—assigned to me by Xar—to travel to each of the worlds. I was to spy them out and discover what had happened to our ancient enemy and so, I visited each realm. The complete record of my adventures can be found in my journals, which have come to be known as The Death Gate Cycle

What I learned was a complete surprise. My discoveries changed my life—and not for the better. When I set forth, I had all the answers. Now, I am left only with questions.

My lord blames my unsettled state of mind on a Sartan I met during my travels. A Sartan who calls himself by a mensch name—Alfred Montbank. And at first, I agreed with my lord. I blamed Alfred, I was convinced he was tricking me.

But now, I am not so certain. I doubt everything—myself… my lord.

Let me try to tell you—in brief—what happened to me.

 

ARIANUS

The first world I visited was the world of air, Arianus. It is made up of floating continents that exist on three levels. The Low Realm is the home of the dwarves, and it is here, on Drevlin, that the Sartan built the great and wondrous machine, the Kicksey-Winsey. But before the Sartan could get the machine working, they began to die. Panic-stricken, they placed their young people into a state of suspended animation, hoping that when they awoke, the situation would have stabilized.

But only one of the Sartan survived—Alfred. He awoke to find himself the only one of his friends and family still alive. The knowledge appalled him, terrified him. He felt responsible for the chaos into which his world had fallen—for the mensch were, of course, on the brink of all-out war. Yet he was afraid of revealing the truth about himself. His rune-magic would give him the power of a demigod over the mensch. He feared that the mensch would try to force him to use his magic for their own destructive ends. And so Alfred hid his power, refused to use it even to save himself. Today, whenever he is threatened, instead of fighting back with his strong magic, Alfred faints.

The dog and I crash-landed on Arianus and nearly died. We were rescued by a dwarf named Limbeck. The dwarves on Arianus are slaves to the Kicksey-Winsey, serving it mindlessly as it works away mindlessly, lacking any direction. But Limbeck is a revolutionary, a freethinker. The dwarves were, at that time, under the thumb of a strong nation of elves, who had set up a dictatorship on the Mid Level of Arianus. The elves therefore control the only supply of fresh water in the world, water that comes from the Kicksey-Winsey.

The humans, who also dwell in the Mid Realm, have been at war with the elves over water for most of the history of Arianus. The war raged on during my time there, and the battle continues now—with one significant difference. An elven prince has arisen who wants peace, unity among the races. This prince has started a rebellion against his own people, but the only result, so far, has been to cause more chaos.

I managed to assist Limbeck, the dwarf, in leading his people in a revolt against both the humans and elves. And when I left, I brought with me a human child—a changeling named Bane—who had figured out the secret to the Kicksey-Winsey. Once the machine is up and running, as the Sartan intended it to be, then my lord will use its power to begin his conquest of the other worlds.

I would have liked to have brought another mensch back with me—a human named Hugh the Hand. A highly skilled assassin, Hugh was the one of the few mensch I've met whom I could have accepted as a trusted ally. Unfortunately, Hugh the Hand died fighting Bane's father, an evil human wizard. And who did I get for a traveling companion?

Alfred.

But that is skipping ahead.

While I was on Arianus, I came across Alfred, who was acting as a servant to the child Bane. I am ashamed to admit it, but Alfred discovered I was a Patryn long before I knew he was a Sartan. When I found out, I intended to kill him, but, at the moment, I had enough to do to save my own life…

But that is a long story.[1] Suffice it to say, I was forced to leave Arianus without settling my score with the one Sartan who had fallen into my grasp.

 

PRYAN

The next world the dog and I visited was Pryan, world of fire. Pryan is a gigantic world, a hollow sphere of rock, its size nearly incomprehensible to the mind. Its sun burns in the center. Life and vegetation exist on the rock's inner crust. Because the world does not rotate, Pryan's sun shines continually— there is no night. Consequently, Pryan is a world of jungle life so thick and heavy that few who live on the planet have ever seen the ground. Entire cities are built in the limbs of huge trees, whose strong branches support lakes, even oceans.

One of the first people I met on Pryan was a daft old wizard and the dragon who appears to be the old man's keeper. The wizard calls himself Zifnab (when he can remember to call himself anything at all!), and gives every indication of being a raving lunatic. Except that there are times when his madness is all too sane. He knows too much, this befuddled old fool; knows too much about me, about the Patryns, about the Sartan, about everything. He knows too much, yet tells exactly nothing.

Here on Pryan, as on Arianus, the mensch are at war with each other. Elves hate the humans, the humans mistrust the elves, the dwarves hate and mistrust everybody. I should know. I traveled with a bunch of humans, elves, and a dwarf. You never saw such quarreling and bickering and fighting. I grew sick of them and left. I have no doubt that they've all probably killed each other by now. That, or the tytans have slaughtered them.

The tytans.

I encountered many fearsome monsters in the Labyrinth, but few equaled the tytans. Gigantic humanoids, blind, with limited intelligence, the tytans are magical creations of the Sartan, who used them as overseers for the mensch. So long as the Sartan survived, they kept the tytans under control. But on Pryan, as on Arianus, the Sartan race mysteriously began to dwindle. The tytans were left without instruction, without supervision. Now they wander Pryan in large numbers, asking all the mensch they meet these strange questions:

"Where are the citadels? What is our purpose?"

When they receive no answer, the tytans fly into a rage and beat the wretched mensch to death. Nothing, no one, can withstand these terrible creatures, for they possess a rudimentary form of Sartan rune-magic. They came very close to destroying me, in fact, but that too is another tale.[2]

And what is the answer to their question? Where are the citadels? What are the citadels? This became my question as well. And I found at least part of the answer.

The citadels are shining cities, built by the Sartan upon their arrival on Pryan. As near as I can determine from records the Sartan left behind, the citadels were intended to gather energy from Pryan's constantly burning sun and transmit that energy to the other worlds, through Death's Gate, via the power of the Kicksey-Winsey. But Death's Gate remained closed; the Kicksey-Winsey didn't work. The citadels are empty, deserted. Their lights shine feebly, if at all.

 

ABARRACH

I traveled next to Abarrach, world of stone.

And it was on this journey I picked up my unwanted traveling companion: Alfred, the Sartan.

Alfred had been navigating Death's Gate in a futile attempt to locate Bane, the child I'd taken from Arianus. Alfred bungled it, of course. The man can't walk without falling over his own shoelaces. He missed his destination and landed in my ship.

At this point, I made a mistake. Alfred was now my captive. I should have returned him immediately to my lord. Xar would have been able to elicit, painfully, all the secrets of this Sartan's soul.

But my ship had just entered Abarrach. I was loath to leave it, loath to travel back through Death's Gate—a fearsome, disturbing journey. And, to be honest, I wanted to keep Alfred around awhile. Passing through Death's Gate, we had—quite unintentionally—switched bodies. For a short while, I found myself in Alfred's mind, with his thoughts, fears, memories. He found himself in mine. Each of us returned to his own body, but I know I was not quite the same—though it was long before I could admit it to myself.

I had come to know and understand my enemy. And that made it difficult to continue to hate him. Besides, as it turned out, we needed each other for our very survival.

Abarrach is a terrible world. Cold stone on the outside, molten rock and lava on the inside. The mensch the Sartan brought here could not long live in its hellish caverns. It took all our magical strength—both Alfred's and mine—to survive the blistering heat rising from the molten oceans, the poisonous fumes that fill the air. But people live on Abarrach.

And so do the dead.

It was here, on Abarrach, that Alfred and I discovered debased descendants of his race—the Sartan. And it was here we found the tragic answer to what had happened to his people. These Sartan on Abarrach had begun to use the forbidden art of necromancy. The Sartan were raising the dead, giving them a semblance of cursed life, using the corpses of their own people as slaves. According to Alfred, this arcane art was prohibited anciently because it was discovered that whenever one of the dead is brought back to life, one of the living will die untimely. Either the Sartan on Abarrach had forgotten the prohibition—or were ignoring it.

Having survived the Labyrinth, I thought myself hardened, inured to the sight of almost any atrocity. But the walking dead of Abarrach still haunt my darkest dreams. I tried to convince myself that necromancy would prove a most valuable skill to my lord. An army of the dead is indestructible, invincible, undefeatable. With such an army, my lord could easily conquer the other worlds, without the tragic waste of the lives of my people.

I very nearly ended up a corpse myself, on Abarrach. The thought of my body continuing to live on in mindless drudgery horrified me. I could not bear the thought of this happening to others. I resolved, therefore, not to tell my lord that the art of necromancy was being practiced by the Sartan on that wretched world. That was my first act of rebellion against my lord.

It was not to be my last.

Another experience happened to me on Abarrach, one that is painful, perplexing, irritating, confusing, yet inspires me with awe whenever I recall it.

Fleeing pursuit, Alfred and I stumbled into a room known as the Chamber of the Damned. Through the magic of that chamber I was transported back in time, thrust again into another body, the body of a Sartan. And it was then, during this strange and magical experience, that I encountered a higher power. I was given to know that I was not a demigod, as I had always believed, that the magic I controlled was not the strongest force in the universe.

Another, stronger force exists, a benevolent force, a force that seeks only goodness and order and peace. In the body of this unknown Sartan, I longed to contact this force, but before I could, other Sartan—fearful of our newfound truth—swept into the chamber and cut us down. Those of us gathered in that chamber died there. All knowledge of us and our discovery was lost, except for a mysterious prophecy.

When I awoke, in my own time, in my own body, I could only imperfectly remember what I had seen and heard. And I tried very hard to forget even that much. I didn't want to face the fact that—compared to this power—I was as weak as any mensch. I accused Alfred of attempting to trick me, of creating this illusion himself. He denied it, of course. He swore that he had experienced exactly the same thing that I did.

I refused to believe him.

We barely escaped Abarrach with our lives.[3] When we left, the Sartan on that dreadful world were busy destroying each other, turning the living into lazar—dead bodies whose souls are eternally trapped inside their lifeless shells. Different from the ambulating corpses, the lazar are far more dangerous, for they have minds and purpose—dark and dread purpose.

I was glad to leave such a world. Once inside Death's Gate, I let Alfred go his way, as I went mine. He had, after all, saved my life. And I was sick of death, of pain, of suffering. I'd seen enough.

I knew well what Xar would do to Alfred, if my lord got hold of him.

 

CHELESTRA

I returned to the Nexus, made my report on Abarrach to my lord in the form of a message, for I feared that if I had to face Xar, I could not hide the truth from him. But Xar knew I lied. He sought me out before I had a chance to escape from the Nexus. He chastised me, very nearly killed me. I deserved the punishment. The physical pain I endured was far easier to bear than the pain of my guilt. I ended up telling Xar everything I had found on Abarrach. I told him about the art of necromancy, about the Chamber of the Damned, about the higher power.

My lord forgave me. I felt cleansed, whole. All my questions had been answered. I once more knew my purpose, my goal. They were Xar's. I was Xar's. I traveled to Chelestra— the world of water—strong in my resolve to renew my lord's faith in me.

And here an odd circumstance occurred. The dog—my constant companion ever since he saved my life in the Labyrinth—disappeared. I searched for the beast, for though he is a nuisance sometimes, I'd grown used to having him around. He was gone. I felt bad about this, but only for a while. I had more important matters on my mind.

Chelestra is a world comprised solely of water. Drifting in the cold depths of space, its outer surface is made up of solid ice. But inside Chelestra, the Sartan placed a sun that burns magically in the water, lights and warms the world's interior.

The Sartan intended to control the sun, but they discovered that they lacked the power. And so the sun drifts freely through the water, warming only certain areas of Chelestra at one time, leaving others to freeze until the sun's return. Mensch live on Chelestra, on what are known as seamoons. Sartan live on Chelestra, as well, although I did not know this at first.

My arrival on Chelestra was not propitious. My ship plunged into the water and instantly began breaking apart. The destruction was astonishing, since my ship was protected by rune-magic on the outside and very few forces—certainly not ordinary seawater—could break down the powerful runes.

Unfortunately, this was not ordinary seawater.

I was forced to abandon my vessel and found myself swimming in a vast, unending ocean. I knew I must surely drown, but I discovered—to my pleasure and amazement—that I could breathe the water as easily as I breathed air. I also discovered—with far less pleasure—that the water had the effect of completely destroying my rune-magic, leaving me powerless, helpless as a mensch.

On Chelestra, I uncovered additional evidence of a higher power. However, this power is not working for good, but for evil. It thrives on fear, feeds on terror, delights in inflicting pain. It lives only to promote chaos, hatred, destruction.

Embodied in the forms of enormous dragon-snakes, the evil power very nearly seduced me into serving it. I was saved by three mensch children, one of whom later died in my arms. I saw the evil for what it was. I came to understand that it was intent on destroying everything—including my people.

I determined to fight it, though I knew I could not win against it. This power is immortal. It lives within each of us. We created it.

At first, I thought I fought alone, but someone joined me in the battle—my friend, my enemy.

Alfred, too, had arrived on Chelestra, at about the same time I did, although we landed in far different places. Alfred found himself in a crypt similar to the one where most of his people lay dead on Arianus. But the people in the crypt on Chelestra were alive—the Sartan Council, those who had been responsible for the sundering of the world centuries ago.

Threatened by the evil dragon-snakes, unable to fight them due to the fact that the seawater nullified their magic, the Sartan sent out a call for help to their brethren. Then they placed themselves in suspended animation to await the coming of other Sartan.

The only one who came—and he did so by accident—was Alfred.

Needless to say, he was not quite what the Council expected.

The head of the Council, Samah, is a mirror image of my lord, Xar (though neither would thank me for the comparison!). Both are proud, ruthless, ambitious. Both believe that they wield the ultimate power in the universe. The thought that there might be a stronger force, a higher power, is anathema to both of them.

Samah discovered that Alfred not only believed in this higher power, but that he had actually come close to contacting it. Samah considered this open rebellion. He attempted to break Alfred, destroy his faith. It was rather like trying to break bread dough. Alfred meekly absorbed every punch, every blow. He refused to recant, refused to accept Samah's dictates.

I must admit I almost felt sorry for Alfred. At last he had found the people he so longed to find, only to discover that he couldn't trust them. Not only that, he came to learn a terrible truth about the Sartan's past

With the help of an unlikely confederate (my very own dog, to be exact), Alfred accidentally stumbled (literally) into a secret Sartan library. Here he discovered that Samah and the Council had discovered the existence of this higher power. The Sundering had not been necessary. With the help of this power, the Sartan could have worked for peace.

Samah did not want peace, however. He wanted the world his way—and only his way. And so he broke the world apart. Unfortunately, when he tried to put it back together, the world crumbled into smaller and smaller pieces, began to slip through his fingers.

Alfred now knew the truth. Alfred became a threat to Samah.

But it was Alfred—meek, bumbling Alfred, who fainted at the very mention of the word "danger"—who joined my fight against the dragon-snakes.[4] He saved my life, the lives of the mensch, and very probably the lives of his own ungrateful people.

Despite this—or perhaps because of it—Samah sentenced Alfred to a dire fate. Samah cast Alfred and Orla, the woman who loves him, into the Labyrinth.

Now I am the only one left who knows the truth about the danger we face. The evil forces embodied in the dragon-snakes do not seek to rule us—they desire nothing that constructive. Suffering, agony, chaos, fear—this is their goal. And they will attain it, unless we all join together to find some way to stop them. For the dragon-snakes are powerful, far more powerful than any of us. Far more powerful than Samah. Far more powerful than Xar.

I must convince my lord of this—a task that will not be easy. He already suspects me of being a traitor. How can I prove to him that my loyalty to him, to my people, was never greater than it is now?

And Alfred, what do I do about Alfred? The kind, vague, and bumbling Sartan will not long survive the Labyrinth. I could return there to save him if I dared.

But—I must admit to myself—I am afraid.

I am more afraid now than I have ever been in my life. The evil is very great, very powerful, and I face it alone, as my name foretold.

Alone, except for a dog.


PROLOGUE

 

I write this as I sit in a Sartan prison cell, awaiting my freedom.[5] It will be a long time coming, I think, for the level of the seawater that will free me is rising very slowly. Undoubtedly the water level is being controlled by the mensch, who do not want to harm any of the Sartan, but merely rid them of their magic.[6] The seawater of Chelestra is breathable as air, but a wall of water sent crashing through the land would cause a considerable amount of destruction. Remarkably practical-minded of the mensch to think of such an angle. I wonder, though, how they have managed to force the dragon-snakes— the serpents—to cooperate.

The serpents[7] of Chelestra

I knew evil before them—I was born in, survived, and escaped the Labyrinth. But I have never known evil like them. It is these creatures who have taught me to believe in a higher power—a power over which we have little control, a power that is inherently evil.

Alfred, my old nemesis, you would be horrified, reading that statement. I can almost hear you stuttering and stammering in protest.

"No, no! There is a corresponding power for good. We've seen it, you and I." That is what you would tell me.

Did you see it, Alfred? And if so, where? Your own people denounced you as a heretic, sent you to the Labyrinth, or so they threatened. And Samah doesn't seem to me to be the type who makes threats lightly. What do you think of your power for good now, Alfred…? as you fight for your life in the Labyrinth.

I'll tell you what I think of it. I think it's a lot like you— weak and bumbling. Although I must admit that you came through for us in our fight against the serpents—if that was you who turned into the serpent mage, as Grundle claimed.

But when it came to standing up for yourself against Samah (and I'll lay odds that you could have taken the bastard), you "couldn't remember the spell." You let yourself and the woman you love be led meekly away, sent to a place where, if you are still alive, you probably wish you weren't.

The seawater is starting to seep under the door now. Dog doesn't know what to make of it. He's barking at it, trying to convince it to turn around and leave. I know how he feels. It is all I can do to sit here calmly and wait, wait for the tepid liquid to creep over the toe of my boot, wait for the terrible feeling of panic that comes when I feel my magic start to dissolve at the water's touch.

The seawater is my salvation. I have to remind myself of that. Already, the Sartan runes that keep me prisoner in this room are beginning to lose their power. Their red glow fades. Eventually it will wink out altogether and then I will be free.

Free to go where? Do what?

I must return to the Nexus, warn my lord of the danger of the serpents. Xar will not believe it; he will not want to believe. He has always held himself to be the most powerful force in the universe. And, certainly, he had every reason to think that was true. The dark and dreadful might of the Labyrinth could not crush him. Even now, he defies it daily to bring more of our people out of that terrible prison.

But against the magical power of the evil serpents—and I begin to think they are only evil's minions—Xar must fall. This dread, chaotic force is not only strong, it is cunning and devious. It works its will by telling us what we want to hear, by pandering to us and fawning on us and serving us. It does not mind demeaning itself, it has no dignity, no honor. It uses lies made powerful because they are lies we tell ourselves.

If this evil force enters Death's Gate, and nothing is done to stop it, I foresee a time when this universe will become a prison house of suffering and despair. The four worlds—Arianus, Pryan, Abarrach, and Chelestra—will be consumed. The Labyrinth will not be destroyed as we had hoped. My people will emerge from one prison only to find themselves in another.

I must make my lord believe! But how, when at times I am not certain that I truly believe myself…

The water is up to my ankle. Dog has given up barking. He is eyeing me with reproach, demanding to know why we don't leave this uncomfortable place. He tried lapping the water and got it up his nose.

No Sartan arc visible on the street beneath my window, where the water now flows in a wide and steady river. I can hear, in the distance, horn calls—the mensch, probably, moving onto the Chalice, as the Sartan call this haven of theirs. Good, that means there will be ships nearby—mensch submersibles. My ship, the dwarven submersible I magically altered to take me through Death's Gate, is moored back on Draknor, the Hide of the serpents.

I don't look forward to going back there, but I have no choice. Rune-enhanced, that ship is the only vessel on this world that can carry me safely through Death's Gate. I have only to glance down at my legs, now wet with seawater, to see blue runes tattooed on my skin fading. It will be a long time before I will be able to use my magic to alter another ship. And I am running out of time. My people are running out of time. With luck, I can slip into Draknor unnoticed, steal back my ship, and leave. The serpents must all be intent on assisting the mensch on the Chalice, although I think it is odd, and perhaps a bad sign, that I've seen nothing of them. But, as I said, they are devious and cunning and who knows what they are plotting?

Yes, dog, we're going. I trust dogs can swim. It seems to me I remember hearing somewhere that all the lower forms of animals can swim enough to keep themselves afloat.

It is man who thinks and panics and ...

Zgłoś jeśli naruszono regulamin