The flame in the hearth was flickering feebly, too faint to illuminate the gigantic room and only picking a few spots out of the darkness, but I had an excellent view of Duke Patin sitting bolt upright in his armchair with his face contorted in terror and his throat ripped out. Blood was gushing from the ragged wound in jolly, rhythmical spurts.
I spotted the nocturnal visitor’s winged silhouette against the open window. For one instant I looked into those yellow eyes that gazed at me in cold disdain, with the arrogance of death itself, and then my finger squeezed the trigger of its own accord. The bowstring gave a dry twang and the heavy crossbow bolt struck the creature in the back just as it turned and leapt from the window with its wings outspread. There was a dull thud, as if the dwarf-made steel had struck a wet tree trunk, not living flesh. The creature melted away into the night without a sound. I don’t think it was bothered at all by the bolt in its back.
Time to run for it. There was nothing I could do to help the duke, and if they caught me beside the body, they would pin the murder on me. A serious crime against the crown like that means long, slow conversations in the torture chambers of the Gray Stones.
I dashed over to the shelves, grabbed what I needed—a gold statuette of a dog—and ran back out of the door.
The garrinch appeared again at the far end of the corridor. We spotted each other at the same moment.
The brute let out a roar of joy and came hurtling toward this new promise of supper, taking immense bounds. Still moving, I tossed the crossbow back over my shoulder, stuck my hand into my bag, and pulled out a phial of phosphorescent blue liquid. The most important thing in our business is to keep your nerve. When the garrinch was only two bounds away, I dashed the contents of the phial straight into its fearsome grin.
The brute’s face was shrouded in a cloud of blue mist. It pulled up sharply, sneezed in astonishment, and then, completely forgetting about me, started rubbing its front paws hard over its face in furious desperation. I ran past it as quickly as I could, in my heart wishing the loathsome creature deliverance from the magical itching—in perhaps two or three hundred years.
Tomorrow the whole city will be in an uproar, and I need to be noticed as little as possible. Behind my back the newly deceased duke’s abode is already no bigger than a doll’s house. Once I get the money, I’ll lie low for a couple of months. I’ve completed the Commission and now I can go back to my den, praying to Sagot that I won’t meet anyone on my way. . . .
2 UNEXPECTED ENCOUNTERS
Evening twilight descends on bustling Avendoom, obliging the townsfolk to make haste, with humans and nonhumans alike hurrying to complete their business before the onset of night. In the cramped quarters and winding alleyways of the Port City the citizens strive to make the best use of every minute before the darkness sends them all scurrying back to their homes.
There goes a group of women running by, clutching baskets containing unsold food. There goes a pair of young noblemen, the arrogant bastards blind drunk, hurtling past on their fiery steeds, throwing up the mud and forcing passersby to squeeze back against the walls, leaving them waving their fists furiously at the riders’ receding backs. There’s a fat shopkeeper cuffing his boy apprentice round the ear to make him get on with closing the shop’s shutters.
The Port City guard turns a blind eye to everything, even to a man with the outline of a crossbow clearly visible under his cloak. To be quite honest, it was illegal for ordinary citizens to carry such a weapon within the city limits, and if I had been noticed by the guard of the Inner City, it would have cost me more than just a simple smile. In fact, it would have taken at least two gold pieces to make the guardians of public order forget my face until the next time we met.
I keep saying “Port City” and “Inner City,” but these names only mean something to someone who lives in Avendoom.
For reasons lost to history the capital city sprang up on the shoreline of the Cold Sea, in the north of the kingdom of Valiostr. From the height of a dragon’s flight it has the form of a huge triangle, with its base thrust against the inclement, leaden-gray waters of the Cold Sea and its two other sides enclosed by a high, forbidding wall with mighty guard towers built into it at regular intervals.
There are eight city gates—four on each of the two landward sides of the triangle—and on the side facing the sea the city is protected against the enemy by a powerful fort armed with cannon made by the dwarves’ ancient enemies, the gnomes. Gnomes are not very fond of the sea, but in this case their liking for gold proved stronger than their dislike of saltwater. And now the fort provides Avendoom with secure protection on the seaward side, and the Miranuehans in their leaky tubs no longer dare to attack the massive gray bastion and its cannon.
They say that not a single gate ever fell during the three assaults on the capital city that have taken place during the last three hundred years. But who can tell what will happen if the army of the Nameless One gathers its forces together and emerges from its centuries-long exile in the Desolate Lands to test our capital’s valor with an onslaught of ogres and giants? And the lads from the Crayfish Dukedom won’t just sit back and watch, they’ll be sure to help our enemies. Well, only time will tell for sure. Extending around the outer wall are the Suburbs. Immediately inside the gates, in the so-called Outer City, stand houses belonging to moderately prosperous citizens. Beyond them lies the Inner City, which is surrounded by an additional wall. (On one or two occasions I have been obliged to climb over it, when an especially zealous patrol decided to test how fast old Harold could run.)
The Inner City consists entirely of houses belonging to aristocrats, big wheels, and magicians. There are good pickings here, but the chances of coming unstuck are pretty good, too. This is where the king’s palace is located.
The Artisans’ City and the Magicians’ Quarter slice into the Inner City from the seaward side. Shops, smithies, tanneries, bakeries, little magic stalls, libraries, shrines to the gods, and so forth. The Port City runs along the very edge of the sea. Ships from all over the world visit the port. And in this district of the capital there are also streets which it is best not to enter without chain mail and reliable guards. Especially at night.
All these things I’m telling you are only a small part of the overall picture, a mere drop of wine in an ocean of mud, because our capital contains a hundred other districts and areas. Some are inhabited entirely by wizards, others by the dwarves who did not fall out completely with men after we concluded a pact with the gnomes. And there is also the Secret Territory (or Forbidden Territory, or Stain, as it is also known), a district surrounded by a high wall impregnated with defensive magic. No one knows what goes on there.
The Secret Territory, which is adjacent to the Port City, came into being about three hundred years ago as the result of a curse. The magicians of the kingdom were unable to cope with it and decided to seal off the cursed