and chained up in the center of the city. The Sorcerers as well as the warlocks were learning to work with catalysts; having had only one—Saryon—in the last dark years of their history. Combining magic and Technology, they were able to construct their weapons easier and faster—a fact that not all took as a blessing.
Finally, Garald deemed his city-state ready for war. In a formal, centuries-old ceremony that involved the donning ofred robes and odd-looking hats (a source of considerable suppressed merriment and speculation among the nobility for no one remembered where the hats had come from or why), Prince Garald and the high ranking of the land came before their King, read the grievances against Merilon, and demanded war.
The King agreed, of course. There was a grand party that night in Sharakan and then everybody prepared for the next step—the Challenge.
There were strict rules of warfare in Thimhallan, dating back to the time when the people first came to this world. It was hoped by those early residents that a people driven from their birthworld by prejudice and violence could have lived in peace in this new one. Such was not human nature, however, as the wisest of the new inhabitants knew. Therefore they set down Rules of War that had been strictly followed and obeyed (for the most part) throughout the centuries, the exception being the destructive Iron Wars.
It was due to the breaking of these very Rules that the Sorcerers had been driven from the land. According to the catalysts (who maintained the histories), the Sorcerers slipped the leash held by their masters—the War Masters—and attempted to take over the world by force. Refusing to accept the outcome on the Field of Glory—the outcome decided by War Masters utilizing the Gameboard—the Sorcerers brought real, deadly war to the land. Prince Garald’s use of Sorcerers in this war, therefore, was raising cries of outrage throughout Thimhallan, despite the fact that the Prince patiently reassured his allies (and his enemy) that he had them under complete control.
The Rules of War as drawn up by the ancients were rather like the rules of dueling—considered a civilized means of settling disputes between men. The affronted party aired his grievances publicly, then issued the Challenge—tantamount to tossing a glove in the face of ones enemy. There were two responses to the Challenge. It could be Taken Up—which meant war—or the party so challenged could issue an Apology, in which case the city-state then negotiated terms for surrender. There was no fear of an Apology in this instance; plans for war were being made in Merilon as well as Sharakan.
There are advantages and disadvantages to being the Challenger as opposed to the Defender. If the Challenge is impressive, the Challenger is considered to have gained the psychological upper hand. In return, the Defender is allowed to choose his position on the Field of Glory and is granted the opening move on the Gameboard.
The long-awaited day of the Challenge finally arrived. All Sharakan had been up throughout the night in preparation for the event, which was to begin at midday with the ceremonial battle between the
Thon-li—
the Corridor Masters—and the forces of the Prince.
In the ancient days, this battle had been a real one—fought between the War Masters and those who built the Corridors, the Diviners. But those magi gifted with divining the future had been wiped out during the Iron Wars, leaving only the catalysts that had assisted them—the
Thon-li—
to maintain the pathways by which the people of Thimhallan traveled through time and space.
Since the
Thon-li
were merely catalysts, with little magical Life of their own, the War Masters—the most powerful magi in Thimhallan—could have literally blown them off the face of the earth. This would have meant destruction of the transportation system in Thimhallan, however, something not even to be considered. Therefore, the
Thon-li
were