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Orbquest

The Gathering


Prologue

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.


Chapter One


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!"


Chapter Three


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.


Chapter Four


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.


Chapter Five


"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.


Chapter Seven


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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