by Joe Dever
‘Karvas is not here,’ he grunts. ‘Lived here when he first came to Sheasu, maybe ten years ago now, but when his bride arrived he took her up north. They live up there on the coast someplace … not sure where. Rarely visits Mydnight nowadays. That's all I know.’
You thank the reeve-sergeant for his help and leave. On returning to the street outside the hall you notice that the sun is low on the western horizon. Having spent nearly all day queueing in the Hall of the Judicars for such scant information, you pray that your companions have fared better as you hurry back through the darkening streets towards the eastern quarter of the city.
Turn to 308.
128
You rush down the stairs and out through the tavern door. The courtyard appears to be deserted, but as you approach the stables, you suddenly notice the body of a young boy lying partially buried beneath a heap of straw. By the colour and cut of his clothing, you recognize the body to be that of the stable boy who took charge of your horses when you first arrived here. Swiftly you unsheathe your Kai Weapon as you enter the stables. Your caution is justified, for as soon as you pass through the stable door, you are attacked by six Cavalian bandits who are lying in wait for you and Karvas to appear.
Cavalian Bandits: COMBAT SKILL 40 ENDURANCE 36
You may add 5 points to your COMBAT SKILL for the duration of this combat, for Prince Karvas is helping you to fight these murdering bandits.
If you win the combat in five rounds or less, turn to 215.
If it takes six rounds or more to win this combat, turn to 103.
129
You strike the killing blow and the creature collapses to the ground, foul ichor oozing from its wounds. The stench of its dark, unnatural blood disturbs the horses, so you and Karvas drag its tattered carcass away and roll it into a nearby ravine. By the time you return to the shelter of the ledge, Karvas is exhausted. He is having difficulty staying awake, and so you volunteer to sit out the rest of the night watch. You spend the early hours of the morning listening to rain beating on the ledge, and the desolate sound of the wind whistling through the mountains. The watch passes uneventfully and you wake Karvas shortly after daybreak. Before you strike camp and resume your journey along the trail, you must eat a Meal or lose 3 ENDURANCE points (unless you possess the Discipline of Grand Huntmastery).
To continue, turn to 292.
130
The knight's men confiscate your Weapons, your Kai Weapon, your Backpack, and all of your Special Items. (They leave only your Belt Pouch and its contents. On your Action Chart mark each of the confiscated items with an asterisk [*] to indicate that they are no longer in your possession, but do not erase them at this time.)
They are searching Karvas when one of the men discovers the crescent-shaped birthmark on his wrist and he gasps with shock. ‘By the gods!’ he exclaims. ‘He bears the mark of Crown Prince Karvas!’
Instantly the Knight Bachelor leaps down from his saddle. Roughly he grabs the Prince's arm and pulls back the sleeve of his tunic to inspect the birthmark for himself.
‘So, our exiled Prince has returned from Sheasu,’ he says, with a haughty, mocking tone. ‘Perhaps you've grown tired of the city of Mydnight, eh? A little homesick? Or have you come back to try to claim the crown that you forfeited a decade ago?’
The knight utters a mocking laugh and then he steps away from Karvas to strut like a peacock before his men.
‘Mydnight's hero has come home to us at last!’ he bellows. ‘Well, let us take our hero Prince back to Cavalia and provide him with a royal chamber. We have many … in the dungeons of the citadel! When King Sadanzo returns, he will be greatly pleased with us. And he will be generous too. Most generous.’
To continue, turn to 184.
131
With care, Baron Lodamos' men lift and carry Prince Karvas out of the chapel. You follow in the company of the Baron and his Marshal as they bear him along the corridors of the citadel and up a grand staircase to Lodamos' personal chamber. Here they rest the Prince upon a divan and the Baron's physician comes to examine him.
Lodamos offers you his sincere apologies for the harsh treatment you have endured since your arrival at his citadel. He explains that Sadanzo has made several attempts to murder him during the past year and he dare not lower his guard. The Baron is impressed that you survived your encounter in the chapel with the ghost of his ancestor — the paladin knight Ranald. ‘No mortal creature born of evil has ever survived the judgement of Ranald,’ he says, ‘and no goodly mortals have ever maintained their consciousness in his presence. I judge you to be no ordinary man. Pray tell, sir, who are you?’ You confide in the Baron that you are a Kai Grand Master and you tell him of your purpose here in Siyen. When you recount the events that have led you to his citadel, the Baron praises your courage and determination. You learn that he is a great admirer of the Kai and it is his ambition, one day, to journey to the monastery and meet with your illustrious leader, Lone Wolf.
Lodamos orders his Marshal to return your confiscated Weapons and equipment (you may erase the asterisks from your Action Chart). He also sends to the kitchens for food and wine. While the physician is attending to the Prince, you enjoy a reviving meal (you may restore 3 ENDURANCE points).
To continue, turn to 293.
132
As the soldier approaches you suddenly realize that he is only aware of Prince Karvas. He has not seen you; the darkness and your innate Kai camouflage skills have kept you hidden from sight. Silently you sidestep into the shadows and unsheathe your Kai Weapon. Karvas stands immobile on the footpath and stares fixedly at the approaching guard so as not to betray your presence. Nervously the soldier reproaches the Prince and levels his spear at his chest. He commands Karvas to state the name of his commanding officer, and when he fails to reply, your Kai Sixth Sense suddenly warns you that this guard is about to raise the alarm.
With the speed and grace of a pouncing panther, you leap from the shadows and strike the guard on the side of the head with the hilt of your weapon. Without uttering a sound he crumples at the knees and falls unconscious on the path. Quickly you and Karvas drag his body away and hide it beneath the steps. Before you go, you make a quick search of the soldier's pockets and backpack and discover the following items:
30 Ren (equivalent to 3 Gold Crowns)
Spear
Dagger
1 Meal
You also discover an iron key that bears an inscription on its shank. Your Magnakai Pathsmanship skills enable you to decipher its meaning: THIS KEY IS THE PROPERTY OF THE TEHDA STABLES.
If you wish to keep this Tehda Key, record it on your Action Chart as a Special Item which you carry in the pocket of your tunic. You need not discard another item in its favour if you are already carrying the maximum number of Special Items permissible.)
Stealthily you climb the steps to a flagstoned loading area that is crowded with soldiers and wagons. By keeping low and moving from one wagon to the next, you and Karvas are able to cross this concourse undetected. On the far side you discover a stone bridge that traverses the River Tehda. You hurry across it and enter a wide avenue which leads to the city's east quarter. Grimy two-storey houses of carved hardwood pass by on either side, silent behind their bolts and shutters. At the end of the avenue you almost collide with a patrol of armed guards which is marching towards the river, and hurriedly you are forced to take cover in a timber yard to avoid being seen. You watch the ten-strong patrol as it marches past, and note that these men are clad in black quilted tunics with wide silk leggings, and they are armed with curved swords and hand-axes. They are almond-eyed and they all have shiny black hair tied in a knot at the nape of their necks. Their leader, a stocky bull-necked sergeant, wears the emblem of Sejanoz emblazoned upon a scarlet armband. Patiently you wait for them to reach the river but, when they do, you see another patrol come marching along the avenue from the opposite direction. The east quarter of Bakhasa is a busy place, even at this late hour. Rather than risk be
ing seen and captured, you decide to remain hidden here in the timber yard and attempt to get a few hours' sleep before dawn.
Unless you possess the Discipline of Grand Huntmastery, you must now eat a Meal or lose 3 ENDURANCE points.
To continue, turn to 340.
133
You tell Karvas that it is time to leave and he follows as you thread your way through the trees to the far side of the hillock. As soon as you are clear, you race away together as fast as your horses will carry you.
You are more than 2 miles from the hillock when you bring your panting steeds to a halt and look back. You see the fanji herd have been scattered by the hunters and they are running in all directions. The two hunters who came after you seem to have lost interest in pursuing you; their only concern appears to be the slaying of as many fanji as possible. The sight of this wanton slaughter raises your ire, but you quell your anger and ride on with Karvas through the tall grass, back towards the trail.
Turn to 80.
134
Your warning brings Acraban to an immediate halt at the edge of the concealed pit. Cautiously you approach this second trap and, using your Kai Weapon, you lift away some of the covering branches. Beneath you discover a deep hole lined with sharpened stakes. Acraban breathes a sigh of relief. Had he taken one more step he could well have ended his days impaled upon those deadly wooden spikes.
Carefully you both move away from the pit and skirt around it before continuing along the track towards the clearing.
Turn to 282.
135
You draw an Arrow and fire it at the gem in Sadanzo's hand. The speed of your bowshot is so swift that the Baron does not have time in which to dodge your Arrow. The steel tip of the shaft grazes his fingers and hits the centre of the gem, smashing it to dust.
Turn to 250.
136
You take the key from your tunic pocket and read the inscription on its shank: THIS KEY IS THE PROPERTY OF THE TEHDA STABLES.
‘With luck this scrap of iron will net us two horses,’ you say, clasping it tightly. Karvas smiles and gets ready to move from behind the cart, but you tell him to stay here and wait for your signal. ‘Better I should go alone, my lord,’ you say. ‘It will halve the risk of being seen by the guards at the main gate. Wait here for my signal and be ready to act quickly when you see it.’ The Prince nods his agreement and he wishes you good luck before you go.
Aided by your Magnakai Discipline of Invisibility, you leave the cart and scurry across the square to the unguarded stables' door. When you are sure that you have not been seen, you pull back the bolts and insert the key into the lock. With a prayer to Ishir on your lips that this is the correct key, you turn it in the keyhole. Your prayer is answered: the key unlocks the door. You push open the heavy portal and hurry through it into a courtyard beyond.
Turn to 190.
137
Using your Magnakai Discipline of Animal Control, you order the lancers' horses to slow their frantic pace. Instantly, the two young colts obey your mental commands and rapidly they slow from a gallop to a gentle canter, despite the kicks and slaps they receive from their angry riders. Suddenly the lancers are gripped by an overwhelming fear that you and Karvas are sorcerers. They glance at each other and then their nerve breaks. As their mounts slow their pace to a walk, they cast aside their lances and leap down from their saddles. Pale-faced with fear, they run off along the alleyway with the taunts and jibes of angry citizens ringing loudly in their ears.
Turn to 322.
138
You call upon your mastery of Old Kingdom magic and utter the ancient power-word Gloar! at the nearest shrine-bearer. The concessive force of the word strikes the man in the chest and knocks him to the ground. As his grip is torn from the platform, it tilts over and the tiger-head idol tumbles from its wooden base. It hits the cobblestones with a mighty crash, shatters in two, and releases a whirling cone of red flame from its hollow core that engulfs the remaining bearers. In the blink of an eye the three men are transformed into smouldering heaps of ash.
Cries of fear and outrage echo along the street as the Bakhasian soldiers witness the deaths of their comrades and the destruction of their unholy symbol. Before they can gather themselves and give chase, you and Karvas rush across the street and make a hasty escape along the dark alleyway beyond.
Turn to 180.
139
You follow the trail until the sun is no more than an orange glow across the western horizon; then you halt to make camp for the night beneath a solitary oak tree. A dull-witted rabbit provides you with an evening meal, after which you and Karvas take it in turns to sit watch as darkness enshrouds the plain.
The warm night passes peacefully and you strike camp shortly after dawn. With only twelve days remaining to Harvestmas, you keep your horses to a swift pace as you ride the trail northwards. During the afternoon you are treated to the majestic sight of a herd of migrating fanji. These wild, fleet-footed beasts are native to this region and are much prized for their horns and supple hides.
Illustration VIII—You see a herd of migrating fanji.
If you possess the Grand Master Discipline of Animal Mastery, turn to 208.
If you do not, turn to 298.
140
Coolly the Knight Bachelor stares into your eyes. When he gets no reaction from you, he turns his head and fixes the Prince with the same cold, unblinking gaze. The clothes you are wearing support your story but he appears not to be entirely convinced. Your horses are Bhanarian steeds and he recognizes them to be so by the distinctive embellishments that adorn their bridles and saddles.
Your Kai Sixth Sense informs you that this Knight Bachelor is a greedy and ambitious young man who is hungry for promotion. He is thinking of arresting you and Prince Karvas on the suspicion that you are spies. You know that you must act swiftly if you are to avoid this.
If you wish to offer the Knight Bachelor a bribe in the hope that he will allow you and Karvas to go on your way, turn to 161.
If you choose not to attempt to bribe him, turn instead to 95.
141
In a burst of sudden rage, the blacksmith slaps the Gold Crowns from out of your hand and scatters them across the floor. Before you can retrieve them he orders his son to chase you out of their workshop. Rather than resist and risk slaying them both in a fight, you turn and run towards the door. (Erase from your Belt Pouch the number of Gold Crowns that you have lost here in the blacksmith's shop.)
Hurriedly you return to the quayside where you stop to catch your breath. After a while you resolve to explore the tangle of alleyways that make up the city's eastern quarter in the hope of finding someone more willing to talk about the Prince. Unfortunately, your efforts garner no useful information. As the sun begins to settle on the horizon, you finally abandon your search and hurry back through the darkening passageways towards the market square.
Wizard Acraban and Lord Zinair are already waiting aboard the Starstrider by the time you reach the market square. The magician orders the boarding cage to be lowered and you are winched up to the skyship. They are disappointed to hear that your search for information has been in vain. Fortunately, Lord Zinair's efforts have been more fruitful.
‘Prince Karvas is not here,’ he says. ‘He lived here when he first came to Sheasu some ten years ago, but a young woman called Amarelda arrived soon after and they were married, here, in the harbour. They left Mydnight the day after their wedding and settled somewhere on the northern coastline. It has been more than a year since they last visited the city.’
Turning to Acraban, Zinair says: ‘I propose we travel north at first light and commence a search of the northern shoreline. I suspect it will be easier to espy their retreat from the air than to attempt any search by land.’
Acraban nods in agreement. Then he passes word to his young crew to prepare the Starstrider for a voyage north at first light.
Turn to 187.
142
You take a seat
at a taproom table and enjoy your ale and Karvas' company while you wait for your food. After a short while, the tavern-keeper's daughter arrives from the kitchens carrying two plates that are stacked with slices of roasted beef and green vegetables.
‘Are you two gentlemen bound for the crowning in Seroa?’ she enquires, as she places your food on the table. Karvas nods his head in answer to her question. ‘Then you be jus' like those other gentlemen over there,’ she replies, pointing to a group of men seated in an alcove on the far side of the room. You had not noticed them before, and when you magnify your vision to get a better look at their faces, your appetite rapidly dies. Your Kai Sixth Sense tells you that these six men are part of the band of Cavalian crossbowmen who ambushed you at Baron Jayde's chateau.
If you wish to leave the taproom immediately, turn to 284.
If you wish to confront these Cavalians here in the taproom, turn to 34.
143
You are both still seated in the saddle at the end of your first pass. Quickly you bring your horse around to face your enemy and you steel yourself as you spur him forward once more. On the second pass you are wounded in your left calf (lose 3 ENDURANCE points), but your enemy is unhorsed. Your blow sends him crashing into the trees that border the trail. With the angry cries of his men echoing in your ears, you gallop back towards Karvas. In the distance you can see that the tree is burning less fiercely now and, as you approach the Prince, you call for him to follow as you race towards the flaming pine.