He's back. By (and in some cases, despite) popular demand, Sir Apropos of Nothing once again stalks the pages of literature, leaving unmistakable footprints wherever he treads. Apropos is the unlikely noble whose life began in the lowest of ways: as the result of a gang assault by a group of drunken knights on a helpless tavern wench. Last time out, Apropos attempted to seize control of his own fate, and ended up with, appropriately, nothing. Time has passed since he fled the kingdom of Runcible, and Apropos leads a quiet existence as a tavern owner. All that changes abruptly, however, when the sorceress Sharee re-enters his life with the forces of the warlike Lord Bellicose hard on her heels. They want something they're convinced she has stolen. She tells Apropos that it's not true. Thus the medieval era's most notorious antihero suddenly finds himself once again in the middle of events of which he wants no part. Apropos, a helpless cog in destiny's gear mechanism, is hauled into the middle of another unlikely adventure that finds him dying of thirst and exhaustion in the gods-forsaken desert known as the Tragic Waste. But death is far too simple a fate for Apropos. When he awakens, he is astounded to discover that he is now a fearsome scourge of the land known as Wuin...a deadly and despised "peacelord" (the politically correct term for "warlord") with tens of thousands of troops at his command, cities filled with helpless people trembling before him, and an adoring and sexy consort. How he came to this, what he will do once he discovers the terrible price attached to his new station in life, and how the mystic gem called the Eye of the Beholder fits into all of it are just a few of the challenges our reluctant hero will encounter along the Woad to Wuin.
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Peter David is the New York Times bestselling author of numerous Star Trek novels, including the incredibly popular New Frontier series. In addition, he has also written dozens of other books, including his acclaimed original novel, Sir Apropos of Nothing, and its sequel, The Woad to Wuin.
David is also well known for his comic book work, particularly his award-winning run on The Incredible Hulk. He recently authored the novelizations of both the Spider-Man and Hulk motion pictures.
He lives in New York.
Chapter One: The One Thing
It is important you understand that I do not like taking people's lives. I have done it several times but derived no pleasure from it. Furthermore it has always been in self-defense, and, as suspect as it may sound, it has usually come about as a result of someone inadvertently throwing themselves on some sort of sharp implement I happened to be pointing in his, her, or its direction. I have never, however, been the sort to start a fight when it could be avoided...or, for that matter, failed to run from it if remotely possible. Anyone who has read my previous chronicles of my "adventures," of which this is a continuation, is already rather painfully aware of that.
So you will understand the distress I felt when I was standing there in the middle of an otherwise lovely glade, on a fairly crisp and yet invigorating day, staring in dismay at the hairy-footed dwarf that I had unintentionally killed. A death which would unexpectedly thrust me -- in every sense of the word -- into an escapade that was alternately the most exhilarating, and most terrifying, that I had ever experienced. And considering what I had experienced previous to that point, that is saying some.
For those who are new to what can only in the broadest and most ironic terms be referred to as my hero's journey, I shall tell you as simply as possible what you need to know in order to understand me. (Indeed, I should observe that if you are interested in my life, you may very well lack sufficient brain power to comprehend all but the most minimal of explanations.)
My name is Apropos, occasionally referred to as "Apropos of Nothing" due to my lowly birth and lack of...well...anything, really, that could be considered valuable. Of late I was dubbed Sir Apropos, still of Nothing, an honor which -- for reasons I won't go into here -- did not quite work out. Suffice to say that one whose patrimony consists of a group of knights raping my tavern wench mother, providing me an existence of endless betrayal and deprivation which served to give me a somewhat cynical, shall we say, view of the world...well, one such as that does not end up living happily ever after. I was foolish enough to briefly entertain the notion, and paid severely for that unbecoming naïveté by winding up tossed in a dungeon barely twenty-four hours after being knighted, which was something of a record at the court of King Runcible in the state of Isteria.
Once I managed to escape the dungeon through means literally too ludicrous to go into here, I hit the road in the company of a rather vexing young sorceress (or "weaver," as her type is also known, short for "magic weaver") who called herself "Sharee," which may or may not have been her true name.
I never found out whether Runcible sent his knights after me to bring me back. On the one hand, his pride was no doubt hurt; on the other hand, he and his queen -- and certainly his daughter -- might have been well-pleased to be rid of me. If they had been determined to hunt me down, it likely would not have been all that difficult. My ears tended to stick out a bit too much, and my flaming red hair was long and unruly. My nose was crooked from having been broken several times, and although my eyes were a remarkably pleasing shade of gray, the rest of my hodgepodge of features invariably overwhelmed them. Furthermore I was lame of right leg, and got about with the aid of a sizable walking staff that also served as a formidable weapon. In short, I was easy to spot and difficult to disguise.
Sharee was less distinctive. She dressed customarily in black, with ebony hair cut short and curled around her ears, and her rather prominent chin perpetually out thrust as if she were challenging the world to take its best shot at her. There were times when it seemed to me that her prime reason for existence was harassing me and taking great pleasure in the bizarre vagaries of my life. Still, in some ways she was the truest friend I had ever encountered, if one defined friend as "perpetual irritant."
Just in case Runcible's knights did happen to be following us, we retreated west and later north, to take refuge in the Tucker Forest. This was not done without a certain degree of trepidation on my part. The Tucker Forest was a nesting area for a particularly vicious group of cutthroat monstrosities called the Harpers Bizarre, with whom I had considerable bad blood. I would far have preferred to take refuge in the Elderwoods of my youth, but the only way to get there was either along roads too heavily traveled for my comfort, or across the Screaming Gorge of Eternal Madness, about which the less said the better. Besides, Sharee seemed rather confident that if difficulties arose, her weather-related magiks could dispose of the Harpers with alacrity, and so the Tucker Forest became our temporary haven while we waited for the name Apropos to fade into the furthest recesses of royal memory.
Fortunately I had considerable proficiency in forestry, one of the few true talents I possessed other than evasion, self-preservation, and rank cowardice. I had developed the forestry skills in my youth, and they had not faded in time as I grew to young manhood. I was reaching the end of my teens when we took up temporary refuge in the Tucker Forest. We found a cave in which to reside, well hidden from casual observation either from ground level (i.e., thieves) or from overhead (i.e., the Harpers Bizarre). We figured we would spend a couple of days there and then work our way farther west in order to distance ourselves more from Runcible's men. I spent time hunting, catching small game, while Sharee preferred to alternate between meditating and acting as if she had something far better to do with her time than remain with me.
Occasionally, though, we had mild fun together. For instance, I commented to her that I would be interested in learning some magic. In response, she started teaching me card tricks. Not real magic at all, and I was quite irritated with her at first. But in short order, I actually derived some genuine amusement from it. I was a fairly quick learner, and also picked up some easy sleight-of-hand, including misdirection and the ability to apparently pluck a card out of the air. Not much of a trick to the latter, really. Simply keep your hand straight, hold the upper corners of the card securely on the back of your hand, between your fingers, and then snap it quickly forward. The card seems to have come out of nowhere. As noted, not genuine magic, but sometimes we measure the quality of life's passage by just how much of an assortment of mindless pastimes we develop to entertain ourselves through it.
In terms of hunting, at first I stuck to small animals. But I tired quickly of a steady diet of rabbit and squirrel. So I redesigned and reconfigured the traps for bigger bait, hoping to snag a small deer or perhaps even a straying unicorn. Immortal or not, such creatures could still die from a quickly snapped neck, and such were my traps intended for. Naturally I set them nowhere near the roads that occasional travelers might use, lest an unfortunate accident occur.
Yet it happened anyway.
I was moving through the forest one day with my customary stealth. It may sound boastful or vainglorious, but when I elect not to be detected in the woods, it is nigh unto impossible to find me. It is one of the few instances, outside of swimming, where my lame leg does not deter me. Stealth does not arise from speed, but from...
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