Earthly bonds are the enemy of commitment and so we cut away the life of before, leave it behind to wither and die. But dedication alone does not assure victory, so we bend ourselves to the task, shape ourselves into the sharp tip of Talad's spear. Our lives are the shield of the Faithful, and we will sacrifice them gladly if the time comes; for we are less than nothing without Faith.
-Excerpt from the Gabasen Creed of the Sadorishi
They say that within the Order there are no divisions or distinctions, that its men are featureless, implacable and interchangeable: cut one down and another takes his place, identical and unfazed by the loss. The front the Order projects is fearsome enough that many believe it. You know better, of course. Man will always seek to differentiate himself from his fellows and clump with those he thinks like himself, and it's no different even among this oldest and most feared of Orders. Oh, it's not colour or language or nationality that delineates the Order's cliques. They all speak that Gallatene creole that's the lingua franca of men for hundreds of miles in every direction (the historians say it originated long ago in the camps of the Peregrination, but you don't know or care the truth of that) and you don't even know where most of your colleagues are from. No, the Fatherless aren't so unsubtle as that. There's the old lineages, the ones who've been in the Order, father to son, since all the way back at the Founding. They don't mention it, of course terribly bad form for a Fatherless to be close to his father but everyone knows them. There's the new lineages, of course, mostly formed in the last hundred years, and desperately jealous of the old. There's the proudlings, the ones who weren't born into it and had something to be proud of before, the ones who joined up for glory or honor or faith, and who stuck it out once they were disabused of those notions. There's the groundlings, the ones who weren't born into it but didn't have a choice, the ones who are running from something, got something in their past they want dead so badly they came to Talada. There's the horsemen too, but everybody tries to pretend they don't exist they might be necessary, but there's still something terribly perverse about those men who won't fight on foot. And then, last and in some ways least, there's the trueborn. That's where you fall, of course: one of those small children, never more than three years old, given to the Order by desperate parents in exchange for a small bit of money and raised to join the Order since you could walk. Fatherless in truth as well as in name, you're always a little on the outside. The lineages have their histories, the outsiders have there pasts, but you and the trueborn don't share any of that, and there's a distance. You don't care, though: you know that you're a Fatherless to the core, and that if the others keep their distance it's because they're worried they don't measure up themselves. And it's true that there's a bit of an aura around the trueborn, that they're always regarded with a bit of awe and jealousy so many of the great heroes of the Order have been trueborn for a reason. Not that they went easy on you on that account, of course. The contrary, in fact: they've expected you to be a perfect Fatherless, and anything less has been punished.
That's nearly over, though. You're twenty, and you've been in the Order your entire life, preparing for tomorrow. Actually, it's probably today by now. You don't remember your parents, but it doesn't bother you. Sometimes you wonder idly what extremity drove them to sell a son, and if they recovered. You're not doing anything idly tonight, mind. The Vilic[1] would skin you alive if he caught you dozing on watch, and he might be around at any instant. The fact that there's nothing to watch for is entirely irrelevant. You're in one of the southernmost of the desert watchtowers. It's a squat little thing built centuries ago to serve as an early-warning system for the Pale, back in the days when the Desolation was still in living memory and the prospect of Savirai raiders was real. It's been a long time since anything but pilgrims or caravans was likely to come out of the desert, and longer still since anybody would dare to attack the Pale itself, but the watch is maintained nonetheless. The Vilics say it's because we can never let our guard down even in safety, but the popular opinion is that the system's kept active just because it's useful as a punishment detail in disguise. There are few things worse than staring into an empty darkness all night, on guard for something that will never happen but unable to relax for even an instant, because you never knew when a Vilic would test you, and if he did and you didn't pass there'd be consequences. Vilics were good at consequences.
You stiffen suddenly. Deep in the desert it gets dead silent at night, but here on the edge there's still the odd animal sound, wind rustling through sparse underbrush. You're accustomed to the sounds of the night and attuned to anything out of the ordinary, and the faint metallic clinking at the edge of hearing might as well be hornblast to you. You grab a torch and thrust it into your small fire. It catches and burns a fierce, bright red (the result of some arcane concoction cooked up by the Order's alchemists), and you slide it into its holder. Far away in the dark you see another red flame shoot up in answer, and beyond that, at the edge of sight, a third, the beginnings of a chain that will continue all the way back to Talada one red flame, for an unscheduled arrival. You shout at the darkness to identify itself, and the clinking stops for a moment, but no answer comes back. Then the clinking starts again, at a faster tempo this time. You hear running footsteps, and you light and place a second torch, to be relayed down the line two red flames: potential hostilities, standby for confirmation. A figure emerges into the tiny pool of light around the tower's door, cloaked so that you cannot make out its appearance. The door is barred, but that won't hold any attacker for more than a few moments, and for these towers on the end of the line it isn't intended to. If there's an attack the man on duty in one of the outermost towers is dead no matter what: the lock is just to buy him a few precious moments to send the signal down the line. You grab one more torch and prepare to light it three red, tower under attack, standby for further information. Your hand doesn't tremble. You shout at the figure again to identify himself. In answer, he produces an axe and makes as if to smash the door. You still don't light the torch. At the last second, the figure stops the swing, reverses the axe, and knocks on the door. He throws back his hood and looks up, and you recognize Vilic Erulf. You still hold the torch. The Vilic scowls for a moment, then shouts up at you Summer winds, south. Upon hearing the night's passphrase you replace the torch, unlit, salute the Vilic, extinguish the burning torches, and procure, light and place a different torch. This one burns a bright green, and down the line you see the distant red lights go out, and a single green appear in their place a moment later: one green torch, friendly arrival, situation normal. Only then do you descend to unlock the door and meet the Vilic.
Erulf is still scowling when you open the door. You sent the appropriate signals, he notes, and he sounds disappointed, inasmuch as a twenty-year Vilic conveys anything with his voice. Even Vilics found it hard to enjoy creeping around all night when they didn't get to dress down some poor fool at the end of it. Erulf had been hoping you'd miss his approach, or panic and send the signal for an attack too early the tower down the line would have been informed, as usual when Vilics did this trick, to expect an attack signal at this time and not to relay it and then he'd have come down like the wrath of Talad himself. You don't
think they'd revoke your initiation over such a mishap, but they'd certainly delay it. Which is why Erulf picked tonight, of course. That seemed sadistic even for a Vilic. You are relieved. Return to Talada immediately, he continues. And that was out of character too: Vilics did not take over for uninitiated watchmen. You wait a moment to see if Erulf will explain but further, but he just brushes past you into the tower without another word. You start walking down the track immediately an order is an order, no matter how strange it might seem. You settle into a steady loping trot and let your mind relax as you cover the miles to the first waystation. There you are given a horse. It's already waiting for you when you arrive. Erulf must have alerted them when he passed. Strange.
Still in pitch black, you settle in for the ride back to Talada. It's miles yet. The first faint glimmers of dawn appear overhead, and you can see the vegetation increasing, the road growing wider and more regular, and signs of cultivation appearing: you are entering the Pale. Not even a Fatherless can subsist on death alone, whatever the stories say: there's miles of farmland around Talada, and villages, towns, mills, and more besides, all of it owing allegiance to the Order, all working to produce the food and arms and clothing and revenues needed to support the Faith's most potent weapon. There are some craftsmen and manufacturing, a bit of art, but nothing like that to be found in the great monasteries of the Rim, or in Gallat, for this is the Pale of the Sadorishi, and there is little room here for anything but the sinews of war.
The sun is up now, and you start to see people at work in the fields that you now pass. They're not initiates of the Order, but they're bound to it all the same, gifted land and owing loyalty. In extremis they might even be armed, though that has not happened for many years. Your briefly make eye contact with one such farmer, bent over some tool or other it is your business to understand the implements of war, not of farming, and so you could not put a name to it a swarthy face made darker by a deep tan, and a well-fed solidity to him that is rarely to be found inside the Order. It only lasts for an instant before you're past, but you think you recognize him. It's possible, of course: he might be a Step-Son. That's what you called them, the ones who couldn't handle initiation, the ones who dropped out, stepped aside. Some of them went back to their lives; some, such as the trueborns like you, had no lives to go back to. All the Order's cliques might make contemptuous remarks about the Step-Sons, but the Order did not abandon them: rather it gave them a place, if it could. After all, if you let them go some other order might scoop them up, and Sadorishi couldn't have
that. That was how the Pale had started, all those centuries ago: Step-Sons (though of course none called them that yet) given land in what was still an Aitahist-blighted waste and set to cultivating it, and over the years those men and their descendants had made a garden of it. These days there was little arable land left in the Pale, though land grants still happened in the Order's further flung holdings, but some Step-Sons still wound up there. It was a good deal for them, all things considered. For many, owning their own land had been an impossible thought before the Order. You wonder for a moment if the Step-Son was happy. You hope so, though you can not imagine how someone could be happy as a farmer, however necessary the work.
The sun is high overhead and you are on your fourth horse when at last you crest a rise and Talada comes into view. The fortress-city is not very imposing to look at. You've heard tales of the great fortresses of the world: of Magha and its caves, Epichrisi's soaring towers, the impenetrable Rock of Gurach. In your imagination those cities glisten in the sun and proclaim to all who see them their strength. Talada, tucked against the end of the Allato Hills, does not glisten. Its brown buildings and pair of unremarkable walls do not scream defiance at anyone. But the Order builds for function, not for form, and you know that appearances are deceiving. Those unremarkable wall are both nearly thirty feet thick, riddled with embrasures and virtually unassailable even if the gates are breached; those towers, ugly and at first glance notable chiefly for their disinclination to do anything remotely resembling soaring, are precisely placed to support each other and form killing grounds, and are topped with siege engines; even those ordinary brown buildings are organized with a mind to defense, and on inspection more closely resemble blockhouses than ordinary residences. Every aspect of the city is calculated to make it a nightmare for attackers. The Sadorishi have been preparing to defend Talada for nearly three hundred years, and they have not wasted an instant of that time.
You turn your horse over to the handlers at the last waystation, just outside the walls, and pass through the Desert Gate and into the city on foot. The massive reinforced gates stand open, but the guards are vigilant and you know that they can be closed in moments. The Desert Gate, as all the gates of Talada, lacks ornamentation as might be found in places that considered themselves more civilized: there are no reliefs or statues or mosaics to be found. There are numerous murderholes, of course, but you ignore them as you pass through. Inside, the city is filled with all the usual hustle and bustle of business, while here and there Sadorishi pass by in little bubbles of empty space. You, not yet initiated, are afforded no such respect, and have to elbow your way through the throng. You are quite out of breath when you arrive at the Square of the Cadivacs[2] and the Armory. That was what they called the center of the city and the Order, though it had long since become much more: a towering fortress complex in its own right, the administrative hub of a network that spread across the continent, and, yes, an armory, with enough weapons and armor to outfit half a dozen armies stowed in its enormous underground storerooms. Beyond the gates of the Armory the public was not allowed, and as you approach the guards you raise your left arm to display the brand that marks you as pre-initiate. They too, however, seem to be expecting you, and wave you forward before you are closer than ten paces. They instruct you to proceed immediately to the Grand Yard, and so you do.
The Yard is a wide open space near the center of the Armory complex, used for training, assembling large forces, and the like. It is not typically used for initiations, and so you are surprised when you emerge to see an initiation clearly prepared. Three men are waiting, cowled as customary, beside a fire as you approach. A deep voice from beneath the cowl of the lead figure tells you You have been elected to carry the burdens of the Faith. Do you accept? Without hesitation you reply in the affirmative. The man motions you to kneel, and you do. You recite the Gabasen Creed, pledge yourself to the Sadorishi, stretch out your right arm, and the man pulls a hot iron from the fire and applies it to your skin. There's no shame in screaming the Fatherless are too well acquainted with pain to disdain it so easily but you resolved a long time ago not to, so you don't, though the pain is excruciating and the smell of your burning flesh sickening. And then it's done, the iron removed, and you stand, initiated into the Order. More than the pain you feel confused. Not by the speed and matter-of-factness of the ceremony other Orders might make a great show of things, perhaps with tests and extravagant ceremonies, but as far as the Fatherless were concerned the real test was the years before initiation; the ceremony itself was little more than a formality, though a necessary and coveted one but by the circumstances surrounding it. You can not recall ever hearing of an initiate called away from his post to immediately receive the Mark. Your confusion deepens as the figure throws away his cowl and reveals himself. Welcome to the Order, Sadorisk Pallas, said Moril Vabin. I trust you will not disappoint us. The Prelatyr[3] turned on his heel and strode off, leaving you with yet more questions.
[1]Rank within the Sadorishi, roughly equivalent to a sort of drill sergeant
[2]Martyr, more or less; semi-official title bestowed on the Order's famous dead
[3]Head of the Order
Apologies if I've overstepped my bounds. Excess of enthusiasm.