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He loathed that land, which lacked Brigalaure's beauty and its happy population-not that he valued either thing for itself. Without beauty, he had nothing to defile. To a people who know little of joy, fear and pain are merely a slight degradation of their usual monotonous melancholy.

His subsequent home in Gundarak proved to be no improvement at all. The vampire lord who ruled that place practiced the sort of sweeping, unsophisticated butchery that left Azrael little to do. The careless carnage also offended his nascent aesthetic sensibilities. If murder were an art, Duke Gundar was a hack of the lowest order. Being surrounded by the duke's clumsy slaughter day after day, Azrael was so profoundly unhappy that he even considered ending his own life.

It was then that the dark, silent for so long, spoke to him once more.

Half-heard whispers, voices from the moon-shadow of a corpse-dangled tree, led him from Gundar's domain into the realm of Barovia. Joy and terror mingled there in startling ways. The master of that place, Count Strahd von Zarovich, painted both emotions across his land with broad, bold strokes. When the sun shone, the happiness of the Barovians was almost palpable. When night descended, fear washed across the land and replaced the day's bright colors with a thousand somber hues. This, the dark told Azrael, was the sort of world he could fashion.

Finally, the dark provided the dwarf with the means to that end. The dark gave him Lord Soth. Azrael hadn't recognized their meeting's true purpose, not at first anyway. He only recognized Soth's raw power and quickly cast himself in the role of servant. It was a natural mistake.

In his homeland, the Knight of the Black Rose had been a murderer on a scale Azrael could scarcely imagine. Given the chance to prevent a world-rattling cataclysm, Soth refused. He let his anger and his jealously turn him from his gods-given mission. As a result, thousands upon thousands perished. This was a crime worthy of infamy, one that made Azrael's few dozen murders seem paltry.

Or so it had seemed at the time.

Now, after years of watching the death knight loiter on the throne like so much discarded scrap metal, Azrael thought differently. Soth was weak, incapable of ruling his domain. Even his crimes betrayed his deficiencies. He had not murdered those countless victims of Krynn's Cataclysm. Rather, he merely allowed them to die. He could no more claim credit for those lives than Azrael could add the victims of the White Fever to his tally.

With that recognition of his master's weakness Azrael came to an even more profound realization: Soth was a pawn. The dark was using him to provide its true heir a kingdom, a suitable canvas upon which Azrael could paint his masterpiece of terror. The domain of Sithicus might have formed around Soth, but it was intended for him. All he needed to do was usurp control of the kingdom from its inattentive lord. That was just what he planned to do.

First, though, he would deal with a stone that had been rattling about in his boot for decades.

"No one is to open this," the dwarf said. He patted the lid of the chest that lay in the middle of Ambrose's shop. "Someone does and I'll chop 'em up for Nabon's dinner, right?"

Ambrose nodded glumly. "I wish you'd find another way. Involving me in a double cross of the Vistani-"

"I've watched over you since the accident, haven't I?" the dwarf replied. He reached up to pinch one of Ambrose's fat cheeks. "No fear, shopkeep. They won't blame you for the tainted goods. 'Sides, I've got too much time invested in you to let a troupe of half-wit pickpockets and whores slit your throat."

Ambrose turned away, shoulders slouched. "I wish they would," he muttered.

"Wouldn't do a bit of good," Azrael said flatly as he climbed onto the chest. He laid a rough hand on Ambrose's shoulder and spun him around. With one fat-fingered hand he grabbed the man's face and drew it close to his own. "You're not thinking of doing anything stupid, are you?"

The reply Ambrose managed to spit out was garbled, but it satisfied Azrael. The dwarf pushed the shopkeep away.

"Smart man," Azrael rumbled. "That girl up there is counting on you, shopkeep. You cross me and I've got no reason to stop the pit bosses from putting her to work." A leer split his ugly face. "I'm certain they could find something for her to do. Her mind may be shot, but she ain't half bad looking-for a human."

The reference to Helain silenced Ambrose. With a snort of laughter, Azrael leapt down from the trunk. His iron-shod boots had blighted the intricately carved foliage on the lid with scratches. "Just tend to your business, shopkeep, and know that you're on the right side in this little game."

"I still don't know what you're trying to win," Ambrose said.

"The only stakes that matter," Azrael replied. "Everything."

The dwarf left Ambrose to await Inza's arrival. As he headed for the door and the chill afternoon beyond, he snatched a fistful of salted meat strips from ajar on the counter. The stuff was wretchedly tough, with a taste like mummified dog flesh. Azrael loved it.

Humming through a mouthful of the unappealing stuff, he surveyed the locus of suffering that was the Veidrava Salt Mine. Down the road from Ambrose's store squatted the miners' hovels. The buildings huddled together on the broken hillside. They were situated far from the tree line, ostensibly to make them easier to defend. The miners knew, however, that the isolation simply made the buildings easier to police. Even now, the armed and armored riders circled the shanty town like wolves around a stranded flock. The soldiers' eyes, and their crossbows, were turned toward the buildings, not the forest.

The steady thud of the rock crusher and the other, more erratic sounds from the mine itself drowned out any noise coming from the squalid camp. Azrael couldn't hear the screaming infants or the drunken brawls, but he could smell them. He breathed in the stench of piss and blood and despair as someone else might enjoy a wine's bouquet. He held the foulness in his lungs and savored it as he did everything about the mine.

There was something about Azrael that thrived at Veidrava. It was more than a vague inclination for the place, more than some mental sympathy. A spiritual sort might have attributed the feeling to a resonance of the locale with his soul. But Azrael knew with certainty-and more than a little relief-that he lacked any sort of spiritual essence.

Still, Azrael could almost feel something inside him writhing blissfully with each bleak sunset, fattening itself on the strife and misery and chaos that preyed upon the land and, in particular, his mine. It was the dark, he supposed, some little piece of it he carried with him. Usually, though, any such metaphysical musings were swept away by the awful rapture Azrael leeched from the suffering around him.

In search of just such agony, Azrael turned his back on the workers' homes and headed up the hillside to the mine. The lowering sun made the place look unearthly, full of twisted shadows. Towers and buildings reared up from the broken earth. Ropes hung between their roofs, while wooden sluices crawled between them closer to the ground. A thick saline dust covered everything-the towers, the tin-roofed warehouse, even the watchmen making their slow circuit of the grounds.

Azrael nodded a greeting to one of the pit bosses as he headed for the building closest to the main shaft. It was a hulking block with walls constructed of seamless, windowless slabs of wood. The miners called the building the Engine House. No one but Azrael and his most trusted pit bosses ever went inside. The workers who had built the place in only three days lay in a mass grave not far away. Most of the miners assumed it sheltered some wondrous mechanical works that powered the elevator and the water screw and the rock grinder. The assumption was both correct and mistaken.

The Engine House did indeed contain the mine's primary source of power, but that source was not mechanical. Machines do not weep.