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similar faces seemed creepy. The boys couldn’t help commenting on that, though in very hushed voices not to be overheard by the locals.

      Juel, trying to mend the team's morale, made an unusual decision upon their arrival at the city: he allowed his teammates to spend their money freely. They had saved a lot by having their own mage learn Transvolo instead of hiring a specialist and even earned some with Lainuver’s and Oasis’s shadow business, so he could allow such a gesture.

      The trick worked like magic! Soon, Juel’s warriors were laughing again, happy with all the souvenirs, treats, and books they got from the market. But Juel himself couldn’t even crack a smile; in the gloomy light of his true mission, the whole world seemed dreary to the young Faizul. He left the others to their fun and went away to look for a caravan that would agree to take them along. Beyond Torgor, joining a caravan is the only sure way to reach another city alive; you don’t walk the dune sea alone unless you are a Wanderer.

      To Juel’s teammates' credit, they didn’t forget about their duty amidst the fun and bought a set of proper desert clothes for every team member – thick, layered, woollen cloak, jacket, and trousers – to keep both daily heat and nightly cold at bay. Bala went through several dlars asking people everything about the desert and its “aren”, which meant much more than just “sand” in the local tongue. “Aren is sand, glass, and monolith,” Kuldaganians said, “but only Wanderers still remember how to tame the third – monolith – aspect.” That was an interesting but not very useful piece of information. The useful one was about maskaks. Bala told Irin everything about those creatures and stressed the importance of spotting and killing them in time so they wouldn’t tell their bandit masters about the approaching caravan. Irin took Bala’s warning very seriously and promised to be on alert. He even visited a local smithy and bought himself an extra hundred of arrows for the journey. Jet-black, with striped feathers and barbed arrowheads, they looked deadly.

      That night, filled with shopping, asking around, looking around, and enjoying the exotic city, turned out to be so exhausting that the boys fell asleep in their rented room just where their exhaustion had caught up with each of them: at the table, on the floor, among the backpacks… Orion was snoring by the door where he had collapsed after stumbling over the doorstep. He had overestimated his stamina a bit while tasting local alcohol.

      That was how Juel found his team after a rowdy night. For a while, the mighty Faizul just stood there, at a loss what to do, then looked at the lukewarm sky, sighed, and curled up in the nearest bed like a big, heavy cat. He knew he could trust his inner “clock” to wake him up in time. And he needed a nap after a sleepless night too.

      Bala, the most responsible one of the lot, woke up even earlier than Juel and made a hurry-up breakfast for the team and a simple sobering potion for Orion.

      Refreshed but still sleepy, the Lifekeepers paid for the room and headed to the gates to catch up with their caravan.

      The merchant the caravan belonged to, an elderly woman, frowned as she saw the young warriors. That they were young, she knew (Juel had told her that), what she didn’t expect, though, was a gaggle of kids. She gave Juel a grim, reproachful look. He replied with ardent praise and swore that each of his teammates would be worth at least three bandits in a battle and that having a master archer in the caravan might even save them a battle altogether. That was the longest speech Juel’s teammates had ever heard from him. Their leader could be eloquent when he wanted! Finally, the old merchant nodded in approval. Lifekeepers did have a good reputation, even young ones, after all.

      “My name is Ramayana Arnika-Vadro,” she introduced herself to the younger boys. “You are welcome to join my caravan. May our journey be an easy one.”

      …Patience. Patience. Patience. This is the very first lesson a Lifekeeper must learn and they all do. Even Jarmin, a six-year-old, had learned his lesson of patience years ago, so he endured the hardships of the desert journey stoically, without even a pip, even though they were nearly killing him. His teammates and the merchants did everything they could to ease the little boy’s suffering. Ramayana allowed Jarmin to sit on one of her dunewalkers instead of walking the sands himself. Juel, Orion, Bala, and Lainuver shared their water with him. The younger Lifekeepers – Kosta, Pai, Milian, and Oasis (Irin just didn’t care) – wanted to share theirs as well but Juel forbade that. Those four were still too young, so depriving them of water would be a sure way to turn four capable warriors into helpless children. Jarmin’s troubles aside, the journey was going well, probably thanks to Irin who kept watching for maskak scouts as he had promised and shot them all at sight.

      Caravans rarely go straight to Border; they usually take a little detour to one of the smaller cities to have a rest, trade a bit, and refill their water supplies. There are two such cities on the way from Torgor to Border: Aren-Castell and Aldaren-Turin. Ramayana Arnika-Vadro preferred the latter. Juel and his team didn’t care what she chose; water and rest were all they could think about then.

      When Aldaren-Turin had come into view, everyone cheered, even Ramayana’s most seasoned followers. But their joy was a bit different, tinged with their knowledge of the true hardships that awaited them beyond the Turin-Castell crossroads.

      “Aren-Castell” means “sand castle” in Kuldaganian; “Aldaren-Turin” means “battle turret” which sounds much more serious. Soon, the Lifekeepers saw why. Every Kuldaganian city is surrounded by a wall but only Aldaren-Turin’s wall is made of a pure monolith, which is aren in its third, known only to Wanderers, aspect. Even more: that wall looks like a remnant of some other structure, gargantuan in its size, possibly an ancient fortress, broken at its foundation and carried away by some monstrous force. Rami and Otis, the first people of Aldaren-Turin, founded their city in the ruins of that structure and called its jagged outline a wall. Even defeated, the unnamed “turin” protects people still…

      “Their ‘turin’ sounds familiar to ‘turris’,” mused Milian. “How tall do you think that ancient thing had been? Orion?”

      Orion dozed off again; during the journey, he had learned to do that while walking and abused his new skill shamelessly. He jerked his head up as he heard Milian’s call and stared at Aldaren-Turin’s wall for a while, thinking. Slowly, a familiar smile dawned on his tired face. A moment later, he was already tugging at Jarmin’s cloak to wake him up. Lulled by the dunewalker’s steady pace, the boy was sleeping tightly; he didn’t look very happy at being awakened like that. But Orion asked, “Hey, kid, want to hear a fairy-tale?”, changing Jarmin’s mood in an instant. The little boy smiled, very carefully, of course, so his dry lips would not crack again.

      With Milian and Jarmin both ready to listen now, Orion began his tale. He didn’t approve of that pathos-filled tone most professional storytellers used, so his stories always had that flavour of sincere simplicity in them that his teammates liked. His speech flowing with a steady, graceful pace like a wide river, his tone, changing and dancing to give every event a flavour, every character a voice, his unfailing confidence – nothing betrayed the fact that he was thinking up his stories on the go, picking them up everywhere, like a curious toddler picks up colourful pebbles and seashells from the ground.

      Right now, the “seashell”, picked up by Orion and turned into the story was Milian’s question about the ancient structure that used to be on top of Aldaren-Turin’s “wall”.

      It happened in a faraway world where people were a lot like us in that their knowledge grew way faster than their self-awareness did. Such disbalance never ends well.

      Those people believed that their world was created by gods and that the gods lived in the sky. Eventually, somebody came up with an idea of reaching the sky so people themselves could become gods. The idea turned out to be so strong, captivating, and infectious that it outlived its creator and kept spawning various cults for centuries. The Cult of the Tower was the strongest of them all.

      For years, the cultists placed one row of stone blocks above the other, lifting incredible weights with their machines and magic. Countless generations lived and died for the sake of the crazy dream. From birth to death, the cultists toiled at the enormous building site, having little time for anything else. Eventually, the “unnecessary” things like love,

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