One King’s Way by Harry Harrison. Chapter 1, 2, 3

Shef lay stretched on his back, drifting in and out of sleep. The fleet was due to sail next morning, and from all that Brand had said about the hardships of life at sea, it was important to sleep while one could. But it had been a trying evening. Shef had been obliged to host all his captains, the ten English skippers he had with difficulty found to command his “battleships,” and the forty or more Way-Vikings who skippered his conventional craft. It had needed much drinking of toasts, with both groups anxious not to be outdone.

Then, when he had got rid of them and hoped for a confidential talk with Brand, his convalescent friend had been in sour mood. He had refused to accompany Shef in the Norfolk, saying he preferred his own ship and crew. He had insisted that it was bad luck to sail with so many men in the fleet who did not know the haf-words, the elaborate taboo-language by which sailors avoided mentioning directly such unlucky things as women, cats or priests. Finding that dismissed even by Thorvin, who did intend to sail in the Norfolk, he had fallen back on telling depressing tales from his homeland, tales mostly of the unknown creatures of the sea, the mermaids and marbendills, men who had angered the skerry-elves and been turned into whales, eventually one of a scoffer and scorner whose boat had last been seen being drawn under water by a long arm covered in gray hair. At that, Shef had broken off the conversation. Now he lay, afraid of what his dreams would show him.

When the dream came, Shef knew immediately—for once—exactly where he was. He was in Asgarth, home of the gods, and moreover he was standing exactly outside the greatest of the halls of Asgarth, Valhalla, Othin’s home of the heroes. In the distance, though still inside Asgarth, he could see a vast plain, with what looked like a confused battle taking place on it: a battle with no battle-lines, where every man struck everyone else, falling and bleeding at random.

As the day wore on, men fell and did not rise. The battle resolved itself into a string of duels between single men. The losers fell, the winners fought again. In the end only one man was left, hideously wounded, leaning on a great bloody axe. Shef heard a dim and distant cheering: Hermoth, Hermoth.

The dead began to rise, their severed limbs reuniting, the gashes in their sides healing up. They helped each other up, the men who had killed each other laughing and showing how things had gone. Slowly they formed into ranks and began to march back to the great hall, twelve abreast, a column thousands long, the figure with the great axe at their head. They marched round the building a few feet from Shef’s unnoticed person, wheeled left and tramped without breaking their ranks or their stride through the double doors of the hall, now flung wide. The doors slammed. Light even in Asgarth began to fade. Sounds of revelry rose from inside.

Now up to the door came limping a poor man, roughly dressed. As Shef looked at him he knew that only in Asgarth could such a creature remain alive. His back was broken in two, so that his upper half lurched along seemingly without connection to his legs. His ribs were splayed wide, his middle crushed flat as if by the stamp of some mighty animal. Burst entrails projected from his coat.

He reached the gate of Valhalla and stared at it. A voice came from inside, one of the mighty voices Shef had often heard before: not the amused and cynical voice of his own patron—or maybe his own father—the god Rig, fomenter of skills and trickery. No, a cold and gravelly voice. This is the owner of the hall, thought Shef. This is Othin the mighty himself.

“Who sent you, mannikin?” said the voice.

Shef could not hear the low reply, but the voice could.

“Ah,” it said. “Well I know his mark. There will be a place for him here among my heroes. When the time comes.”

The crushed man spoke again, still inaudible.

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