5

From the citadel tower it is obvious that Dejagore is a complete contrivance. Of course, most walled cities are shaped by the probability that, part of the time, neighboring states will be managed by thugs. Your own city’s masters will never be worse than benevolent despots, of course, and their worst ambition will be to heighten the hometown glory.

Until the appearance of the Shadowmasters one short generation ago war was an alien concept throughout this part of the world. It had seen neither armies nor soldiers in all the centuries since the Black Company’s departure.

Into this improbable paradise came the Shadowmasters, lords of darkness from the far reaches of the earth who brought with them all the wolves of the old nightmare. Soon inept armies were about. They stalked unprepared kingdoms like great cruel behemoths even the gods could not stay. The dark tide spread. Cities crumbled. A lucky few the Shadowmasters chose to rebuild. The peoples of the newly-founded Shadowlands were given their options: obedience or death.

Jaicur was reborn as Stormgard, seat of the Shadowmaster Stormshadow, she who could bring the winds and thunder howling and bellowing in the darkness. She who had borne the name Stormbringer in another age and place.

First Stormshadow raised a mound forty feet high on top of the ruins of captured Jaicur, at the heart of a plain she had flattened absolutely by slaves and prisoners of war. Earth for the mound came from the ring of hills completely surrounding the plain. With the mound complete and faced on its outer sides with several layers of imported stone, Stormshadow built her new city up top. And that she surrounded with walls another forty feet high. She did not overlook the latest theories about towers for enfilading fire and barbicans to protect her elevated gates.

All the Shadowmasters seemed driven by a paranoid need to make themselves safe in their home places.

Never once in her planning, though, did she take into account the possibility that she might have to resist the onslaught of the Black Company.

I wish we were half as wicked as I talk.

Dejagore has four gates. Each stands at one point of the compass rose. Each is at the end of a paved highway running straight in from the hills. Only the road from the south carries any traffic these days.

Mogaba has sealed three gates, leaving only sally ports which are guarded by his Nar at all times. Mogaba is determined to fight. He is just as determined that not one of our raggedy-ass Taglian legionnaires will run off and not go down with him.

None of us, be we Black Company Old Crew, Nar, Jaicuri, Taglian, Nyueng Bao, or someone else who had the bad luck to get caught here, is going to get out alive. Not unless Shadowspinner and his gang get so bored they go looking for someone else to bully. Right. You’ve got the eight and ten of swords and to go down you’re going to bet your ass on pulling the nine.

Your chances of pulling that nine are better than ours of getting out of here.

The fortified encampment of the Shadowlanders stands south of the city. It is so close we can reach it with our heavy artillery. You can see charred timbers where we tried to burn them out the day of the big battle. We have raided them a few times since then, too, but no longer have the strength to risk.

We can’t seem to discourage Shadowspinner, though.

Like most warlords he doesn’t let reality get in the way of his doing whatever he wants to do.

The artillery gives them a wake-up five nights out of five, pick a random time. That keeps them cranky and tired and a lot less effective whenever they attack. Trouble is, so much effort keeps us tired and cranky, too. And we have other projects going as well.

Shadowspinner is a puzzle. He is not the first of his kind in Company experience. The heavyweight killers in our past, though, when faced with a situation like this, would have stomped on Dejagore like jumping on an anthill before looking for a real challenge. But here lightweights Goblin and One-Eye can slide around quickly and treacherously enough to parry Spinner’s every feeble thrust.

His weakness is a mystery.

Makes you nervous when an enemy doesn’t do everything you think he can. And a Shadowspinner doesn’t become a top badass being gentle.

One-Eye sees everything in its wickedest light. He says Spinner is slacking because Longshadow has a hold on him and is weakening him deliberately. Your basic old time power politics with the Company in the middle.

Before we came along the Shadowmasters did find their biggest challenges in fighting one another.

On principle Goblin seldom agrees with One-Eye about anything. He claims Shadowspinner is lulling us while he recovers from wounds that were more serious than we suspected.

My guess is, six of one, half a dozen of the other.

Crows circle the Shadowlander camp. Always they circle. Some come, some go, but a baker’s dozen minimum are there all the time. Others haunt us day and night. Wherever I go, whenever, a crow is nearby. Except inside. They don’t get inside. We don’t let them inside. Those that try end up in somebody’s pot.

Croaker had a thing about crows. I think I understand it now. But the bats bother me more.

We don’t see the bats as often. The crows get most of them. (These crows are not ashamed to come out at night.) And those that the crows don’t get we do, most of the time. Inevitably, though, a few get away. And that isn’t good.

They spy for the Shadowmasters. They are the farranging eyes of wickedness out here where our enemies cannot always manipulate the living darkness.

Only two Shadowmasters remain. Spinner has problems. They do not have the reach or control they showed back when they could and did run the shadows into the very heart of the Taglian Territories.

They are fading from the stage.

One dreams.

Dreams too easily become nightmares.

Загрузка...