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Orbquest
The Gathering
The goddess Larctuen, once sole protector of the world, must now become directly
involved in a conflict. She can no longer remain a watcher, a spectator.
She must become a participant in the future of Kiele. In order to keep the
world from sliding into the Netherrealms, six orbs of power must be recovered.
Each is protected by a Guardian. The orb of earth-by the Earth elemental.
The orb of wind-by the windbeast. The orb of the seas-by the Leviathan. The
orb of fire-by the firebird. The orb of magic-by the elder dragon. The orb
of life-by faith. Each can only by retrieved by one who is worthy of the
power granted by the possession of the orb. Larctuen must unite the six who
can retrieve the orbs and prevent the world from slipping into the Netherrealms.
So, as the goddess begins her quest for the six, evil once again begins to
gather. Not only will the retrieval of the orbs ensure the survival of Kiele,
it will keep the balance from tipping. So begins the quest...So begins
the...Orbquest.
The waves crash along the shore. As they do, they wash more sand and sediments
from the land. As it has done since before any could remember, more of the
land is exposed in this relentless pounding by the sea. The sun begins to
surface from behind the Laredian Mountains. The rising sun makes the hut
sitting along the beach glow with a hint of orange and red. The hut sits
just beyond the reach of the tide. Arevar, the mage who lives there, does
not mind the closeness of the water. In fact, he enjoys the sound of the
water, pounding on the beach. It has been many weeks since he has felt the
need for human companionship. He is quite content to live his life on his
own, studying his books, and sustaining himself with the food he grows in
his garden. His hut is made of a light wood that comes from the trees that
grow near the coasts of Kiele. The hut consists of three rooms: the sleeping
quarters, the library, and the laboratory. The sleeping quarters consists
of a small cot, which lies about two feet above the floor. There is a small
table next to the cot. Resting on the table is a candle, the only source
of light for the small room. The library contains six shelves, all full of
books. Most are spellbooks, but several serve other purposes. There is a
table with several candles on it, each of a different size. They illuminate
the area around the table. There are other candles around the library, to
light it. The laboratory has a main table, and a couple of other tables.
There are some glass vials, with various potions and mixtures. There are
three shelves, that hold jars of herbs and other plants. These are components
required to cast spells. There is a teleportation portal off to the side.
Its power has not been activated since the magewar. Arevar awakes, to the
sound of the early-risen birds on the coast. As he grumbles to himself
about
Those birds had better quiet down, or tonight I'll dine on fresh fowl!, he
suddenly feels very weak. He drops to his knees, and mutters a spell of warding,
using the common herb that is the main component needed to ward off curses.
When that has no effect, Arevar stops a moment, to contemplate the idea that
what is affecting him is not a curse, but perhaps something far greater.
Crawling across the room to his magical staff, Arevar grasps it tightly in
both hands, and pulls himself to his feet. As he does so, he hears a low
rumbling coming from his laboratory. On his feet once again, Arevar stumbles
to the laboratory to investigate. Idly, he notices that the sun has risen
more in the last few moments--too fast. He pays little attention to that,
as he is intent on his lab. When he stumbles into the lab, the sight that
greets him is one of absolute horror. The tables have been overturned. Anything
glass in the room has been shattered. The candles, put out the previous evening,
now flare brighter than ever. Somehow, they hover, still, not moving, in
the empty space, where the tables used to be. The portal now glows a dull
blue. The glow intensifies, as its "owner" enters, and moves towards it.
What's going on here? wonders Arevar. His unspoken question is momentarily
answered. The portal begins to absorb light around it, and then begins to
absorb objects into it, too. Suddenly realizing what was happening, Arevar
turns quickly, to escape this newfound horror. He is not quite fast enough.
As his hut is absorbed piece by piece, Arevar, too, is absorbed into the
portal. Soon, the only clue that there was ever a structure along the beach
is the portal that lies on its side in the sand, glowing softly.
* * * *
*
"You! Arevar! Look at me when I'm talking to you!"
"Who? What's happening to me?"
"You have been pulled into the portal. I have brought you to me, to show
you the error of your ways. You cannot hide from your past. You can't keep
running from those that would do you harm! You must strike back at them!"
"What? Why? I am fine being alone!"
"No, you aren't. And neither am I! That is why I will use the portal to transport
Kiele into the netherrealms! Here, I shall rule supreme, and if you assist
me, you will rule at my side!"
"And doom this planet to eternal darkness? Never! I would kill you first!"
"Do you really mean that? Do you have the guts to kill me? I honestly don't
believe you'd do that, now would you--brother?"
"I am no longer any family of yours, Telezsite! If you think you can just
reappear after disappearing into that portal years ago, and demand my service
to destroy my world, you'd better think again! Not only have you insulted
and angered me, you have destroyed my home, and you threaten my world. Have
no doubt--If I need to, I will kill you!"
"We'll just see about that, now won't we, brother?"
Telezsite raises his arms, and points at his brother. In a bright flash of
energy, a bolt of lightning streaks toward Arevar. The energy surges around
the form of the mage, but doesn't touch him. As he lowers his shield to cast
his spell, pain wracks his body. He sinks slowly to his knees. His brother
advances on him.
"How do you like my new spell, brother?" asks Telezsite.
"What--what have you done to me?" inquires Arevar.
"I have disabled your control of your body. If you will not help me, you
would hinder me. And I have a schedule to keep, one that does not include
a fight with my brother using up much of my time. You will forgive me if
I end this quickly."
With that, Telezsite casts a final spell on his brother, and Arevar disappears
from sight. Telezsite turns, and leaves. He has much planning to do. Within
a year's time, he will have fully transported Kiele from its plane of existence
to the netherrealm where he resides, after an accident in his lab many years
before. On Kiele, the portal is washed out to sea. It took little effort
on Telezsite's part to have a wave pass the tide. As the portal is dragged
out to sea, it begins to slowly sink, slower than something of its size and
density should. Within a day, the portal has reached the bottom of the sea,
far beyond the farthest reach of anyone on Kiele. With this single, swift
move, Telezsite has made it impossible for any to find and destroy the portal,
and stop him from teleporting the world.
Chapter Two
It has been several weeks since the battle of the brothers. Since then, the
portal has begun the process that will transport the world of Kiele into
the netherrealm where Telezsite resides.
Krel Siar, a knight of Laredia, watches patiently as his commander shows
him the battle tactics planned for the next day's mock raid. Krel will lead
a company of knights against their friends in this, a common training method
for the knights. The planning sessions have begun to bore him, so Krel lets
his mind wander. He thinks of some of the stories and legends he's read.
He thinks about how quickly the knights recovered, as a whole, from the previous
war. Some believed that the world was destroyed, then rebuilt by the god
of life himself, Kiel'Tioma. Krel thinks about the code of the knights, and
what it means to him. Law. Justice. Life. Uphold and enforce the laws of
the land. When the law would suppress the innocent, see that justice is done.
Above all else, protect those in need. Krel has experienced all parts of
this. He has upheld the laws in his hometown. Soon, the laws began to hurt
the people, and he helped solve the problem. Then, he had to protect the
lives of every person in the town, as a great dragon descended on them.
"Krel! Krel! Listen to me!" shouted the commander.
"Oh! What?" stammered Krel.
"What do you think of the plan?"
"It's...perfect."
"And you'll be ready to lead your company into battle tomorrow?"
"Yes. We'll make you proud of us, sir!"
"Yeah, well, just see that you do your job!"
With that, the commander left Krel to his thoughts. After the commander left,
Krel let his mind wander again. This time, his thoughts settled on the godstory.
This told of the battle between the two gods, Kiel'Tioma, and Lwarxiate.
The battle that almost claimed the world of Kiele. It was after this war
that the gods were rumored to have left the world to itself. And yet, in
many places, churches had sprung up, offering worship to a goddess previously
unknown to most. And yet, many more each year began to believe in this "guardian
goddess" of Kiele. Krel didn't know what to believe. After his father died
defending his home from a band of over-eager raider, and his mother killed
when part of the home collapsed, it had taken all of Krel's teachings and
honor to keep him on the path of light. Even now, in this relatively peaceful
time, his thoughts often drifted to revenge on the man who had slit his father's
throat, all those years ago. The memory came back, strong as if it had happened
the day before. Krolar Siar, Lord of Siar Castle, had driven off a band of
raiders. Hours later, one slipped into the castle. While Krolar taught his
son, an assassin worked his way into the room. Then, before the horrified
boy's eyes, the man grasped the shoulder of the older man, and spun him
around--to a blade at his throat. The assassin whispered something to the
man. At that, Krolar went into a berserk rage, struggling against the arms
that held him, the blade knocked aside. Cursing himself for not seeing to
it that every one of the raiders were dead, cursing himself that this one
had found him while he was armor-less, Krolar Leapt into a crouched position.
The assassin had recovered the dagger, and held it ready. To his surprise,
the assassin backed out of the room, and as Krolar began to follow, fearing
for the safety of his wife, the assassin leapt back in, two swords in hand.
He tossed one at the startled knight, hilt first.
"Here. I am not without my honor. You will have a fair fight. I trust you
know how to use a sword?"
"I do, and I will see that you meet a fate due you for your trespassing in
my home, endangering my family!" to his son, he yelled "Go, now, Krel! Go
find your mother, and get her out of here!" The boy, startled at the harshness
in his father's voice, scurried quickly out of the room.
"Now we fight, old man. Now you die!"
"Surely you won't fight me without me knowing your name?"
The assassin smiled to himself, confident of the outcome of the impending
battle.
"Me? You may call me...Xent. Xent Rolania. Call me death!"
Xent's sword flashed through the air, aimed for the knight's head. The swing
was blocked, and was costly. Krolar swung his sword in an arc that carried
it hissing through the air to slice through the shoulder of the assassins
tunic. The assassin, agile as the knight was old, jumped this way and that,
dodging the thrusts and swings of the knight, and blocking when necessary.
Then the battle began to bore him. Xent blocked Krolar's sword a final time,
and in a counter swing, sent the swords flying off to the side. Quickly,
the assassin drew his dagger, and before the knight could recover, thrust
the blade into the knight's chest. As the knight slumped to the floor in
pain and blood, Xent removed the dagger. Dripping the knight's own blood,
the blade bit into soft flesh, and the knight died, his throat slit. Xent
muttered "Bastard. You'd be alive if you hadn't had to go play hero and stop
us from acquiring several horses and 'provisions' for our trip ahead."
The assassin grabbed the knights ankles, and leaving behind a trail of blood,
dragged the body through the halls, and down a set of narrow stairs. Soon,
Xent found what he was searching for: the tomb of the family Siar. Prying
open the entrance, Xent dragged the body in, and locating an empty bier,
carefully lifted the body onto it. Xent then laid the dagger at the dead
knight's feet, the ancient custom followed by the knights--to bury the dead
with any weapon with the person's blood. Xent then slipped silently out,
and sealed the tomb once again. Once again in the higher portion of the castle,
he set fire to the upper sections, then left. Unknown to him, the knight's
wife was still in the castle. When the fire weakened the structure enough,
the whole section collapsed, killing her instantly. As it crumbled, it buried
for good the dead in Siar's Tomb.
Suddenly brought back to the present by a trumpet call, Krel headed towards
the mess hall for the day's dinner.
"Pray to whatever god or goddess you believe in, Xent. Pray that I never
find you, for when I do, not even my code will save you!"
It is the Night of the Eternal Sun. Now that Majine has been fully restored,
the majinn who reside there are once again able to celebrate this evening,
the most important of times of the year to them. It is the night in which
the sun does not set. This ancient celebration of the coming of the summer
months dates back to the earliest times known upon the world of Kiele. After
the long winters provided to the majinn by their location, the summer is
a time to rekindle their spirits. As such, the celebration lasts over a period
of many days, the exact number varying from year to year. Usually the celebration
ends when the emperor gets his hands on the stronger drinks, and spends an
evening getting himself drunk to the point that he'd be just as happy to
give away his kingdom as to rule the entire world. It is usually at this
time that the elders close down the party areas, and begin the laborious
task of gathering those who have been appointed to clean up, and actually
get the city cleaned.
Ghuainal Inowe, prince of the Majinn, has little faith in the city being
cleaned on time this year. It may be wise to point out that he is the head
of the clean up squad this year. His father decided it would be "helpful"
to teach his son humility. Angered at this, Ghuainal has decided that he
will drink himself into a stupor, and make sure that he is in no condition
to even attempt to clean.
Guoigor Inowe, however, has different plans for his son. He has assigned
the royal bodyguard to his son, to insure that his son gets nowhere near
any drinks.
Late into the week the Majinn feast and celebrate. Finally, as tradition
"demands", the elders find the emperor drunk, and end the celebration. Within
the day, the prince is found, and set to cleaning with his crew. As they
finish, the prince is boiling over in rage. His friends don't blame him.
After all, they know they'd be angered if they fell into the fertilizer bin,
and were nowhere near water at the time.
Suddenly, the ground shakes violently. The prince and his friends are thrown
to the ground. As they look around, they see that other bystanders have also
been knocked to their knees. The ground shakes again, and several roofs cave
in. The third rumble causes a crack to open in the ground, neatly splitting
the city in half by a deep chasm two paces in width.
Then, Ghuainal, a minor telepathic, reels in pain. He senses something out
of the ordinary. Not even the minor earth-quakes they've had in the past
could compare to the power of this. He realized with great certainty that
whatever had caused this, it wasn't local. Someone, or something was causing
this, by upsetting the worlds planar balance. Ghuainal knew that one way
or another, he would find out what had caused this, and find a way to prevent
it from happening again. That way, he hoped, he could convince his father
that he was worthy of more than just cleaning up from the kingdom's celebrations.
The Zengute forest. Home of many plants and animals, this forest has the
highest concentration of assorted plants in the world. Many visitors to nearby
cities and villages make it a point to visit. Tours of the outer borders
of the forest are provided, however grudgingly, by a druid. This druid is
the guardian of the forest, and he will not allow others to roam the land
alone. There's no telling what some people would do. As such, he has taken
it upon himself to set guardian animals along the borders, to ensure that
stragglers can't get in, and that those that are separated from the group
are "escorted" out of the forest. Some people complain about the fee needed
for the tours. After all, what does one who lives solely in the forest, with
the forest need money for? Only a select few realize that the druid gives
his earnings to the impoverished people of nearby settlements. No one knows
the true name of the druid, but to most he is simply Seigoff, or Seigoff
Zengute. Many druids are known both by a regular name and the forest or habitat
they maintain. Still others are known simply for the forest they reside in.
And yet, Seigoff is perhaps the widest known druid in the world. He is known
for the work of his mother, who was known as the Zengute Mother.
Finally, with the onslaught of night, Seigoff coaxes the last of the tourists
out of the forest. With his day's work done, Seigoff returns to his small
shelter he has built for himself deep in the heart of the forest. He walks
in, and seats himself just inside the door, and begins his nightly communication
with the land around him, to find out that everything is in order, that the
land's balance has remained just that-in balance. This night, however, he
is greeted with new that is less than refreshing. While he has been out guiding
tourists through the forest, in other parts of the world, the balance has
shifted greatly. Some parts of the land are under the control of something
or someone more powerful than anything seen since the gods left the world.
Most notably in the land of the majinn, where the land itself has turned
against the people. Seigoff lets his mind flow into the heart of the land,
to better observe the problem, and assess possible solutions. Suddenly, he
is racked with pain that seems to come from everywhere and nowhere at once.
Seigoff quickly draws himself out of the mindsweep and stands. He grabs a
plain staff leaning against the wall, and closing the door behind him, begins
the dangerous night trek back to the town. When he reaches Celonselon, he
heads straight to the center, where he finds the elder, still awake. Surprised
to find anyone here in the middle of the night, Seigoff pauses a moment before
making his presence known.
"Hello, old one. What brings you here at this hour?"
"The same thing as you, I suspect. The balance has been dealt a terrible
blow this day. How, I cannot even begin to imagine. But it is a threat that
must be dealt with, and quickly, my boy."
"But how can it be dealt with?" asks Seigoff.
"Just like everything else that must be dealt with. One step at a time. You
must be ready to leave within the day, and you must travel to the village
where all this will come to a head. There is not enough time to prevent the
next corruption, but you will find others at the village who have also felt
the call of Larctuen. For it is her call that has allowed even me to feel
the destruction. The village where this will occur is well known as a center
of the gods' attention. You must be there by the next moon. I must rest now,
but I trust that you will fulfill your destiny." concludes the old man.
"If what you say is true, than this is bigger than I thought. As far as I
knew, Larctuen is said to be indifferent to the goings on of the peoples
of this world. I will be ready." says Seigoff. "But one thing before I go.
Don't let the tourists into the forest. You know how the last one that attempted
to enter managed to find the three known areas of the poison ivy, and one
we didn't even know of. I will return after this is all over. Until then,
the forest must be kept off-limits."
With that said, Seigoff turns from the town center and walks slowly back
to his hut, to gather supplies for his upcoming trip.
"Battlehagen! Get over here! Now!"
What now? The old fool probably wants me to fish his antique axe out of the
pond again. Why doesn't he just stay inside?
"Hold on a moment! I'm busy right now!" said Doomstop Battlehagen.
Doomstop, a young dwarf at age 80, has little patience for his elders. He
feels that he should be able to go into the world on his own, and make a
life for himself. However, the elders feel otherwise. All dwarves should
remain in the mountains and caverns that are their homes. Rarely, a dwarf
will leave, and try to make it away from their homeland. Once a dwarf leaves
against the elders' wishes, they can never return home. No human even knows
the location of Fohsothica, the dwarven kingdom on Kiele.
Now, Doomstop heads across the courtyard of the mountain castle to find out
what Derlonar wants.
"Next time, you'd better move. Immediately! You've been wanting to get out
of here for months now. You now have the opportunity. That groundquake yesterday
was more powerful than we imagined. We have received reports that it affected
lands all over the world. You will prepare and leave tomorrow for the harbor.
Once there, you will meet the messenger, and he will escort you to your
destination."
"Which is...?" asks Doomstop.
"You will see, lad, you will see."
Later, Doomstop practices with his sparring partner. Selin wields a warhammer,
while Doomstop uses his weapon of preference, a battleaxe. The two often
practice together. This being his last chance before the trip ahead, they
work harder than ever. Doomstop swings the axe in an arc intended to drive
his opponent back. Selin blocks with the handle of the mighty warhammer,
then raises the hammer over his head to smash it down on the head of the
axe. The blow drives the axe head into the ground, and while Doomstop struggles
to free it, Selin tosses the hammer into the air, catching it by the head.
Then he whips it around to knock Doomstop to the ground. Doomstop whirls
around in fury, and grabs the hammer's handle, and yanks it away from Selin.
Then he turns to a nearby rock, and smashes the hammer down on it; purposely
missing the rock, so that the long wooden handle splinters on impact, sending
the hammerhead flying into the dirt. "Why did you do that?" asks Selin.
"I'm in no mood to be knocked into dirt today. Thank you for the session,
but I think I'll go pack now. I must be ready by dawn tomorrow." states Doomstop
gruffly.
As Doomstop walks away, Selin bends down to pick up his ruined weapon. That's
the third time in as many weeks he's done that. Maybe I should quit using
the handle like that. Nah! He's to headstrong. He's got to learn to have
more patience, with me, with practice, with everyone! Selin walks to the
metalsmith's home to have the hammer mounted on a new handle. It's a good
thing he does this for me for free, when Doomstop ruins it. Otherwise, Doomstop
would be out of a lot of wealth!
Chapter Six
In the many years since the gods left, at the end of the Final War, Nire
has prospered. Once a small village, with only a few residents, the village
has grown into a city. A city that is not without fame. For it is Nire that
housed the Shadowstar family, the family that has twice saved Kiele. First
there was Celec, then two generations later, Silrak. After the final war,
yet another generation was born into the Shadowstar family. Sraxx Shadowstar,
named after the great wizard who was the mortal guise of the god Kiel'Tioma.
In the years after the war, Silrak taught his son many things. He taught
him the merits of following the code of the Knights of Laredia, even though
he was not a knight. He taught him humility, that he would not be over-confident.
Through the years, Sraxx grew to love all he found on the world. Unknown
to his father, Sraxx learned the ways of the magi. After years of practice
in honing his magical powers to their best, Sraxx finally revealed them to
his father. Silrak made sure that Sraxx followed the path of light with the
magic, to help those in need. About the time that Sraxx was 28, Silrak was
out cutting wood for the fireplace in their hut, and a mistimed swing of
an axe brought a tree down on his back, seriously injuring the former mage.
The extent of the damage to the body was enough that not even the healers
and clerics could do anything for Silrak. Within the week, Sraxx was without
a father. As the years passed, he followed the teachings his father had passed
on. Eventually, Sraxx, too had a son. Sraxx named his son after his late
father. Many years later, Sraxx, then an old man, passed on his greatest
lesson to his son. The interest in the ways of magic. Within a few years,
Silrak had mastered most of what he would need in the ways of magic. When
Sraxx died, Silrak II made a decision: He would give up the ways of magic
to focus on everyday needs of the people of Nire. It was during this period
of time when Silrak had relinquished his powers that disaster struck the
city. A deadly plague made its way through several homes, and those not infected
fled the city. At the thought of Nire being deserted, Silrak returned to
his studies, and within a few weeks discovered an ancient spell used to counter
this deadly type of plague. Nire was saved, in a sense, but many people refused
to return. With many buildings lying empty, a council took action to neutralize
the problem of not enough land for farming. Most of the buildings were burned
to the ground, leaving nothing but ashes. Once again, the city was a small
village. When Silrak's son was born, he knew that he would have left Nire
while it had been a city. He did not want to have his son grow up in a large
city. Silrak named his son after his great-great grandfather, Celec. It was
after Celec showed a mastery in the ways of wizardry that it occurred to
Silrak that the family had come full circle. Now, after the disasters happening
to the land, Silrak knew that it was once again up to a member of the Shadowstar
family to play a role in the saving of the world. This time, however, he
would not be alone. The goddess Lartuen had paid Silrak a visit, and he knew
that even now five journeyed to Nire to save the world.
Farther from Kiele than any mortal could even begin to imagine, a battle
rages in a plane of power. The god Kiel'Tioma, along with several other gods
of Kiele fight against Lwarxiate and his newfound allies. Lwarxiate is determined
to defeat his pursuers. He will not be kept from his world for long. He must
rule over the world he helped to shape.
In the years following the departure of the gods, Kiel'Tioma and the other
gods have pursued Lwarxiate in order to put an end to his corruptive force.
Once they have permanently banished him from Kiele, will they finally be
able to return to the world they love. Unknown to them when they left that
day so long ago, they were not alone in the multitude of planes. Lwarxiate
has allied himself with several others who would oppose Kiel'Tioma and the
others. Now, in this swirling plane of power, they begin the decisive
battle.
There is no solid land, just swirling smoke-like matter, and empty space.
On the plane of power, anyone could conjure up deep magical powers. The beings
involved in the combat being gods, their power is increased a hundredfold.
As the battle begins, none know the consequences.
Kiel'Tioma prepares his favorite trick-the use of an illusionary fireball
to distract his opponent, while he sends a lightning bolt close behind. The
other gods use their spells and powers. Eas'Cor'Je uses her abilities to
conjure water to hold a god of fire. Soon the battle becomes deadly, as the
gods begin to summon enough power to actually harm each other. Kiel'Tioma
takes a blast of flame, that engulfs him momentarily. As it fades out, he
is left gasping in shock at the pain inflicted. As she sees him go down,
Eas'Cor'Je turns her attention to the god of fire, and conjures more water
than she has ever before, and freezes it solid around him. The ice block
falls through space, and disappears quickly from sight.
To the gods, only hours have passed since they first entered the extraplanes.
In their determination to banish Lwarxiate permanently, they failed to remember
that for each hour that passes for them, several years would pass on Kiele.
Locked in this battle, the gods of Kiele soon are overwhelmed. One by one
they fall, striking their opponents down in the process. Soon, the only gods
left on either side are Kiel'Tioma and Lwarxiate. Now the sole survivors
of the battle, both have great rage. Kiel'Tioma did not spend all this time,
leading most of the gods of Kiele in this chase, only to have them taken
from him in a battle. Kiel'Tioma unleashes his rage, in a concentrated form
of energy, aimed at Lwarxiate. It doesn't miss. Lwarxiate is engulfed in
the energy, and it begins to disperse his essence across the space.
You may finally be rid of me, Kiel'Tioma. I never thought you would go this
far. Still, as you finish with me, your precious world will soon be in the
control of Telezsite. After a lab accident, he made a deal with me. In exchange
for eternal life, he would serve me. I left him with a fail-safe, should
something like this ever happen. By now, he will have activated an ancient
portal, and begun the process that will transfer Kiele into the
netherrealms!
How? I drove you away before you had a chance to--
--Yes, you did. I had planned that for a long time. In my attempts to gain
control over the world on the regular plane, my plans were always thwarted.
I had already devised this plan to move the world to where I would be all
powerful. Now, Telezsite will do so in my place, in my name. And even Lartuen
won't be able to stop it! No one, nothing is powerful enough to stop the
transfer! Savor your "victory" while you can!...
You're right, Lwarxiate--No one thing can stop it. However, you fail to remember
the Orbs of Power. Larctuen, once she sees what's happening, will unite the
six who can retrieve them, and together, they will stop the transfer.
Telezsite will see to it that the orbs are not recovered. So, if you want
to return to where Kiele used to be, be my 'guest'! Even gods such as ourselves
cannot stop the process born of the Portal!
T o B e C o n t i n u e d . . .
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