Rival empires Rintarah and Gath Tampoor, equally matched in arms and sorcery, now dominate most of the globe. The island state of Bhealfa sits between them like an egg in a vice. A colony of both empires at various times, it currently bears the shackles of Gath Tampoor.
Bhealfa’s sovereign is Prince Melyobar, a puppet ruler obsessed by death, which he sees as an animate being. In order to outrun his fate, Melyobar has created at vast expense a magically impelled travelling court; a floating palace that is literally never still. The thousands of camp followers it attracts effectively makes the court a nomadic city.
The brutality of the empires has bred an opposition movement, active within Gath Tampoor and Rintarah themselves, and their many dependencies. At the heart of this opposition is the armed Resistance.
The paladin clans are principal enforcers of the empires’ oppression. Mercenaries in all but name, the clans’ self-seeking precepts allow them to serve both sides. They are as wealthy and powerful as any imperial institution bar the governments.
Reeth Caldason’s hatred of paladins is legendary. A notorious outlaw in the eyes of the authorities, Reeth is a Qalochian. The Qalochians, a warrior race indigenous to Bhealfa, are scattered and nearing extinction. They have suffered betrayal, massacres and discrimination. Caldason himself was one of only a handful to survive the slaughter of his own tribe, and is looking for vengeance. He also seeks a cure for a unique, and unexplained, malady.
Grudgingly at first, he befriends Kutch Pirathon, the young apprentice of a sorcerer he hoped to consult, but who was killed by paladins. Caldason shocks Kutch with his antagonism towards the magic everyone else takes for granted, despite wanting its aid. Even more alarming are the berserk fits of rage Caldason suffers, and the bizarre visions that plague him.
The pair cross paths with Patrician Dulian Karr, a dissident politician opposed to the colonial rulers. Karr offers to put Caldason in touch with Covenant, a secret order of sorcerers who might be able to lift his misfortune. Caldason agrees to accompany the patrician and Kutch to Valdarr, Bhealfa’s largest city.
In Merakasa, capital of Gath Tampoor, Serrah Ardacris leads a special forces unit of the Council for Internal Security. During a raid on a gang trafficking ramp, an illegal narcotic, one of her unit is killed. As he was the scion of an aristocrat family, there are political repercussions. Serrah is unjustly blamed for his death and pressured to make a public confession. Although subjected to harsh treatment, she refuses.
Serrah’s daughter, Eithne, died aged fifteen of a ramp overdose. Eithne appears to Serrah, apparently brought back from the dead. But Serrah recognises this as a cruel magical ruse, designed to break her spirit. Close to despair, she’s rescued from captivity by a Resistance group. She escapes from them and manages to get out of Gath Tampoor on a ship bound for Bhealfa.
En route, she overhears stories of a warlord, Zerreiss, who has risen in the barbarous northern wastes. Known to his people as the Man Who Fell From the Sun, Zerreiss has some unknown power which enables him to conquer neighbouring lands.
Clan High Chief Ivak Bastorran, hereditary leader of the paladins, and Gath Tampoorian Imperial Envoy Andar Talgorian, although mutually antagonistic, co-operate on organising an expedition to find out more about Zerreiss. They are spurred by the suspicion that Rintarah is planning a similar mission.
Devlor Bastorran, nephew and protégé of Ivak, and heir to leadership of the clans, is obsessed with killing or capturing Reeth Caldason. His uncle urges him to caution, revealing that the paladins have to follow certain unspecified rules in respect of Caldason. Rules imposed by the highest authority.
Tanalvah Lahn, a state-sanctioned courtesan, and a Qalochian, has never known any other life than working in the brothels of Jecellam, capital of Rintarah. But everything changes when her best friend, another prostitute, is murdered by a client. Defending herself, Tanalvah accidentally kills the man. Terrified of the consequences, she takes her friend’s two young children and flees. Securing passage on a ship, they sail for Bhealfa.
Kinsel Rukanis, a Gath Tampoorian, is one of the empire’s leading classical singers. A pacifist, he covertly supports the Resistance. Rukanis encounters Tanalvah and the children in Valdarr docks, being chased by watchmen and a paladin. Serrah Ardacris, having arrived at the same harbour, saves Kinsel and the others, killing three of their pursuers in the process. Kinsel takes the women and children to a Resistance safe house.
Reeth Caldason, Kutch Pirathon and Dulian Karr arrive in Valdarr. They meet Phoenix, the head of Covenant, who appears in the guise of a churlish ten-year-old girl. In reality an elderly wizard, Phoenix has studied what little remains of Founder lore, and uses this advanced magic to adopt a variety of guises. Caldason also comes upon Quinn Disgleirio, a representative of the Fellowship of the Righteous Blade. A martial order long dormant, the Fellowship has recently been revived to fight for Bhealfa’s independence.
The Resistance, Covenant and the Blade Fellowship have formed an alliance to fight the empires’ tyranny – the United Revolutionary Council. Karr confides that the Council has something more radical in mind than mere revolution. Their aim is no less than the founding of a free state, at a location yet to be chosen.
The full extent of Caldason’s affliction is revealed. He is partially immortal, in the sense of being extremely resilient rather than indestructible. If wounded, he heals remarkably quickly, and he ages hardly at all. His condition dates back to the time his tribe was massacred, over seventy years before, though he has no idea how he achieved this state. The visions and rages he endures make him fear insanity.
Phoenix believes the Founders left a fund of knowledge, dubbed the Source. The Source is associated with the legend of the Clepsydra, said to be a device for marking off the eons to the Day of Destruction. If the stories are true, the Source could provide the Resistance with a powerful weapon against the empires, and Caldason with a cure. Covenant research indicates the Clepsydra’s possible location, and Caldason is desperate to investigate. The Council promises to mount an expedition, but it will take time.
Phoenix also thinks that Kutch could be a latent spotter. Possessing an incredibly rare, natural talent, spotters can look beyond the falsity of magic and distinguish illusion from reality. Kutch agrees to let Phoenix train him and bring out the skill.
Reeth and Kutch’s lives entwine with those of Serrah Ardacris, Kinsel Rukanis, Tanalvah Lahn and the children, who have been given Resistance protection. Shortly, Kinsel and Tanalvah become lovers, and set up house together with the children. But Tanalvah is worried that Kinsel is running too many risks through his Resistance work.
Devlor Bastorran identifies Kinsel and Tanalvah as having been at the centre of the brawl at the docks. He orders them to be watched, and bides his time.
A special operations band is formed, headed by Caldason and Serrah. Their mission is to penetrate a secret government records office and destroy its files. On its shelves, Caldason finds a file bearing his name, but all the pages have been removed. The depository is razed. Fleeing the scene, Caldason is confronted by Devlor Bastorran. A furious duel ensues, leaving the paladin severely injured.
Taking refuge in a temple, Serrah runs into Tanalvah. A follower of the benign goddess Iparrater, Tanalvah persuades Serrah to ask the temple oracle a question. The answer pitches Serrah into a deep melancholy.
Inflexibly convinced of his cause, Prince Melyobar devises a scheme to exterminate the entire population of Bhealfa. His plan is to deprive his great enemy, Death, of the masses he hides among.
Kutch tells Caldason that he, too, has started to see visions. When the apprentice describes their content, Caldason realises they are sharing the same dreams.
Overcome by misery, Serrah tries to commit suicide, making for little jubilation when Dulian Karr announces that a location has been found for the rebel state …
1 (#ulink_6a00f009-1b3a-5be5-9b31-60c133bdb6e3)
There had been no reprieve for reality. It remained in abeyance.
The night-time city was smothered by a dense fog that choked sound but only dimmed the constant discharge of magic. The gleam of sorcery pulsed and sparkled. Phantasms were on the wing, apparitions walked abroad.
A young man shuffled through the damp streets. He was bundled against the autumnal chill, collar up, battered cap pulled well down, a few unruly wisps of blond hair poking from underneath the brim.
He couldn’t see. His eyes were covered by a contrivance resembling a leather mask, with two round patches, tied fast. Behind each patch was a coin, wrapped in wadding.
In one hand he held a cane, and used it to tap his uncertain way. In the other he grasped a leash, tightly coiled. This was attached to a halter girdling the shiny black carapace of a millipede – a creature the size of a large hunting dog. It moved sinuously, huge insectoid eyes set in an unblinking gaze, its multitude of twiggy legs rippling in unison.
The youth was anxious. He reckoned he was in a less than salubrious quarter, and he’d lost track of the time. Rapping his stick left to right, he walked falteringly, as though newly sightless. The millipede strained at its leash, probing, snuffling, guiding its charge around obstructions. The young man tried to hurry.
Had he been able to see, he would have regarded the blizzard of magic on every side as of little account. It was too ordinary. But another sight might have given him pause. Ahead of him, a pair of lights bobbed in the murk, and they were getting closer.
He was aware of a sound. Tugging the millipede to a halt, he stopped and listened, head tilted to one side, his eye patches like dark hollows. He heard the steady crump of boots on cobblestones. A small group, marching in unison. Coming his way.
His sense of unease increased and he thought of hiding. Lifting a hand to his mask, he made to peel it off.
‘You, there! Don’t move!’
The rasp of blades being drawn underlined the warning.
Breath stilled, the youth froze. The millipede scuttled back to him, brushing his calves as a frightened cat might do, for solace.
From out of the swirling, yellowish mist came a band of men. Foremost was a three-strong watch patrol in grey uniforms. Beside them, his scarlet tunic contrasting with their drabness, strode a paladin clansman. The patrol’s requisite sorcerer brought up the rear, dressed in tan robes and bearing an ornamented staff. Two of the watch held charmed lanterns, bathing the scene in a soft, magical glow.
‘Drop the weapon!’
He realised they meant the cane, and let it slip from his fingers. The clatter it made was all the louder in the taut silence.
They approached him warily.
‘Don’t you know there’s a curfew?’
The speaker was the watch captain, grizzle-faced and lanky. Despite the cold, his arms were bare. One was tattooed with a rampant, fire-spitting dragon, emblem of Gath Tampoor, the prevailing empire.
Still masked, the youth said nothing.
‘Lost your tongue too, have you?’
‘I’m sorry, I …’
‘You’re breaking the curfew,’ the paladin barked. ‘Why?’
The young man swung towards the new voice, swallowing hard. ‘I … misjudged the hour. I thought –’