trail toward the boulder walk, each one with a limp Vaasan body slung over its shoulders. The last body in line was that of Bodvar's young wife, her throat ripped out and her head dangling by the spine alone, her blue eyes somehow still locked on Melegaunt's face.

'No!' Melegaunt gasped. He laid a hand on Bodvar's shoulder. “I’m sorry, Bodvar. Sorry beyond words.'

'Why? You have what you came for.' Bodvar reached down to Melegaunt's scabbard and drew the last dark- sword, then turned to start after his dead wife. 'You have your twenty souls.'

Liar's Game

Jessica Beaven

The Year of the Starfall (1300 DR)

At the edge of a city in Faerun, a sewer main empties into the swamp. The light reaching inside gives way quickly; any who enter must proceed by touch. Deeper, the sewage grows thicker. It sucks at one's calves. Deeper still, and the refuse is dry. The procession from wet to dry challenges the very imperative that water must flow downward. And yet the sewers go even deeper. Debris has come to rest here: a shoe with a foot decaying in it; a head wedged against a pipe protruding from the floor; worse.

With no heavenly bodies to mark its passing, time loses meaning. A drip falls, then fades into the past, dripping forever in its moment.

The pipes give way to catacombs. Sounds of weeping fill the close air.

From one corridor, light issues; it seeps from the walls. Shifting animal forms inhabit this hall. Bars and wire hold them in, stripe their features. Some of the creatures look normal-cats shivering in shelved cages, mongrels drooping, even a lion cramped in a forward-sloping cell, its hide pressed into the bars.

The weeping creature in one of the larger cells has retreated to a corner to express its grief. Only fur is visible. For some reason, it stops crying and shifts.

It is another cat-or rather, two. One is joined to the other, exactly upside-down on its back-head melting into head, hip into hip, one tail twitching against another limp one. The piggybacker is motionless, legs flopping, tongue protruding, yellow eyes glazed an inch or two above the green ones. The living cat is lacerated, so that its intestines have spilled from its middle and drag behind it upon the floor.

This corridor is long. It passes into more corridors with small carry-cages abandoned here and there, jumbled alongside tables, cushions, and tapestries. A doorway breaks the expanse of one wall.

Inside the doorway, a would-be archwizard turns, as if sensing a presence. Then she returns to poring over a book of beasts. Druidic scrawl covers the pages.

She appears beautiful, with that ruggedness of druids- lithe body, sun-tinted dark brown hair, blue eyes-but that is only the body she chose to wear today.

She is a descendant of a woman and a man who withdrew, with the everdark Shade Enclave, to the Plane of Shadow centuries ago. She had learned the story as a fledgling druid just starting to taste the power that would entice her to archwizardry, and the ancestral memory of Shade Enclave added fuel to that fire.

Now she can hear the enclave sometimes, calling to her, reminding her of its hold upon her. The Shadovar will soon return to her land, the land of the enclave's birth.

When they do, she will make Shade her home.

She rises and leaves her study.

1

'Pain is reality. But false pain is easy to engineer.'

— Chever's last notes

The druid rose and glanced about her chamber, following an impulse to leave prematurely for the meeting of aspiring archwizards. The meetings came more frequently of late. Perhaps, like her, the older the dark ones grew, the more the Plane of Shadow called to them.

She strolled through her museum of abominations, following an urge to check upon them. She had thought she felt a disturbance earlier, but no-all seemed in order. She paused before her double cat, which was the most vocal, and closed her eyes to let its pain seethe over her. It had stopped crying for the moment. It had almost forgotten that it once had a life before this, but its despair remained, to confirm reality for the druid-wizard. Only real pain could call forth such misery. This brought the druid-wizard vicious comfort, similar to what a survivor of a shipwreck must feel upon stealing a life raft from a drowning shipmate. She had known doubts about the nature of reality once, long ago. It had been like finding that she could no longer trust the ground to hold her up.

The best specimens were those who had known dejection before she found them-mutations that lived in fear of sounder-bodied predators. Any suffering she could heap upon these abominations compounded that which they already knew. The thrill she derived from their torture could prove almost excruciating, and she would cry out in dark joy. The power she gained from those sessions-the afterglow-lasted for days.

An emissary from the Twelve Princes of Shade had come to her group earlier in the year, having somehow gotten wind of the clandestine organization. After testing the group for sympathy to the Shadovar through various-in some cases fatal-means, the emissary had assigned tasks. After the moot, the druid-wizard would set to her task: to seek out a collection of notes written by the archwizard Chever, who had lived in ancient Netheril. Chever had created the Opus Enclave, which had once housed Netheril's centers of learning.

In his last days, Chever had contacted and conversed with myriad extraplanar creatures and taken down his notes, which made little sense compared to the well-organized books and lectures he had delivered in earlier days. In fact, they allegedly made little sense compared to most anything. His later recordings, especially, disclosed madness.

But the Shadovar deemed the notes valuable, so the druid-wizard would find them. The emissary had given her a starting point: the notes were last rumored to have been in the hands of a scholar living near the northern end of the Desertsmouth Mountains.

The moot passed with relative ease. The would-be archwizards spent most of the meeting clustered, heads bent, over this or that tome, debating the consequences and efficacy of proposed actions. They seemed to have it under control, so the druid-wizard slipped away early, both to prepare for her journey and to escape being assigned a new task.

She had things to attend to-like her beast collection, which would fit so perfectly deep inside the catacombs of the floating enclave. Others might control the enclave's surface, but she would take advantage of the fact that surface has no depth; only one who rules an object's substance truly commands it. She would be the one who whispered suggestions that must be followed, the one who masterminded activities that the enclave's figureheads would consider their own.

She made the trip back to her stronghold automatically, not remembering anything of the distance she had traveled from the wizards' moot to her room. She checked her beasts' water supply, which she had tapped from drainage pipes. The system kept the creatures watered automatically, so she would not need to worry about them dying in her absence. She dressed in the traveling garb of a druid and filled her satchel with the items she would need in the Desertsmouth. She would let her druid aspect ascend for this trip, as she would need to give the wizard full control upon her return.

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