In the days that had followed, as he became more aware of the sword’s nature and seemingly limitless magical power, his companions had grown to trust him less and less. That had been the period when Skelleth’s new government had taken shape, and Garth had been excluded on the basis of the madness the weapon had induced. He had not argued with that decision; he had been conscious of his own erratic behavior and therefore had been far more concerned with freeing himself of Bheleu’s control than with village politics.
The sword was a magnificent weapon, a great two-handed broadsword with an immense red gem in its pommel. It was supernaturally indestructible, able to cut through stone or metal with ease, and could control the elements, summon or disperse storms, even shake the very earth. It gloried in fire and could burn in a hundred strange ways without being consumed. Had it not been under the evil aegis of Bheleu, dedicated to wanton destruction, Garth would have been proud to be the chosen wielder of such a thing.
As it was, though, he had wanted nothing but to free himself and he had at last done so. He no longer had the sword. The sword alone had been responsible for his madness, so that with its loss he was himself again; for these two years and several months past, he had been as sane and trustworthy as ever in his life, yet he was still not allowed to hold any post in Skelleth’s little bureaucracy for fear he would again turn berserk. He resented this exclusion.
Perhaps the deepest hurt to his pride and self-esteem, however, was a personal matter, one closely tied to the malevolent power of the Sword of Bheleu and to his freedom from that power. The voice of the professed god of destruction had told him that he, Garth, had been born to serve Bheleu; indeed, he alone had been able to wield the sword, and on his own he had been utterly unable to resist its hold.
He had not freed himself alone.
Just to the north of its market square Skelleth had an ancient tavern called the King’s Inn, and in this tavern dwelt an old man who called himself the Forgotten King. It was the presence of this individual that, more then anything else, made Skelleth a center for important events.
Garth was not entirely sure whether, on balance, the King’s presence was good or bad.
He had originally come to Skelleth seeking the King, because an oracle had told him that only the Forgotten King could grant him the eternal fame he had, at that time, thought he wanted. He had returned to Skelleth a second time, after getting over that particular aberration of desire, because the King had pointed out the possibility of trade. He had gone to Dûsarra at the behest of the mysterious old man and had brought back Frima, now the Baroness, as well as the Sword of Bheleu and the knowledge of trading prospects on the Yprian Coast. His life, and the influence he had upon Skelleth, seemed to have been inextricably linked to the old man since Garth first left Ordunin.
In Dûsarra he had learned something of the King’s history; the old man was apparently the one true high priest of the god of death, the chosen of The God Whose Name Is Not Spoken, just as Garth was the chosen of Bheleu. As such, the King could not die; he had lived through several ages and now desired nothing but the death that was denied him.
In pursuit of his own destruction, the Forgotten King had sent Garth on several errands. He sought to perform some great suicidal magic; from various clues, Garth had tentatively decided that the old man hoped to manifest the Death-God himself in the mortal world, so that the King might renounce the bargain made so long ago. The problem was that the proposed magic, whether Garth had correctly determined its nature or not, would involve many deaths, by the King’s own admission. Garth did not care to contribute to unnecessary deaths and had therefore refused to aid the King further.
Then, though, the Sword of Bheleu had possessed him, and there was no power Garth could find that could free him from it, save the power of the strange old man. Of all the Lords of Dûs, the dark gods, only the god of death was more powerful than the god of destruction; thus only the chosen of the Final God, in his own right perhaps the most powerful wizard who had ever lived, could break the link between Bheleu and his chosen one.
To free himself, therefore, Garth had sworn to aid the Forgotten King. He had promised to fetch for him the final item needed to complete his magic, an object of great arcane power that he called the Book of Silence. Garth had sworn that oath knowing he had no intention of keeping it, and the suppressed knowledge that he was an oathbreaker, a being devoid of honor, in thought if not yet in deed, had gnawed upon him ever since.
As an injured man would probe at an open wound, fascinated by the pain, Garth found himself haunting the King’s Inn and watching the Forgotten King for hours on end. The King had told him, when first he swore his oath, that he was free to roam, as long as he checked back every so often. The old man had not yet told him where the mysterious Book of Silence might be found; he said that he had left it somewhere, centuries ago, and was trying to recall where. When he did remember, Garth would be sent to retrieve it. Until the memory returned, Garth could do as he pleased.
There was nothing else, however, that he felt any need to do, and so he stayed in Skelleth, alternately wandering aimlessly through the streets and sitting silently somewhere, glowering at the village, as he now sat in the King’s Inn and glowered at the quiet marketplace.
The Forgotten King was there as well, seated at his usual table. His presence there, at almost any time the tavern was open for business, was so reliable that he was thought of by the villagers not so much as a regular patron, but as a permanent fixture, like the dark wooden paneling of the walls or the heavy oaken tables. Day after day the old man sat alone, unmoving and silent, in the back corner beneath the stairs, wrapped in his ragged yellow mantle, his face hidden by his tattered cowl.
As he had a hundred times before, Garth turned away from the window and its view of the square and stared instead at the ancient human.
The King gave no sign that he was aware of the overman’s scrutiny, but Garth had no doubt that he knew he was being watched.
Half a dozen more ordinary humans were in the tavern and they had all certainly noticed the overman’s presence. Most had seen him turn away from the window as well. Overmen were unmistakable, and highly distinctive in Skelleth. Garth’s size, quite aside from any other details, marked him as something different from the common run of humanity; he stood almost seven feet in height, but was so heavily muscled as to look almost squat. He dwarfed the chair he sat upon and seemed out of proportion with the entire taproom, though in truth he was of only average size among his own species. His eyes were large and red, the oversized irises bright blood-red, though his pupils were as round and black as any human’s. Unlike human eyes, no white showed, only black pupil and red iris.
His hair was dead straight, dead black, coarse, and thick; it reached his shoulders and no farther, though he had never cut it. Sparse black fur covered his entire body, save his hands and feet and face. Where no hair or fur hid it, his skin was leathery brown hide, like that of no other species that ever existed and certainly unlike anything human.
His face was as beardless as a woman’s; overmen grew no facial hair, and his body fur stopped well short of his chin. His cheeks were sunken by human standards, normal to his own kind. He had no nose, but two close-set slit nostrils. To human eyes, a healthy overman bore an unsettling resemblance to a human skull; the hollow cheeks, missing nose, great red eyes, high forehead, and hairless jaw all contributed.
Garth’s hands, too, were unlike a human’s. Rather than having a single thumb at one side, his hands had both the first and fifth fingers opposable, making possible acts of manipulation that humans had trouble even imagining.
It was hardly surprising that men and women feared overmen, as they feared anything that seemed monstrous and strange. Nor was it startling, therefore, that the other patrons of the King’s Inn should glance occasionally in Garth’s direction, wary of what he might do. Garth in particular, of all overmen, they feared; the possibility of a new berserk rage such as those brought on by the Sword of Bheleu was always at the back of the villagers’ minds.
When he turned away from the window, therefore, to look across the taproom at the yellow-clad figure at the back table, what little conversation there had been faded and died. The townspeople watched, to be sure that the overman was not looking at any of them.
Garth rose, and even the rustling of clothes and the bumping of chairs ceased.
His gaze wandered for a moment from the old man to the great barrels of beer and ale along the western wall. His mug was empty; he picked it up, made his way through the tables and chairs, and drew himself afresh pint. The innkeeper, a plump, middle-aged man, stood nearby and silently accepted a coin with a polite nod.
Garth sipped off the top layer of foam, then let his gaze wander back toward the Forgotten King’s table, where it settled once more on the silent old man. Without quite knowing why, he moved in that direction.
When he reached the table, he thumped his mug of ale down and seated himself across from the King, as he had done so very many times in the past three years.
“Greetings, O King,” he said.
The old man said nothing.
Garth looked him over, as he also often had done. He noted again that the old man’s eyes were invisible, lost in the shadows of his ragged yellow hood. No one, as far as Garth knew, had ever seen the Forgotten King’s eyes. A thin wisp of white beard trickled from his bony chin well down his yellow-wrapped breast. His hands lay motionless on the tabletop, things of bone and wrinkled skin more like those of a mummy than the hands of a living man. The scalloped tatters of his robe hid the rest of him from sight, so that little else could be said of his appearance with any assurance, save that he was thin and seemed tall for so aged a human, though still shorter than any grown overman.
Garth wondered, once again, why the old man wore rags and why they were always yellow. Garth had heard him referred to as the King in Yellow, so it was scarcely a temporary or recent habit, yet there seemed no reason for it. The old man had money, the overman knew, and power, yet he spent his days in this ancient inn and wore only tatters. When Garth had first sought eternal fame, the Wise Women of Ordunin had described the yellow rags to identify the Forgotten King.
Garth had long ago lost interest in the pursuit of undying glory that had originally brought him to the King; the price had been too high and the rewards, upon consideration, too intangible. He no longer had a single goal he was consciously pursuing. In fact, he did not know any more what he wanted from his life, though he was sure of certain elements. He wanted to go home. He wanted the respect of his fellows, and to be rid of the stigma he now bore of being known as subject to fits of madness. Beyond that, he was unsure.