Beyond the Nightmare Gate

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Beyond the Nightmare Gate Page 11

by Ian Page


  Your quest and your life end here.

  234

  You walk forward onto the flagstone. Nothing happens.

  If you now wish to trace a course to the stairway, turn to 256.

  If you wish to make your way to the door, turn to 204.

  235

  Gingerly you reach forward and take the Wolf Key. Before you are able to insert it into the lock, a long, low growl causes the hairs on the back of your neck to stand on end. You peer into the dim shadows of the Neverness where you can just make out the crouched form of a wolf-shape as it glares at you with burning eyes. Then, with a fierce snarl, the huge, grey wolf springs at your throat, its teeth bared.

  Pick a number from the Random Number Table.

  If the number you have picked is 0–4, turn to 178.

  If the number you have picked is 5–9, turn to 296.

  236

  Your Power of Prophecy shows you what you feared most: Shasarak's Jahksa. Your dark twin is somewhere close at hand and there is terrible evil in his heart. The use of this Magical Power has cost you 1 WILLPOWER point.

  Turn to 228.

  237

  You lose 1 more WILLPOWER point as you deepen your trance in the hope of locating the Black Wizard. The vision is a disturbing one, for all you can see is yourself, standing where you stand now in a trance state, searching for yourself. Is the Realm of Paradox able to affect your Power this way?

  Your trance is suddenly broken by the sound of your own laughter — but you are not laughing. With dread in your heart, you open your eyes; what you see before you causes your skin to crawl with fear.

  Turn to 255.

  238

  You are now the centre of attention. Your clothes and appearance distinguish you considerably from the Elessin and soon a great crowd surrounds you. Their faces are warm and welcoming and you sense no danger. The press of the crowd carries you down the long avenue and ahead you see a huge palace, more beautiful than the other buildings. You head towards it, the Elessin laughing and singing around you.

  Eventually, you reach the bottom of a massive glass stairway that leads into the palace itself. Before the entrance at the top of the staircase stands an imposing figure draped in white and golden robes. You climb the steps, leaving the Elessin at the bottom. The man greets you; he has long, golden hair and sparkling blue eyes and holds a jewelled crozier in his hand. He is the leader of the Elessin. With a welcoming gesture, the man ushers you into the palace. Any plan for the secret theft of the Threnogem is shattered and you decide to allow events to run their natural course in the hope that an opportunity will soon present itself. With diplomacy in mind, you bow and follow the golden-haired man into the magnificent palace.

  Turn to 241.

  239

  You try to decide on a route back to the stairway, finding the darkness of the other doorway sinister and uninviting.

  If you wish to walk to the stairs by stepping on the flagstone that bears one sword, turn to 89.

  If you wish to walk to the stairs by stepping on the flagstone that bears two swords, turn to 349.

  240

  You take the Key from the hook and place it in the lock. You have guessed correctly: the Key fits. You unlock the door, push it open, and take a deep breath before entering the Crystal Tower. Suddenly the Serpent Key vanishes into thin air!

  If you wish to keep any of the remaining Keys, mark them as Special Items on your Action Chart. If you decide to carry them, they must be kept in your Backpack unless you give them to Tanith to carry, in which case note this on your Action Chart.24

  Turn to 200.

  [24] You may keep any Keys that you have already noted on your Action Chart. You may also keep any Keys that you have not used — which might be the Eagle Key, the Wolf Key, the Spider Key, and/or the Dragon Key. List all Keys to the Crystal Tower as a single Backpack Item on your Action Chart (noting which Keys are included). If you do not want to carry the Keys in your Backpack, you can let Tanith carry them, but you must then note down that you cannot access them if Tanith is not with you.

  241

  The man leads you into a vast hall. Its incredibly high ceiling is supported by hundreds of transparent columns that contain a many-coloured liquid. At the far end of the hall is a pillar of swirling light that illuminates a grotesque but life-like statue of a child. Welcome, says a voice in your head, to the Palace of the Screaming God. Instinctively you spin round to look at the man with the golden hair. He is a telepath, and since the language of the mind is universal, you are able to understand everything he says. I am the Guardian of the Threnogem, he informs you. And you are Grey Star. Pray tell me, why have you come to the Realm of the Elessin?

  Illustration XVIII—In the palace of the Screaming God there is a grotesque but life-like statue of a child.

  If you wish to attack the Guardian of the Threnogem, turn to 322.

  If you wish to snatch the Threnogem from the statue's mouth and try to break out of the Palace of the Screaming God, turn to 71.

  If you wish to tell the Guardian your true purpose, turn to 259.

  242

  ‘Wait, dragon,’ you call, as the mighty beast makes to leave. ‘What do you know of these Keys? Which one will open the Crystal Tower? What lies beyond?’

  The dragon peers down at you, a wisp of smoke curling from its nostrils and winding around its long, reptilian head. ‘Little Wizard,’ he says in a deep, rumbling voice, ‘thy friend hath mastered a dragon. What more couldst thou seek to achieve?’ You say nothing, and with a weary tone, the dragon continues. ‘Each Key can summon the beast in whose likeness it hath been fashioned. These are not true beasts but spirit creatures. He who can master beasts may master these creatures also, otherwise he will be slain by them.’

  ‘Which Key opens the door to the Crystal Tower?’ you ask.

  ‘Of this, I cannot speak, save to tell that the answer lies hidden in the words above the door,’ the dragon answers reluctantly. With these words, the dragon lifts its broad wings and soars into the sky, swiftly disappearing from view.

  If you wish to keep the Dragon Key, mark it as a Special Item on your Action Chart.

  You turn and read the inscription once more:

  ‘Ware the hunters, beasts of prey,

  Five in number, feared by name:

  The widow woman, patient weaver;

  The tireless runner, shadow-seeker;

  Bird of fire, the treasure lover;

  Arrow-swift, his keen-eyed brother;

  But only he who walks without feet

  May pass this door of mystery.’

  You must now choose from the remaining Keys.25

  If you choose the Spider Key, turn to 252.

  If you choose the Wolf Key, turn to 235.

  If you choose the Eagle Key, turn to 227.

  If you choose the Serpent Key, turn to 240.

  [25] You may only choose a Key that you have not already tried.

  243

  ‘Now I have you,’ he says with a snarl. He raises his staff to meet your attack, and there is a blinding clash of magical fire that fills the room with light.

  ‘No, Grey Star,’ Tanith shouts. ‘Do not fight him.’

  Jahksa: COMBAT SKILL 30 ENDURANCE 35

  You may stop fighting at any time by turning to 218.

  If you win the combat, turn to 286.

  If you lose the combat, turn to 350.

  244

  There is a gargoyle of glass mounted on the wall. You fasten the Rope to it and gently slide down to the deserted street. The Rope is still fastened to the top of the wall and you must leave it there. (Delete this item from your Action Chart.) You walk along the street, which leads to a long, crystal-paved avenue.

  Turn to 279.

  245

  This was once the realm of the Demon, Steth-Amon, Master of Sound. We, the Elessin, were created his slave singers, a choir of the damned, and long did we labour in his service. His was the music of dissonance, designed to dr
ive his victims insane or to lure them with its enticements. Steth-Amon would sow seeds of discord and clamour in the realms of mortals so that they would join him and then be doomed to lives of misery under his dominion. But we, the Elessin, conceived of a plan to overthrow him, for we desire the beauty of music: harmony and the melody of accord. We created the Threnogem, a tool of silence, for without silence there can be no true music. While he slumbered we dropped the Threnogem into his open mouth and silenced him. Robbed of his power, the power of his mighty voice, he froze as you see him now.

  He gestures towards the statue beneath the swirling pillar of light. We built this place to contain him and called it the Palace of the Screaming God. Each day we sing our song, giving force to the Threnogem so that the Screaming God should remain forever silent. All our power is dedicated to this single act, for his was a great evil. If the Threnogem is removed, the Screaming God will be released. Those who have sent you upon this quest know not of this, or else they do not care. Perhaps they desire to free the Screaming God, or wish your death. However, there is a way for you to fulfil your bargain and do us a great service, too.

  Yet another bargain! ‘What is it you wish me to do?’ you ask.

  Take the statue with you, the Guardian replies. Take it in your flying machine and remove it from this realm. Give the statue, with the Threnogem inside it, to the Academicians. Let them guard it as we have done. It would be just.

  If you wish to agree to the Guardian's request, turn to 182.

  If you do not trust the Guardian and wish to try to overpower him and steal the Threnogem, turn to 322.

  246

  The tower wall is smooth and sheer and the climb extremely difficult. Your progress is further impeded by the illusory nature of the tower: crevices and projections that make up the strange designs that ornament the tower sometimes disappear from view just when you reach for a handhold. Eventually, you complete the climb and find yourself crouched upon a narrow ledge, halfway up the tower. Now you must attempt to haul up Tanith, still standing below.

  Pick a number from the Random Number Table. If you have the Silver Charm of Jnana the Wise, add 1 to this number. If you possess the magic Talisman of the Shianti, add another 1 to this number.

  If your total is now 0–4, turn to 126.

  If your total is now 5–11, turn to 172.

  247

  You are soaring through a starlit sky, myriad tiny pinpoints of light shining above. Tanith clutches your arm and points below at a swirling gaseous incandescence, lit by sporadic bursts of violet lightning. Suddenly, a huge, webbed claw as tall as a house, with green, shining skin rises up out of the mists.

  Add together your COMBAT SKILL and current WILLPOWER points.

  If the total is 15 or more, turn to 215.

  If the total is less than 15, turn to 233.

  248

  With considerable skill and speed you kill another two Elessin. Your attack costs you 3 WILLPOWER points. Now only one Elessi remains. He places a small, silver pipe between his lips, and at once a terrible screaming fills your ears. You gasp with pain as the shriek of the pipe bores its way into your mind.

  Add together your current WILLPOWER and ENDURANCE scores.

  If the combined total is 20 or less, turn to 271.

  If the total is more than 20, turn to 284.

  249

  The Chaos-master has placed you in an impossible situation, as was his intention. You are being forced to take your enemy with you on your quest, the success of which he seeks to prevent.

  You and Tanith walk back to the Ethetron, the Jahksa close behind. With a smirk, he, too, squeezes into the little craft. As you rise into the air and steer towards the Moaning Mountain, you rack your brains for a way of ridding yourself of your enemy, standing at the far end of the craft and grinning maliciously at you.

  There is little you can do, for your attention is devoted to operating the controls that keep the Ethetron in flight. Your nerves are constantly on edge; the Jahksa is in an ideal position to bring the craft down in the writhing sea below and you are plagued by the thought that the Jahksa can predict your every move.

  A large bank of storm clouds ahead spells trouble. The Jahksa has been silent for a long time and you wonder if he has summoned an Elemental storm against you.

  If you have the Magical Power of Prophecy and wish to use it, turn to 24.

  If you have the Magical Power of Elementalism and wish to use it, turn to 27.

  If you wish to attack the Jahksa, turn to 148.

  If you do not wish to use your Magical Powers at this time, or if you do not possess either of the above, turn to 165.

  250

  ‘Splendid! Splendid!’ says a cheerful voice. You spin round to see a little fat man, dressed head-to-toe in a black gown. He claps his pudgy hands together and smiles happily.

  Illustration XIX—Spittlethrift claps his pudgy hands together and smiles happily.

  ‘Who are you?’ you ask, still breathless.

  ‘I am Spittlethrift, scholar, professor, and master of the Crystal Tower. Yes, yes … a tower of learning, a veritable pillar of wisdom and knowledge, ha, ha, indeed!’ He takes a pair of wire-framed spectacles and places them on the end of his smudge of a nose. ‘You are not alone, I see.’ He squints at Tanith. ‘Most pleasing, enchanting … yes, yes, well done! You have passed the test; you will suffice.’ He turns towards the door and flutters his hands in an agitated manner. ‘Come now, you must meet the rest of us. Oh yes, delightful, engaging, so wonderfully entertaining!’

  The excitable little man leaves the room, still chuckling to himself, and you follow close behind. Soon, he ushers you into a dim room, which is dusty and full of cobwebs. The air is stale and thick with tobacco smoke and seated opposite in a large armchair is a thin, straggling man, roughly Spittlethrift's height, with bulging, shadowy eyes. Reclining in various positions around the room are several others, all approximately Spittlethrift's height, and all similarly dressed.

  ‘Gentlemen, gentlemen, we have guests, brave adventurers who have solved the complications of our dark abode. May I introduce … ’

  He casts a questioning glance in your direction and, hesitantly, you say, ‘The Wizard, Grey Star, and the lady, Tanith.’

  ‘Yes, yes, Grey Star and Tanith,’ Spittlethrift repeats, unnecessarily. He turns to face you. ‘And we are the Academicians. Welcome.’ He bows politely, as do the remaining scholars in the dingy room. After shaking hands with more than twenty Academicians, all with very curious names, you are led from the room to Spittlethrift's study. There he explains to you the cryptic nature of the Crystal Tower and the Academicians' purpose on the Daziarn Plane.

  ‘We are scholars, my dear boy,’ says Spittlethrift. ‘Inventors, scientists, inquisitors of the unknown. Here, on the Daziarn Plane, we have been able to turn our dreams, our ideas, our very thoughts into reality. It is the nature of this place. Time, space, the fundamental laws that govern existence in the material world — all can be adjusted, altered, ignored even! That is why we choose to live here. Others have changed their world within the Daziarn to suit their purpose. The demons and devils of good and evil reside here, creating their surroundings as best it suits them. There are gods and their ilk, and stranger forces beyond all imagining. Their thoughts, hopes, fears, and intentions weave the fabric of their realms. We do not seek to dominate or master the realm we inhabit — we live only within our tower. The Neverness — the unformed cloud that surrounds us — is the fabric of the Daziarn, unclaimed and untainted. It is this that we use for our … experiments.’

  ‘You mean the black holes that surround the tower?’ you enquire.

  ‘Yes, yes,’ Spittlethrift replies.

  ‘But why is the tower so dangerous?’

  ‘Ah!’ says Spittlethrift. ‘Let me assure you that it is not for our simple amusement, nor is it due to a malicious dislike for visitors, that our tower has been built to test the cunning, the wits, the wiles, and the bravery of those
who dare to enter.’

  ‘And those who fail?’ asks Tanith, scornfully. ‘What happens to them?’

  The little man clears his throat, uncomfortably, dismissing Tanith's question with a wave of his hand. ‘No matter of importance. You have succeeded; you've triumphed. You have proved yourselves capable of fulfilling a great quest.’

  ‘I am already upon a quest,’ you say. ‘I have no time for another.’

  ‘That is what you think, m'boy,’ says Spittlethrift. ‘But you've yet to understand. You are in the Neverness. The Neverness leads nowhere, borders on nowhere, is nowhere. Without our help you will never leave it. Embark upon our quest and we will grant you the means to travel freely about the Daziarn. Refuse, and you will remain here, perhaps forever.’

  ‘You threaten me?’ you say menacingly, rising to your feet.

  ‘No, no!’ splutters the scholar, hastily. ‘I merely state the facts. The Neverness is a wilderland between the realms of the Daziarn but it does not connect the realms as the mountains, seas, and roads in your world do. We, however, have found a way to travel the realms and can grant you the means to do so if you will perform a simple task for us.’ You say nothing, and Spittlethrift goes on. ‘There is a place, a city of glass, called the Singing City, inhabited by a race called the Elessin. We wish you to journey to the Singing City and steal the Threnogem from them. It is a stone, said to emit music and control the emotions of all who hear its melody. The Elessin have put it to evil use; we merely wish to explore its powers. You will be helping the enslaved and furthering our search for knowledge. Please will you help us, Grey Star?’

 

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