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Staff of Rhah - The Parthinian Chronicles
Staff of Rhah - The Parthinian Chronicles
Staff of Rhah - The Parthinian Chronicles
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Staff of Rhah - The Parthinian Chronicles

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Tippallo is given the opportunity to study at the Wizards' Academy in Perth, the capital city. Before completing his training, Tipp has one final test. He must go through the Rite of Passage.

Transported two hundred years into the past, he finds the Dark Lord's army holding Perth under siege. The Parthinian people are dying of starvation and disease. When Tipp appears, King Boris believes he is a great wizard sent to defeat the enemy. Though constantly tested by the Dark Lord and his armies, Tipp must save the lives of the Parthinian people without breaking his oath. Each new situation challenges him in ways he never imagined possible. There is no turning back, and failure is not an option. 

Many wizards have challenged the Dark Lord and all have failed. Yet, none before carried the Staff of Rhah.

LanguageEnglish
Release dateFeb 20, 2019
ISBN9781386170891
Staff of Rhah - The Parthinian Chronicles
Author

Bruce Gaughran

Who is Bruce Gaughran? A. "River Rat" B. Retired business professional with too much time on his hands C. 'Survivor' of SERE training D. Published author who has written  fiction and non-fiction stories for over twenty years E. All of the above (and so much more) If you answered 'All of the Above', you are correct. And each is a story waiting to be told. Bruce Gaughran has published "2074", a SciFi novel, and "Staff of Rhah", a Fantasy novel: > "Brown Water Red Blood" - a novella - is a four short stories and one poem of his experiences as a member of the Mobile Riverine Force in the Mekong Delta Region of the Republic of Vietnam plus four other stories related to the 60s and 70s. > "TROUBLE" - a novella - is a Justin Seaborne Duology. TROUBLE has been adapted for the stage and was performed on February 11-14, 2016 by the Marshall Area Stage Company. Published short stories and poetry include: > Living and Dying at the Sam's Club > Almost Perfect > The Age of Innocence > A Cat's Tale > Will I Ever Find Some Peace - a poem about his experiences in Vietnam > A Patriot Found His Home > The Nine Stages Bruce lives in northern Georgia, is a member of the Chattanooga Writers Guild, and leads the North Georgia Writers Group. He is currently writing "Shattered", a Nazi war crimes story focused on Treblinka. Bruce's The Writer's Corner Website:  http://www.brucegaughran.com

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    Staff of Rhah - The Parthinian Chronicles - Bruce Gaughran

    Part I

    BANISHED

    Life at the Academy

    Tipp's first days at the Academy are quite different than he had imagined. First, the glory and honor of being a ward are not quite the same as he had expected. In fact, a better name for Ward is servant, in his opinion anyway.

    On the very first day, he is shuffled into the main kitchen with three other new Wards. There, a man cuts off his long blond locks, issues him a dark green, heavy wool tunic and tells him to put it on. Next, each ward is assigned a room. The rooms are eight-foot square with no windows, two cots, a small wooden table, two footlockers, and one candle. Tipp feels the rooms are more like a dungeon’s cell than quarters for a future wizard.

    The Dakni, the Senior Ward, introduces himself to the new inductees. According to the local gossip, Dakni will soon become a Wizard. Dakni explains the rules for the wards and asks if there are any questions.

    The itchy tunic is driving Tipp crazy. He cannot stop scratching his arms and back. There is no way he can wear the tunic every day. Ah, yes, do we have to wear these tunics all the time, or can we wear our own clothes occasionally?

    Dakni smiles and thinks back on his first day. Ward Tippallo, as long as you are a Ward of the Wizards of the Word, you will wear the tunic at all times–except when sleeping or bathing, of course.

    AS TIPP SCRUBS THE stone hallway floor the next morning, he has plenty of time to think. He wonders how many times he dreamt of what it would be like to be a wizard. Back then, he could visualize himself attending classes on magic and learning all about the casting of spells. Instead, he finds himself scrubbing floors, washing windows, dusting books and cleaning up in the kitchen after each meal. In fact, he has not even seen one wizard. Maybe wizards really don’t exist at all and this is just a way for the city to acquire free labor.

    Continuing to scrub, Tipp remembers the day he was informed of his acceptance as a Ward of the Wizards of the Word. An emissary from Perth had come to Tipp’s farm with an honor guard of Parthinian soldiers. Tipp had been working the fields that afternoon. His thin, sweaty, well-toned body glistened in the sun. He remembered being a little embarrassed with his appearance, so he used a rag to wipe the dirt and sweat from his face. The emissary did not seem to notice Tipp’s appearance as he read a proclamation drafted by the Wizards of the Word and signed by the king. Tipp had been so excited; he dropped everything and ran all the way to Allatia's farm to tell her the good news. She had been so happy for him. Everything seemed so wonderful–so perfect.

    After Tipp had told Allatia and her parents the news, they invited him to stay for dinner. This pleased him for two reasons. First, since he would soon be leaving for the academy, Tipp wanted to spend all the time he could with Allatia. And, second, he needed to ask Martell, her father, a big favor. While he was at the academy, someone needed to farm his land and tend to his animals. Tipp hoped Martell would agree to it, even though it meant extra work for him. Perhaps Martell could find someone to help by sharecropping the harvest.

    Afterwards, as Allatia’s mother, Leah, cleaned up the kitchen area, Martell took his pipe and ale into the family room. He had mentioned over dinner that he would tell Tipp the story of the Ancient Ones before doing the evening chores. As Tipp and Allatia sat in front of the fireplace holding hands, Martell lit his pipe. The warmth of the fire and a full stomach made them all sleepy. Martell took a few puffs, watched the smoke float upwards to the ceiling, and then leaned back in his rocker. It was 200 summers ago that the cataclysm took place. It destroyed many things we cherish. This was during the time when the Ancient Ones were the protectors of the Land. We did not have the Barrier back then.

    Tipp remembers being immersed in every word Martell spoke. He thought back on what his father had told him about the Barrier. Tipp did not fully understand how it worked; all he knew was that the Wizards of the Word had created it and that the Barrier somehow protected the Land and its people. Since the coming of the Barrier, there had been peace for over a hundred summers.

    Even though he sat in front of the fire at the time, Tipp remembers feeling the chill of excitement knowing that he was to become a Ward of the Wizards of the Word. These wizards were the actual descendants of the Ancient Ones. To think that he, an orphan and a farm boy, could someday be a wizard. He only wished his father and mother were still alive to help him celebrate. They would have been so proud of me.

    Martell took a sip of ale from his tankard and recognizing Tipp's impatience, continued. The Ancient Ones were the most powerful wizards of all time. Their magic was so great that they could move mountains or change the weather. They were instrumental in the building of our capital city, Perth. They also used their powers to carve out the Great Hall of Knowledge. It was eventually renamed the Hall of Despair, but I am getting ahead of myself.

    Martell took another drink. This time the foam from the ale stuck to his thick black mustache and Allatia and Tipp chuckled when they saw his face. After he wiped his mouth with the back of his hand, he continued. Where was I? Oh yes, the Great Hall, I hear it is magnificent.

    Tipp could not control himself any longer. Martell, he interrupted, what is the Hall of Despair? My father told me stories about it, but he never could explain why the name was changed. Do you know what happened?

    Martell smiled. He had also heard the same stories about the Great Hall when he was just a boy. The Ancient Ones chose the foot of Mount Xyneith as the place to build the city, he continued. It was there they hollowed out a huge cavern deep within the mountain and created the Hall. In ancient times, it was open to all Parthinians. The Hall was a cultural center and a place of learning. As I understand it, nothing rivaled its splendid architecture.

    Allatia squeezed Tipp's hand in excitement. She took a glance at Tipp – admiring his dark green eyes, pug nose and long, scruffy blond locks. He is so handsome.

    Allatia’s mother has always said that Tipp was a special boy. Leah admired his early maturity. She is also amazed that he has not gotten into the normal childhood trouble like the other boys. She often wonders how much of an influence the sudden death of his parents had on his life.

    Tipp and Allatia had been childhood sweethearts. They both knew that they would marry someday. Allatia was happy for Tipp. His selection as a ward at the academy was a great honor. She knew he had always dreamed of becoming a wizard, but she could not help but wonder whether becoming a Ward of the Wizards would postpone their wedding day. Allatia said a silent prayer that this would not be the case.

    Tipp blurted out, But what caused the kataklipsim?

    No one is quite sure, Martell laughed as he answered, and the word is ‘cataclysm’. It means the total destruction of the Land. The records in the library discuss a great war with someone named Yargo. This Dark Lord was powerful and evil. He had great magical powers and controlled an army of many nations.

    Excuse me, Martell, Tipp interrupted again, but who was the Dark Lord and why did he want to destroy the Land?

    It is said the Dark Lord was originally one of the Ancient Ones. He became bored with healing, so he began testing how far he could go in transforming creatures and plants into other things. When some of his experiments ended up killing these creatures, the other Ancient Ones challenged his use of magic for these means. When Yargo wouldn’t give in to their requests to end these experiments, the Ancient Ones banished him from Perth. Yargo became furious with the other wizards, swore he would return some day, and went off on his own to further hone his skills.

    Martell took another puff from his pipe. Let’s get back to the story. As I understand it, our army fought the Dark Lord’s forces valiantly, but we were outnumbered three to one. Eventually, the enemy forced our soldiers back inside the walls of Perth. Fortunately, the fifty-foot high walls surrounding Perth were impregnable. The Dark Lord's armies tried repeatedly, but could not breach them. Thousands died trying, but the walls were just too strong. After many attacks, the enemy gave up and placed the city under siege. For more than a year the siege continued. After a time, famine and disease began to run rampant within the walls of Perth and many people died.

    Martell paused for a moment and looked out the window at the pending nightfall. It must be close to time for evening chores, but sensing Tipp’s agitation with the pause, he decided to continue with the story. "The Senate petitioned the Ancient Ones for help, but the wizards did not want to use their power for destructive purposes and refused to help defeat the enemy. Even after King Boris intervened and personally requested their help in ending the siege, the Ancient Ones still refused.

    They helped in many other ways, however, like healing the wounded and nursing the ill back to health. Yet, no matter how many times they were asked to help, the wizards refused to use their powers to defeat the enemy.

    Father, if the Ancient Ones were so powerful, why wouldn't they help? Allatia asked.

    The records never really said, Martell responds. He looks down at his daughter knowing that she is no longer a girl but a young woman in love. Soon she will be leaving our home to make a new one with Tipp. That will be the saddest and the happiest day of our lives.

    All we have been told is that eventually the Ancient Ones were convinced to help. Something went wrong, however, and the Ancient Ones lost control of their magic. It turned against them and a cataclysm occurred. The damage to the Land was extensive. Because of the event, the Ancient Ones constructed the Pillars of Doom in the Great Hall and etched ‘The Promise’ on the floor between the pillars. It says, ‘The Cataclysm is upon us and we must live with what we have done. We must never use our powers again to control man nor nature, no matter how justified the cause.’ Kala, Antar and Jogtee, the three Ancient Ones, signed their names to this promise.

    Gosh, mumbled Tipp, I wonder what happened? It must have been something pretty bad.

    Father, why are there no history books that explain all of this? asked Allatia.

    I am told that when the cataclysm occurred, Martell continued, it destroyed much of the Land. Earthquakes, volcanic eruptions, fires and floods were the result of this tragedy. Historians believe that somehow the Ancient Ones were the cause of this disaster. The words `we must live with what we have done’ give some credence to this line of thought.

    Martell stood up, stretched, and scratched his bearded chin, Enough of these stories for today. We have work to do. Allatia, you have your chores. Tipp, if you have nothing to do, you can help me milk the cows.

    After Allatia and Martell had left the warmth of the fire, Tipp lingered a little longer pondering the story he had just heard. What could ‘The Promise’ mean? What did the Ancient Ones mean when they said that they must never use their powers again no matter how justified the cause? I wonder if they teach us these things as an apprentice to the wizards. As he watched the flames dancing in the fireplace, he thought of how fortunate he was. I am going to be a wizard!

    NOW, AFTER SPENDING two weeks at the academy, Tipp finds himself scrubbing the same hallway floor for the fourteenth time. He finally has had enough. He needs to confront Dakni. If things are not going to get any better, I am leaving. At least working on the farm gives me time to be with Allatia.

    That afternoon as Dakni walks by, Tipp knows that this is the perfect opportunity. Senior Ward Dakni, could I have a moment of your time? Tipp asks.

    Yes, Ward Tippallo, what is it?

    Tipp takes a deep breath, Before I came here I thought that being a ward of the wizards was going to be a great honor. Now, I am not so certain. All I do is clean this hallway, clean it again, and clean it some more.

    As Dakni listens to the young initiate, he thinks back upon his frustrations during his first few weeks as a ward. He smiles at Tipp and asks him the same question he had been asked when he was a ward. And what, pray tell, did you expect?

    It had taken Tipp over two weeks to find the courage to confront Dakni, so he is not backing down now. Something more than crawling around on these floors all day. My hands were as tough as leather when I arrived. I was a farmer who tended the soil and provided food for many people. Now my hands are chaffed and wrinkled like an old washer woman, Tipp’s frustrations begin to grow as he continues. What does cleaning floors have to do with wizardry?

    Dakni chuckled, Oh, and what makes you think you are worthy of doing anything else for the great wizards?

    Tipp falters as he searches for an answer and ends up stuttering, I really don't know.

    Well, replies Dakni, think about it. When you have an answer, we will talk again. He then walks off without giving Tipp a chance for rebuttal. Tipp thinks he hears a slight chuckle as Dakni turns the corner at the end of the hallway.

    Days pass into weeks and weeks into months. Still Tipp has not attended a class on any subject, let alone perform or even seen anyone use magic. The nine other new Wards also mentioned their dissatisfaction to Tipp. They all feel that life as a ward is not what they had expected.

    WHILE SCRUBBING THE floors, Tipp finds he has plenty of time to think. And, he always ends up thinking about Allatia. When will I be able to see her again?

    Tipp thinks back to the first day he met Allatia. He was thirteen summers old at the time. Martell was taking a trailer load of vegetables to the market in Perth. Allatia, who was twelve, had ridden with her father to keep him company. Tipp and his father, Jonis, were also on their way to the market that morning. On the trip, one of Martell's horses came up lame. He was singling out his team when Tipp and his father came by. Jonis offered to load some of Martell's vegetables into his wagon.

    The first time Tipp laid eyes on Allatia, he was speechless. Later, he felt it must have been those sky-blue eyes and her black hair that had set her apart from all the rest of the girls. He could not stop staring at her for the remainder of the trip. Martell and Jonis joked several times that day about Tipp's over attentiveness. But, for Tipp, the comments did not matter because Allatia had already captured his heart.

    Missing Wards

    T ipp, did you hear about Octel?

    Fonly's slap jerks Tipp back to the present. He finds himself still scrubbing the floor. Fonly, his roommate and best friend since arriving at the academy, stands above him looking concerned. Tipp again notices how the whites of Fonly's eyes contrasted dramatically with his black hair and dark complexion when he becomes agitated. As Tipp stands up, he adjusts his robe and smiles at his friend. Even though he is only six inches taller than Fonly, Tipp always feels that he towers over him.

    Fonly came to the academy just a few days after Tipp had arrived. Fonly’s father is a blacksmith in a small village in the Eastland. Recently Tipp learned that Fonly’s mother had died giving birth to him. To this day, Fonly confessed, he always felt some guilt–as if it was his fault that she died. Tipp understood living with guilt.

    Tipp can see the concern and impatience in his friend’s dark brown face, but is uncertain as to why Fonly is so upset. No, what about Octel?

    Fonly’s other telltale sign when he is nervous or excited is his right eye twitches. It looks like he is winking at you. He’s gone! Disappeared, just like Manor. He is the second Ward to just disappear without an explanation or so much as a good-bye. Fonly winks three times at Tipp.

    Manor and Octel were also Wards who had entered the academy about the same time as Tipp and Fonly. From the beginning, Manor seemed to have a hard time accepting supervision. Two months into Manor's apprenticeship, Dakni asked Manor to follow him into the library. No one heard from Manor again. By the time the rest of the Wards had returned to their rooms that day, someone removed Manor's clothes from his footlocker and rolled up his mattress. The other Wards spread all kinds of stories about what had happened to him. Some believed Manor had been sacrificed to the gods in the Hall of Despair. Others joked, half-heartedly, that he had been the meat in the stew that evening. When the wards questioned Dakni about the whereabouts of Manor, he dismissed their concerns with the comment, When you need to know, you will know all, whatever that meant.

    Jessip was the next to disappear. Again, Dakni would not tell them anything. Tipp and Fonly made a pact. They would never go anywhere alone with Dakni. Every time Dakni came around, they both began to wonder whether they would be the next sacrifice to the gods. They also agreed never to eat stew again.

    SIX MONTHS INTO THEIR training, the wizards summon Tipp and Fonly to the Hall of Despair. Dakni gave the two the morning off to bathe and clean their tunics. The entire morning they nervously joke about their impending doom. They wonder whether this is to be a joint sacrifice or if the Wizards are expecting guests for dinner that night and need an extra-large pot of stew. As the morning passes, Fonly’s eye twitch becomes more frequent. As mid-day draws near, the two stop talking and just wait in their room while staring at the door. When Dakni knocks on their door, their hearts begin to race.

    The two obediently follow Dakni through a series of passageways they had never seen before. As they walk down corridor after corridor, Tipp cannot help but wonder who scrubs these floors. They walk in a long downward spiral and the further down they go, the hotter it becomes. Soon they are both drenched in sweat.

    Tipp glances back at Fonly and asks, I wonder why it was so important that we had to take a bath today?

    Fonly bursts out laughing. Dakni stops, turns to Tipp, and glares at him. The two do not say another word the rest of the way.

    Eventually the passageway levels out and begins to widen. When Dakni stops in front of two large wooden doors, Tipp cannot help but notice the doors are over thirty feet high and ten feet wide. Carved in to each door is a crest showing a fire-breathing dragon in front of a castle? Tipp knows it is the crest of the Wizards of the Word. Below each crest are iron lion’s heads with a ring through each nose.

    Dakni turns around and gives Tipp and Fonly one last look. The expression on his face says that whatever comes next will not be good. You are about to meet the council of the Wizards of the Word. The Hall of Despair is a holy place. I warn you now, at all times remember your position as a Ward of the Wizards. Do not speak unless spoken to.

    Dakni then stares at Tipp for a moment. You will answer all questions without sarcasm or wit. Is this understood? Dakni waits for Tipp to nod his understanding. He then turns around, takes the metal ring on the right door, and strikes it three times. The clang rings loud throughout the passageway and only dies after dozens of echoes. Each echo causes a tingling feeling on the back of Tipp's neck.

    The doors slowly open and the two Wards get their first look at the Great Hall.

    Hall of Despair

    Dakni’s posture stiffens as he marches into the Hall. Then noticing that the Wards are not behind him, he stops, turns, and gestures for them to follow. Weak-kneed, Tipp and Fonly step forward.

    So, this is the Hall of Despair. Tipp gazes around the hall and cannot believe how immense it is. The hall must be over fifty feet high and three hundred feet long and wide. Balconies surround the entire Hall and Tipp guesses that they can accommodate as many as a thousand people. Flags bearing the colors of the many Parthinian clans hang from each of the balconies. On the white stone floor are thick colorful carpets, each with ornate pictures of different flowers, trees, birds and animals woven into them. Lining the red rock walls are bookcases filled from top to bottom with gold-embossed leather-bound books. Tipp has never seen so many books. There must be thousands of them. Thank the gods that I don’t have to dust in here.

    Yet, the ceiling is the most fascinating of all. Candelabras do not provide the light. Instead, the entire domed ceiling is a mosaic of the Land made up of colorful diamond-shaped pieces of crystal intricately woven together into one translucent scene. The mirror-like pieces create a soft, warming glow that provides a shadowless light within the hall.

    Tipp is so engrossed in the physical attributes of the Hall that he has not even noticed the people in the room. Dakni's voice brings Tipp back to reality. My Lords and Ladies, I present to you Tippallo and Fonly, your two newest Wards. Immediately, he turns and departs the Hall leaving Tipp and Fonly facing twenty men and women clothed in white hooded tunics with red sashes. On each tunic is sewn the same crest that appears on the doors he just passed through. One woman steps forward and says, Come closer, Wards Tippallo and Fonly, and allow us to have a look at you.

    Tipp and Fonly step tentatively forward. They feel all of the Wizards' eyes upon them. Tipp again wonders whether the wizards are sizing them up for dinner. He isn’t certain what the protocol is at a time like this, so he thinks he had better keep quiet.

    A tall man steps forward that Tipp immediately recognizes from a painting he has seen in the library. This man is Zondor, Oracle and Leader of the Wizards of the Word. With his white mustache, long beard and wrinkles, Tipp assumes that the wizard is quite old. Yet, his posture and movements reflect strength, vitality and confidence. For several moments, Zondor looks down upon the two Wards. Tipp notices the wizard’s most striking feature is his eyes. They seem to penetrate your soul.

    Tipp feels drops of sweat run down his forehead and the back of his neck. He doesn’t know why the wizard’s stare makes him so uncomfortable, but the longer it goes on, the more nervous Tipp becomes. He tries not to blink, but the sweat stings his eyes forcing him to wipe them several times.

    When Zondor finally speaks, the voice is deeper than Tipp expects and resonates throughout the entire hall. Wards, what brings you to this great hall?

    Tipp's mind goes blank. No words come to mind. He senses every wizard waiting for his answer, but he is speechless. Tipp looks at Fonly for help, however, Fonly appears frozen to the floor with his eyes fixed on his feet. The only observable movement is the consistent twitching of his right eye.

    Finally, Fonly shakes his head, steps forward and takes a deep breath. My Lords and Ladies, his voice sounding more like a frog than a man, we come here as humble servants of Perth to ask that we be allowed to join the Order of the Word as apprentices to the great wizards.

    Zondor steps forward and now stands in front of the two frightened souls. Tipp did not fully realize just how tall Zondor is until he looks up into the great wizard's face. Zondor must be at least seven feet tall.

    The wizard steadies his gaze on Fonly and asks, Tell us why you two should be considered for this honor?

    Tipp is still too intimidated to speak. Fortunately, Fonly saves him again, My Lords and Ladies, we both love the Land and would do anything to help its people. If you feel we can better serve the Land and its people by joining the Order of the Word, then we stand here ready to serve. However, if you feel that we are unworthy of such an honor, we will return to our homes and continue to serve in other ways.

    Tipp cannot believe what Fonly just said. The words are both insightful and respectful. Tipp thanks the gods that Fonly has enough clarity of mind to say something articulate. Tipp glances around at the wizards for their reaction. For a brief moment, he sees a slight smile on Zondor's face, but then it is gone.

    Zondor next looks at Tipp. He stares deep into Tipp's eyes. So deep, in fact, that Tipp senses that Zondor is searching his soul. The longer Zondor stares, the more uncomfortable Tipp becomes. He tries not to fidget, but eventually he gives into his nerves and begins rocking back and forth. Zondor finally speaks, Ward Tippallo, do you have anything to add? I hear that you are not normally so quiet.

    Tipp's mind races trying to find something to say. How can he ever add anything that will make sense after what Fonly has said? Tipp’s mouth feels like it is full of sand. He finally finds a little courage, clears his throat and replies, My Lords and Ladies, my father taught me that if someone has already spoken everything that needs to be said, I should keep my mouth shut. My friend Fonly has done a far better job of expressing our feelings than I ever could have done. He is a true credit to the Land and its people.

    Tipp steps back and puts his arm around Fonly’s shoulder. Then they wait together for the verdict.

    Zondor looks around at the other wizards, but no one speaks. He eventually nods his head, steps up to the two wards and places his hands on their right shoulders. He does not address Tipp and Fonly, but instead addresses the gathering. Lords and Ladies, thank you for your thoughts. It has been many years since two young wards have come to this hall with such eloquent words of wisdom. Any two so willing to serve the Land should be considered for this apprenticeship.

    Zondor now addresses the two initiates. "Wards Tippallo and Fonly, being accepted into the Order of the Word will mean the beginning of a life of servitude. With this apprenticeship comes the responsibility to serve the Land and the Parthinian people. Many come, but few are chosen. You know of some

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