But now he lacked the power, the means to work that arcane might. And as he struggled and railed against the fate that had imprisoned him in such a place, he began to consider the reasons. Any human, dwarf, or ogre, or even an elf should have yielded to the overwhelming force of great magic. The archmage would have preferred to have mastered a human, for that was the state of his normal, his original form, but he knew that he could make any of the others feel his power if need be.

The answer seemed to be that his host was none of those victims, those earlier targets of his will. It was a being of capricious habits, carefree and fearless sensibilities, and a life of confusion and chaos that at last allowed Fistandantilus to perceive the truth.

And it was a truth that filled him with horror and fear, for his spirit, his essence, and his desires for the future had been imprisoned in the body of a kender.

For a time, he could only shiver with uncontrolled fury, but gradually he came to the realization that he would have to change his tactics. And he was not without tools, without alternate plans.

He reached out first toward a distant skull, but all that he could see through the lifeless eyes was a barren and abandoned underground.

But when he sought for another talisman, a stone of blood and fire, he felt a more powerful, vital presence. There was a dwarf there, and dwarves had been known to yield to the archmage's power. The archmage strained to see while he felt the pulse and ultimately the perceptions of the one who carried the stone. A cursory study showed that this dwarf would be of only limited use: He was a cackling maniac, wicked but weak.

Still, Fistandantilus had a place for his power to take hold. The dwarf was a fool, but he was a malleable fool. The archmage felt the power of the stone, used it to penetrate the simple mind.

The dwarf would carry the bloodstone for a while longer, but ultimately he would bring it to someone who could be put to better use.

And the wizard's path would open, leading him once again toward the enslavement of the world in past, present, and future.

CHAPTCR 10

A Stone of Power and Command

263 AC Paleswelt-Darkember

Kelryn Darewind rode out of Tarsis about two minutes before the captain of the city guards smashed through the door of the luxurious suite he had been renting in one of the landlocked city's finest inns. The fact that Kelryn had failed to pay for those lodgings, as he had failed to reimburse numerous merchants and vendors for goods and services during the half-year he had spent in the crowded city, was a significant reason behind the captain's-as well as the chief magistrate's- diligent attentions.

Yet the sense of timing that had allowed Kelryn to live well in cities as far separated as Caergoth, Sanction, and Haven had once again served him well. He had even been able to gather his few belongings, saddle the fine horse he had won gambling with a trader, and ride through the city streets and out the north gate without a sense of immediate urgency.

The man knew that he cut a lordly figure astride the saddle of his palomino charger. A cape of black silk trimmed by white fur of sable draped his straight shoulders. Fine leather boots garbed his feet, newly made by a leathersmith of Tarsis on a promise of payment by the handsome nobleman who had cut such a dashing swath through the city's social scene over the long, temperate summer.

It was the change of seasons, more than any concerns about the enemies he had left behind, that contributed to Kelryn's bleak mood as he rode generally north and west from the city. He was used to moving on, but he hated to be uprooted at the end of summer. Nevertheless, he put the spurs to his horse, urging the strong gelding to increased speed, just in case anyone from Tarsis should take his thievery as a personal affront. Of course, Kelryn was ready to fight to protect his freedom, but he would just as soon avoid any such potentially messy conflict by getting out of the area as quickly as possible.

The lone traveler made camp at a narrow notch in one of the long ridges north of the city. Here the road crossed the elevation, providing Kelryn with a good view to the south. He stayed alert through the long night, and when dawn's light washed over the plains, he could detect no sign of pursuit. Quite possibly the folk of Tarsis were just as glad to see him on his way-certainly, he thought with a chuckle, there were many fathers of young women who would shed no tears over his departure.

Yet the laugh was a dry sound and little consolation. In truth, Kelryn desired the company of other people, wanted to have their admiration and even affection. He knew he was a charismatic fellow. How else could he have lived luxuriously in the strange city on nothing more than the promise that funds would eventually be forthcoming from his faraway, highly esteemed, and utterly fictional home and family?

In the case of his stay in Tarsis, Kelryn Darewind had claimed that home to be Sanction. His identity as the proud scion of a wealthy mercantile family-aided, of course, by his natural charisma and striking good looks- had granted him admission to fine parties, had brought wise and powerful men to his dinner table, and had lured more than one of their daughters to his bed. It had, he reflected with a sigh, been a very pleasant half a year.

But where to go now?

For several days he followed the northward road. Approaching the town of Hopeful, he detoured across the plains to the east. Since he was still so close to Tarsis, he didn't care to take chance that word of his exploits had preceded him to the bustling highway town. Still camping out, he crossed the corner of the Plains of Dust as quickly as possible before turning his course back to the north. He saw few people and was impeccably courteous and helpful to those he encountered, so that any who looked for the trail of a thief and scoundrel would gain no information from interviews with the travelers Kelryn met.

The great massif of the High Kharolis formed a purple horizon to his west, lofty mountains that, he knew, sheltered the ancient dwarvenhome of Thorbardin. The highway led into those mountains, to its ancient terminus at the Southgate, but before he reached the foothills, Kelryn Darewind again altered course, avoiding the rising ground surrounding the vast range. He chose to skirt the realm of the dwarves. They were ever a suspicious people, hard to fool, and thus poor choices for the traveler's next stop.

Instead, he guided his horse through the lightly populated coastal realm, a place of a few poor farm villages, with tiny fishing communities huddled close beside the many sheltered coves along the coast of the Newsea. Several times he considered stopping at one of these, perhaps even to spend the winter, but a cursory examination of each of the prospective way stations revealed not a single dwelling that was suitable to serve as his shelter. And these communities were places of hardworking, honest folk; he knew they would make him welcome, but also that, if he were to stay for any period of time, he would be expected to pitch in and help with the many tasks necessary to survival in those isolated outposts.

And that alternative was quite simply unacceptable to him.

Instead, he continued on, wrapping his sable-fringed cloak around his shoulders against the increasingly chill winds sweeping from the vast wasteland of Icewall Glacier. His course took him past the desert of Dergoth, and he made the decision to try to reach Pax Tharkas before the Yule. There, he concluded, he would probably be forced to spend the winter; snow would make the lofty roads impassable, and there were no cities significant enough to offer him entertainment on this side of the forbidding mountains.


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