At one point there had been talk of using the overmen as the nucleus of a new company of guardsmen, but nothing had come of it; Skelleth had no military at all at present, save for the handful of warbeasts that the overmen had brought. The great animals were now tended by a special contingent of the Baron's staff, an entirely human contingent. Garth believed this to be the first time in history that warbeasts had been under human care.
He had considered demanding that he be put in charge of the creatures, on the grounds that it was not fitting for warbeasts to be tended by mere men and women, but he had never actually done so. He had feared that he would be turned down, as he had been turned down for every other duty in Skelleth. To be refused a position as a keeper of beasts would be too much for his pride; he preferred not to risk it. There had been enough blows to his self-esteem already.
The aversion to his presence that the townspeople displayed did not bother him; he was accustomed to it, could understand it, and furthermore cared very little for the opinions of most humans. There were, however, other matters.
His three wives, one by one, had come to Skelleth to see him, once the City Council had revoked his chief wife Kyrith's house arrest, imposed for her part in the sacking of Skelleth. Each had come, but each had refused to give up her home in Ordunin to join him in exile.
His children had visited as well, accompanying trading caravans, but he had not even troubled himself to ask them to stay; they were old enough to fend for themselves and make their own homes without his meddling.
Overmen did not have the strong family ties that humans had, but the triple rejection by his wives, and the failure of any of his five offspring to volunteer to settle in Skelleth, still hurt.
The City Council had refused petition after petition, so that he could not rejoin his wives in Ordunin. The councilors had, in truth, not even taken the time to consider his requests; they were too busy trying to deal with the worsening depredations of human pirates along their coasts and could spare no time from that obsession to discuss clemency for a troublesome renegade prince. Garth had tried to argue, by proxy, that he had fought pirates before and could be of sufficient value in fighting them again to make his pardon a real public benefit, but the Council had continued to ignore him nonetheless.
Things had started to go wrong when he found the so-called Sword of Bheleu in Dыsarra. Until then, his word had been good and his actions his own-but at his first sight of the weapon, he had begun to lose control. He had taken it from the altar of Bheleu, god of destruction, without any conscious decision to do so, and thereafter had been seized every so often by fits of what appeared to be a form of bloodthirsty madness. He had gradually come to realize, though, that some external power was possessing him, using the sword as a conduit. Even knowing that, he had been unable to free himself.
As the power had gained in influence and clarity, it had declared itself to him, claiming to be Bheleu himself, come to assert his dominance over the dawning Fourteenth Age, the Age of Destruction, through his chosen mortal host.
Garth had declined to serve willingly as host to the god, if god it truly was. His refusal had done little good; the god had controlled him anyway, and he had been unable to put down the sword.
While under the sway of the god and his sword, Garth had slain the previous Baron of Skelleth and destroyed much of the village.
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 Dыsarra 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 Dыsarra 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 Dыs, 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.