Triumph of the Darksword

Triumph of the Darksword by Margaret Weis

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Authors: Margaret Weis
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to the world of Thimhallan in Your Name. Amen.”)
    At this point in the ceremony, many of the spectators began to arrive, their fantastic flying carriages glittering in the air overhead. Cardinal Radisovik, concluding his prayer, had the strangest, fleeting impression of the Almin arriving, too, sitting somewhere up above them, drinking a glass of wine and munching on a chicken leg. The vision was startling, and Radisovik hurriedly banished it, inwardly begging the Almin’s forgiveness for the sacrilege.
    Prince Garald nudged his catalyst, engrossed apparently in watching the arrival of the guests and forgetting that the Ceremony was not complete. Flushing, Cardinal Radisovik granted Life to his liege lord. Each of the catalysts in attendance did the same to their own lords. Most of the magi assembled were
Albanara.
There were, however, two members of the
Sif-Hanar
, one member of the
Kan-Hanar
, and a Sorcerer—the blacksmith, who was now leader of his people. Bowing their heads, each man reverently accepted Life from his catalyst and, at another signal from Prince Garald, the magi in turn used their Life to activate the Gameboard.
    The gigantic slab of granite began to glow with a blue light. Slowly, the magi raised their hands and the Gameboard began to rise from the ground. Higher and higher it rose under the guidance of the magi until it hovered four feet above the earth. Prince Garald made a commanding gesture, and the magi ceased their spells. The Board remained floating in the air at a level convenient for play; its plain, featureless surface sparkling in the sunlight.
    Then Prince Garald, who up until this time had not participated in the magic, laid his hands upon the Board and began to chant a ritual ancient as the rock itself. This was the Activation. At his command, tiny magical figures—scaled-down miniatures of the real people and animals participating in the battle—took their places upon the Gameboard at the same time as their real life counterparts were taking their places upon the Field of Glory.
    First appeared the War Masters and their catalysts, taking up positions on the Gameboard that now began to divide itself into hexes to render the movement of pieces easier. Occasionally asking for advice from those near him but more often acting on his own, Prince Garald arranged the tiny, living pieces on his Board—instructing a War Master to move several hexes to the north, for example, or calling back one who had inadvertently drifted over into enemy territory.
    Once the War Masters were arranged to Garald’s satisfaction, he next brought in the
Sif-Hanar—
the wizards who controlled the weather—and placed them at various intervals (determined by long-standing tradition) around the Board. Finally, when all was in readiness, he began to move in his troops; those people or beings who would be under the command of the War Masters.
    Bands of savage centaurs—captured in the Outland and held in thrall by the
Duuk-tsarith—
surged onto the Field of Glory. Kept in check by the warlocks, the centaur units were each under control of a War Master, who would unleash them either at his own discretion or upon a direct command from the Prince. The winged Ariels stood at Garald’s side, ready to carry his orders to anyone on the Field.
    Along with the centaurs came the giants—mutated humans who, like the centaurs, dwelt in the Outland. Unlikethe centaurs, however, who lived to kill, the giants were actually gentle creatures with the intellect of small children. Ordinarily peaceful, the giants were goaded into fighting by such stratagems as bolts of lightning shot into their flesh or other pain-inducing measures, such being the one thing that could drive the overlarge humans into a rage.
    Next appeared the dragons, griffons, and a host of magical beasts, including some created by magic specifically for the battle: giant rats that stood six feet tall on their hind feet, giant cats to fight the rats, and so on

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