You are Kai Master Lone Wolf—last of the Kai Lords of Sommerlund, sole survivor of a massacre by the Darklords of Helgedad. You discovered the lost Sommlending treasure, The Book of the Magnakai, containing the wisdom and Disciplines of the Kai Lords recorded in the time of Sun Eagle, the first Kai Grand Master. With Magnakai Disciplines, you have sworn to restore the Kai to their former glory and so ensure the security of your land against the Darklords.
And so, guided by the words of your ancient mentor, Sun Eagle, and with the shadow of the Darklords ever present, you set out on the quest for the Lorestone of Varetta, unaware of the wonders and the horrors that await you in the Stornlands.
Joe Dever, the creator of the bestselling Lone Wolf adventure books and novels, has achieved world-wide recognition in three creative fields—as an award-winning author of international renown, as an acclaimed musician and composer, and as a games designer specialising in role-playing games.
On graduating from college in 1974, Joe Dever became a professional musician, and for several years, he worked in the music industry in Europe and the United States.
While working in Los Angeles in 1977 he discovered a then little-known game called ‘Dungeons & Dragons’. Although the game was in its infancy, Joe at once realised its huge potential and began designing his own role-playing games along similar conceptual lines. These first games were to form the basis of a fantasy world called Magnamund, which later became the setting for the Lone Wolf books.
Five years later, in 1982, Joe won the Advanced Dungeons & Dragons World Championships in Baltimore, an event held before 16,000 people. Inspired and encouraged by his success at Origins, Joe decided to quit the music business and devote his time to writing and games design.
In 1983, after a brief spell at Games Workshop in London, he wrote Flight from the Dark—the first Lone Wolf interactive gamebook. His manuscript immediately attracted a frenzy of interest from three major London publishing companies, all of whom bid for world rights. Joe accepted an offer of publication from Hutchinson's (later to become Century Hutchinson Ltd; now Random House UK) and Flight from the Dark was first published in 1984.
This first book sold more than 100,000 copies within its first month of publication, and overseas rights were snapped up by twelve countries (including the United States, France, Germany, Japan, Italy, and Sweden). The success of Joe's first book laid the foundations for the future of the Lone Wolf series, which has sold millions of copies around the world.
The Lone Wolf series ended after 28 books and 14 years. Joe has continued to work in the games industry as script writer and games design consultant.
Gary Chalk, the illustrator of the early Lone Wolf series, was born in 1952, grew up in Hertfordshire, England. Being interested in history, he began playing war games at the age of fifteen. When he graduated from college with a Bachelor of Arts in design, Gary spent three years training in a studio before becoming a teacher in art and design.
Gary was working as a children's book illustrator when he became involved in adventure gaming, an interest which eventually led to the creation of several successful games. He is the inventor/illustrator of some of Britain's biggest-selling fantasy games including Cry Havoc, Starship Captain and Battlecars (co-designed with Ian Livingstone). He is also known for his work on the very successful game, Talisman.
Gary was working at Games Workshop when Joe Dever asked him to illustrate some of his manuscript of Flight from the Dark. The two teamed up after that and, they continued to work together until the eighth book in the series, The Jungle of Horrors.
Gary has also drawn the illustrations in Redwall and related books, The Prince of Shadows gamebook series, and several books which he also authored. Gary continues to enjoy war gaming and works as an illustrator and model maker. He maintains a website with examples of his work.
Internet Edition published by Project Aon. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the Errata.
Publication Date: 16 January 2008
Text copyright © 1985 Joe Dever.
Illustrations copyright © 1985 Gary Chalk.
Distribution of this Internet Edition is restricted under the terms of the Project Aon License.
To Philippa and Alison
‘I would be especially pleased if my granting of the rights to distribute my books in this way was seen as my “millennium gift” to all those devoted readers who have kept the Kai flag flying high, through all the good times, and the not-so-good. It would make me very proud indeed if this enterprise laid the foundations of a lasting legacy, securing the longevity of Lone Wolf by making my creation freely and readily accessible to current and future online generations. For them, for us, for Sommerlund and the Kai.…’ Joe Dever
Project Aon would first like to thank Joe Dever for making this generous offering of the books that we have all loved from the beginning. We are also grateful for the generosity of Rob Adams, Paul Bonner, Gary Chalk, Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril Julien, Peter Lyon, Ian Page, Graham Round, and Brian Williams for contributing their portions of the world of Magnamund to Project Aon. We would also like to acknowledge the following members of Project Aon for their diligent work:
You are Kai Master Lone Wolf—last of the Kai Lords of Sommerlund and the sole survivor of a massacre that destroyed your warrior kinsmen during a bitter war with your age-old enemies, the Darklords of Helgedad.
Three years have passed since your triumph over the Darklord Haakon at the Tomb of the Majhan, and for the northern realm of Sommerlund, these have been three years of peace and prosperity. Since Haakon's defeat, the power of the Darklords has waned. Rumours abound that a civil war rages in Helgedad, as the lesser Darklords fight for power and dominion over the city. However, it is a widely held belief in Sommerlund that your discovery of the lost Sommlending treasure, The Book of the Magnakai, is the real reason for their power struggle.
The Book of the Magnakai is legendary in Sommerlund. With the wisdom of the Magnakai, Sun Eagle, the first Kai Grand Master, instilled the disciplines into the warriors of Sommerlund that were to protect your land from devastation at the hands of the Darklords. The Book of the Magnakai was lost hundreds of years ago, but its wisdom was kept alive, handed down through generations of Kai so that they too could share the strength to resist their eternal enemies.
When you discovered The Book of the Magnakai, you gave a solemn pledge to restore the Kai to their former glory and so ensure the security of your land in the years to come. You returned to your homeland and, in the seclusion of your monastery in the hills, set about the study of the Magnakai Disciplines. It was an exacting task—a trial of physical strength and mental fortitude. The seasons came and went, but you were unaware of the passage of time, lost in your quest for the knowledge and the skills of your warrior kin. Three years of determined study pass, revealing the secrets of three of the Magnakai Disciplines. However, the others cannot be learnt by study alone, and in order to fulfil your pledge to restore the Kai, you must complete the quest first made by Sun Eagle over a thousand years ago. When he had finally completed his quest, he recorded all his experiences in The Book of the Magnakai, but the script has faded with the passing years and now few words remain to guide you.
‘Seek and find the Lorestone of Varetta, for this alone holds the power and the wisdom…’ are the few words you can still decipher of the Grand Master's chronicle.
Although the verse is brief you are not without hope, for you recognize the name Varetta. It is one of the oldest cities of Magnamund, lying in the Stornlands beyond the Maakengorge, far to the south of Sommerlund. You realize that you must set out upon the quest without delay, for the war in Helgedad will not last indefinitely, and the Darklords swore long ago to conquer your country and destroy your people. As soon as their civil strife is resolved, the victorious lords of evil will turn on Sommerlund and summon the creatures of the Dark Realm to thwart your quest. You must therefore act quickly and with secrecy, for your life and the future of Sommerlund depends on your success.
And so, guided by the words of your ancient mentor and with the shadow of the Darklords ever present, you set out on the quest for the Lorestone of Varetta, unaware of the wonders and the horrors that await you in the Stornlands.
You keep a record of your adventure on the Action Chart.
During your training as a Kai Master you have developed fighting prowess—COMBAT SKILL and physical stamina—ENDURANCE. Before you set off on your adventure you need to measure how effective your training has been. To do this take a pencil and, with your eyes closed, point with the blunt end of it onto the Random Number Table. If you pick 0 it counts as zero.
The first number that you pick from the Random Number Table in this way represents your COMBAT SKILL. Add 10 to the number you picked and write the total in the COMBAT SKILL section of your Action Chart. (i.e. if your pencil fell on the number 4 in the Random Number Table you would write in a COMBAT SKILL of 14.) When you fight, your COMBAT SKILL will be pitted against that of your enemy. A high score in this section is therefore very desirable.
The second number that you pick from the Random Number Table represents your powers of ENDURANCE. Add 20 to this number and write the total in the ENDURANCE section of your Action Chart. (i.e. if your pencil fell on the number 6 on the Random Number Table you would have 26 ENDURANCE points.)
If you are wounded in combat you will lose ENDURANCE points. If at any time your ENDURANCE points fall to zero or below, you are dead and the adventure is over. Lost ENDURANCE points can be regained during the course of the adventure, but your number of ENDURANCE points can never rise above the number you started with.
If you have successfully completed any of the previous adventures in the Lone Wolf series, Books 1–5, you can carry your current scores of COMBAT SKILL and ENDURANCE points over to Book 6. You may also carry over any Weapons and Special Items you have in your possession at the end of your last adventure, and these should be entered on your new Action Chart (you are still limited to two Weapons and eight Backpack Items).
During your training as a Kai Lord, and in the course of the adventures that led to the discovery of The Book of the Magnakai, you have mastered all ten of the basic warrior skills known as the Kai Disciplines.
After studying The Book of the Magnakai, you have also reached the rank of Kai Master Superior, which means that you have learnt three of the Magnakai Disciplines listed below. It is up to you to choose which three skills these are. As all of the Magnakai Disciplines will be of use to you at some point on your adventure, pick your three with care. The correct use of a Magnakai Discipline at the right time can save your life.
The Magnakai skills are divided into groups, each of which is governed by a separate school of training. These groups are called ‘Lore-circles’. By mastering all of the Magnakai Disciplines in a particular Lore-circle, you can gain an increase in your COMBAT SKILL and ENDURANCE points score. (See the section ‘Lore-circles of the Magnakai’ for details of these bonuses.)
When you have chosen your three Magnakai Disciplines, enter them in the Magnakai Disciplines section of your Action Chart.
This Magnakai Discipline enables a Kai Master to become proficient in the use of all types of weapon. When you enter combat with a weapon you have mastered, you add 3 points to your COMBAT SKILL. The rank of Kai Master Superior, with which you begin the Magnakai series, means you are skilled in three of the weapons in the list below.
The fact that you are skilled with three weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire weapons during your adventure. For every Lone Wolf book that you complete in the Magnakai series, you may add an additional weapon to your list.
If you choose this skill, write ‘Weaponmastery: +3 COMBAT SKILL points’ on your Action Chart, and tick your chosen weapons on the Weapons List. You cannot carry more than two Weapons.
This Magnakai Discipline enables a Kai Master to communicate with most animals and to determine their purpose and intentions. It also enables a Kai Master to fight from the saddle with great advantage.
If you choose this skill, write ‘Animal Control’ on your Action Chart.
The possessor of this skill can restore 1 lost ENDURANCE point to his total for every numbered section of the book through which he passes, provided he is not involved in combat. (This can only be done after his ENDURANCE has fallen below its original level.) This Magnakai Discipline also enables a Kai Master to cure disease, blindness and any combat wounds sustained by others, as well as himself. Using the knowledge that mastery of this skill provides will also allow a Kai Master to identify the properties of any herbs, roots and potions that may be encountered during the adventure.
If you choose this skill, write ‘Curing: +1 ENDURANCE point for each section without combat’ on your Action Chart.
This Magnakai skill allows a Kai Master to blend in with his surroundings, even in the most exposed terrain. It will enable him to mask his body heat and scent, and to adopt the dialect and mannerisms of any town or city that he visits.
If you choose this skill, write ‘Invisibility’ on your Action Chart.
This skill ensures that a Kai Master will never starve in the wild; he will always be able to hunt for food, even in areas of wasteland and desert. It also enables a Kai Master to move with great speed and dexterity and will allow him to ignore any extra loss of COMBAT SKILL points due to a surprise attack or ambush.
If you choose this skill, write ‘Huntmastery’ on your Action Chart.
In addition to the basic skill of being able to recognize the correct path in unknown territory, the Magnakai skill of Pathsmanship will enable a Kai Master to read foreign languages, decipher symbols, read footprints and tracks (even if they have been disturbed), and detect the presence of most traps. It also grants him the gift of always knowing intuitively the position of north.
If you choose this skill, write ‘Pathsmanship’ on your Action Chart.
This psychic skill enables a Kai Master to attack an enemy using the force of his mind. It can be used as well as normal combat weapons and adds 4 extra points to your COMBAT SKILL.
It is a powerful Discipline, but it is also a costly one. For every round of combat in which you use Psi-surge, you must deduct 2 ENDURANCE points. A weaker form of Psi-surge called Mindblast can be used against an enemy without losing any ENDURANCE points, but it will add only 2 extra points to your COMBAT SKILL. (Psi-surge and Mindblast cannot be used simultaneously.) Psi-surge cannot be used if your ENDURANCE falls to 6 points or below, and not all of the creatures encountered on your adventure will be affected by it; you will be told if a creature is immune.
If you choose this skill, write ‘Psi-surge: +4 COMBAT SKILL points but −2 ENDURANCE points per round’ and ‘Mindblast: +2 COMBAT SKILL points’ on your Action Chart.
Many of the hostile creatures that inhabit Magnamund have the ability to attack you using their Mindforce. The Magnakai Discipline of Psi-screen prevents you from losing any ENDURANCE points when subjected to this form of attack and greatly increases your defence against supernatural illusions and hypnosis.
If you choose this skill, write ‘Psi-screen: no points lost when attacked by Mindforce’ on your Action Chart.
Mastery of this Magnakai skill will enable you to withstand extremes of heat and cold without losing ENDURANCE points and to move items by your powers of concentration alone.
If you choose this skill, write ‘Nexus’ on your Action Chart.
This skill may warn a Kai Master of imminent or unseen danger or enable him to detect an invisible or hidden enemy. It may also reveal the true purpose or intent of a stranger or strange object encountered in your adventure. Divination may enable you to communicate telepathically with another person and to sense if a creature possesses psychic abilities.
If you choose this skill, write ‘Divination’ on your Action Chart.
If you successfully complete the mission as set in Book 6 of the Lone Wolf series, you may add a further Magnakai Discipline of your choice to your Action Chart in Book 7. This additional skill, together with your other Magnakai skills and any Special Items that you have found and been able to keep during your adventures may then be used in the next adventure in the Lone Wolf Magnakai series, which is called Castle Death.
Before leaving Sommerlund on your quest for the Lorestone of Varetta, you equip yourself with a map of the Stornlands and a pouch of gold. To find out how much gold is in the pouch, pick a number from the Random Number Table. Add 10 to the number you have picked. The total equals the number of Gold Crowns inside the pouch, and you should now enter this number in the ‘Gold Crowns’ section of your Action Chart. If you have successfully completed books 1–5 of the Lone Wolf adventures in the earlier series, you may add this sum to the total of any Crowns you already possess. You can only carry a maximum of fifty Crowns, but any over this number can be left in safekeeping at your Kai Monastery.
You can take five items from the list below, again adding to these, if necessary, any you may already possess. However, remember you can only carry two Weapons and eight Backpack Items, maximum.
List the five items that you choose on your Action Chart, under the heading given in brackets, and make a note of any effect they may have on your ENDURANCE points or COMBAT SKILL.
Now that you have your equipment, the following list shows you how it is carried. You do not need to make notes, but you should refer back to this list in the course of your adventure.
There will be occasions during your adventure when you have to fight an enemy. The enemy's COMBAT SKILL and ENDURANCE points are given in the text. Lone Wolf's aim in the combat is to kill the enemy by reducing his ENDURANCE points to zero while losing as few ENDURANCE points as possible himself.
At the start of a combat, enter Lone Wolf's and the enemy's ENDURANCE points in the appropriate boxes on the Combat Record section of your Action Chart.
The sequence for combat is as follows:
This process of combat continues until the ENDURANCE points of either the enemy or Lone Wolf are reduced to zero or below, at which point that combatant is declared dead. If Lone Wolf is dead, the adventure is over. If the enemy is dead, Lone Wolf proceeds but with his ENDURANCE points possibly reduced.
A summary of Combat Rules appears in the back of this book.
During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Lone Wolf may lose ENDURANCE points during that round, but then that is the risk of running away! You may only evade if the text of the particular section allows you to do so.
The following table is a guide to the rank and titles that are achieved by Kai Masters at each stage of their training. As you successfully complete each adventure in the Lone Wolf Magnakai series, you will gain an additional Magnakai Discipline and progress towards the ultimate distinction of a Kai Warrior—Kai Grand Mastership.
In the years before their massacre, the Kai Masters of Sommerlund devoted themselves to the study of the Magnakai. These skills were divided into four schools of training called ‘Lore-circles’. By mastering all of the Magnakai Disciplines of a Lore-circle, the Kai Masters developed their fighting prowess (COMBAT SKILL), and their physical and mental stamina (ENDURANCE) to a level far higher than any mortal warrior could otherwise attain.
Listed below are the four Lore-circles of the Magnakai and the skills that must be mastered in order to complete them.
By completing a Lore-circle, you may add to your COMBAT SKILL and ENDURANCE the extra bonus points that are shown below.
All bonus points that you acquire by completing a Lore-circle are additions to your basic COMBAT SKILL and ENDURANCE scores.
As you rise through the higher levels of Magnakai training you will find that each of your skills will steadily improve. For example, if you possess the Discipline of Divination when you reach the Magnakai rank of Scion-kai, you will be able to ‘Spirit Walk’ and leave your body in a state of suspended animation as you explore your immediate surroundings unhindered by physical limitations.
The nature of these additional improvements and how they affect your Magnakai Disciplines will be noted in the Improved Disciplines section of future Lone Wolf books.
Your quest for the Lorestone of Varetta will be fraught with danger, for the lands that border upon the River Storn are wild and turbulent nations, constantly warring with one another. Use the map to help you during your adventure and make notes as you progress through the story, for they will be of great help in this and future adventures.
Many things that you find will help you during your adventure. Some Special Items will be of use in future Lone Wolf adventures, and others may be red herrings of no real use at all, so be selective in what you decide to keep.
Choose your three Magnakai Disciplines with care, for a wise choice can enable any player to complete the quest no matter how weak his initial COMBAT SKILL and ENDURANCE points scores. Successful completion of previous Lone Wolf adventures, although an advantage, is not essential for the completion of this Magnakai adventure.
May the spirit of Sun Eagle guide you on the path of the Magnakai.
Good Luck!
The courtyard of the Kai Monastery is strangely silent the morning you begin the quest. A blanket of frost sparkles on the battlements and the air is crisp and clear as you guide your horse down the steep hill track that disappears into the Fryelund Forest. It is only a little later when you look back to see the tall grey towers of your stronghold silhouetted against the sky. You bid a silent farewell before entering the densely packed trees. You do not look back again.
The long ride south is not without incident. On Raider's Road, the highway between the capital and the province of Ruanon, you are confronted by a ragged outlaw band. They demand gold but instead receive a harsh lesson in the powers of a Kai Master. You fight them and they flee in confusion, leaving three of their number dead on the highway. After this encounter, you are given a wide berth by all the other unsavoury characters of this bleak and desolate region.
In Ruanon, you are greeted with a hero's welcome by the lord of the land, Baron Vanalund. He and his people will never forget the debt they owe you, for it was your courage that once saved them from destruction at the hands of an evil renegade warlord. You are made so welcome by the Ruanese that your quest is in danger of being forgotten in the endless round of banquets and celebrations held in your honour. However, you cannot neglect your duty, and the time soon comes for you to leave the mining town and venture south once more.
Long ago, the highway from Ruanon to Quarlen was torn in two by a terrible earthquake that scarred the land for hundreds of miles. This deep crevasse became known as the Maakengorge—the Chasm of Doom—for its fathomless depths are cursed with a dreadful legacy. It was here, during the Age of the Black Moon, that King Ulnar killed the mightiest of the Darklords—Lord Vashna, whose body, along with the bodies of all his followers, was cast down into its bottomless reach. The legends say that his death-cry will echo through the gorge until he rises again to wreak his vengeance on Sommerlund and the House of Ulnar.
You are eager to avoid the Chasm of Doom and the long detour to the free city-state of Casiorn is a far better prospect than a visit to the ghost-city of Maaken. Gradually, the fertile plain of southern Ruanon gives way to the sparse vegetation on the borders of the Dry Main. There, like a jewel rising out of the desert, lies the city-state of Casiorn. Your stay in the City of Merchants is a brief but profitable one; a piece of luck helped by your Kai skills gives a profitable win at the gambling house of the Silver Sage. With the gold you win you replenish your supplies and purchase a fresh mount for your ride to Quarlen.
A week later, you arrive safely at the outskirts of Quarlen and, in the evening twilight, find yourself gazing upon the fortified wall that surrounds this river town. To reach Varetta you must cross the river—and only here, at Quarlen, is there a bridge that spans the fast-flowing waters of the Quarl. The highway divides as it approaches the town wall, for there are two gates that provide access to its east side.
If you have the Magnakai Discipline of Pathsmanship, turn to 308.
If you wish to approach the north gate, turn to 137.
If you wish to approach the south gate, turn to 225.
Several of the smaller stoppered glass jars contain potions that could be of use to you on your quest. As you peer along the shelves you look carefully at their labels:
You may purchase any of the above potions, all of which are Backpack Items.1
If you wish to look at some of the other shops in this street, turn to 152.
If you decide to wait for the captain to be served, turn to 231.
At the top of the hill the track comes to an abrupt end at a tall circle of stones. A bundle of firewood is stacked in the centre of the circle and a Torch, wrapped in oilcloth, lies nearby. You recognize this as a signal beacon, for they are very common in Sommerlund, especially along the border with the Durncrag Mountains. If you wish you may take the Torch before heading back along the track.
As you move the strands aside they suddenly begin to writhe and twist like a seething mass of snakes, coiling round your weapon and turning it back towards your hand. You release your grip and fall back in horror as your weapon is consumed in their corrosive grasp.2
You turn and run back towards the junction, your stomach churning as you realize how close you came to a grisly death. Erase your lost weapon from your Action Chart before choosing which channel to take.
If you wish to go straight ahead, turn to 339.
If you wish to take the channel to your left, turn to 269.
A shrill cockcrow heralds the break of day. By the time you have dressed and gathered together your equipment, Cyrilus is waiting for you in the courtyard below.
‘A glorious day,’ he says cheerfully, pointing up at the cloudless sky with his slender oaken staff. ‘We'll have no difficulty reaching the Halfway Inn by nightfall.’
You bid farewell to the innkeeper and his son and urge your horses out onto the narrow street that leads to the west gatehouse. By mid-morning you are riding across gentle hills crested with yellow-leaved trees. The hilltops are shrouded with mist, but occasional rays of sunshine break through to lighten the lush green fields below. Time passes swiftly as Cyrilus recounts the histories and legends of the area. You learn that the rich and fertile kingdoms bordering the River Storn have a wild and turbulent past, swept by wars, divided by empires, split by national rivalries and the ambitions of petty princes who prey upon one another and the rest of the populace. Lyris is embroiled in war with Magador, Delden with Salony, and Salony with Slovia. Battles are fought, lives are lost and the land is pillaged with grim regularity—only the mercenaries and the crows seem to prosper from the continual conflicts.
It is mid-afternoon when you catch sight of a small village on the road ahead. There are many wagons parked at the side of the highway, and a crowd has gathered in a field nearby. As you ride past, you notice a large placard nailed to one of the wagons:
If you wish to enter the tournament, turn to 141.
If you do not wish to or cannot afford to enter, continue on your way and turn to 210.
‘Calm yourselves, my brothers. It is he—it is the Kai Lord.’
Slowly, as the startled old men regain their composure, their shocked expressions change to ones of awe and reverence.
‘I am Gwynian,’ says their leader. ‘We have been expecting your arrival.’ He points to the charts that cover the table and to a massive telescope that is fixed to a platform in the domed ceiling.
‘The stars divine the shape of things to come—they are our advisors. We know of your quest for the Lorestone. We know that it is the true quest and we pledge our help, but there are many of our brethren who fear its power. They choose to ignore the wisdom of the stars and they have pledged themselves to a foolish and dangerous vow to keep hidden the location of the Lorestone and to kill all who seek it, for fear they would use it for their own ends.’
Suddenly, his words are cut short by the beating of fists against the observatory door: your horse has been discovered.
‘Give him to us!’ shouts a chorus of angry voices.
‘Quickly, we must leave,’ says Gwynian, and he ushers you into a smaller room. A hidden catch is pulled, and a secret panel opens to reveal a passage. As you follow the sage and his companions into the darkness, you hear the door to the observatory splinter and break.
You sense tension and imminent danger all around you. The quiet serenity of this little hamlet is deceptive—beneath it is hidden a deadly threat to your safety. Instinctively, you unsheathe your weapon and prepare to defend yourself in case of a sudden ambush.
Chanda gasps and shudders as your final blow robs him of all his strength. He tries to curse you, but the words stick in his throat. As he fights to speak he stumbles and falls dead at your feet.
You turn him over with the toe of your boot and make a quick but thorough search of his body. You discover a pouch containing 10 Gold Crowns, a Potion of Laumspur (enough to restore 3 ENDURANCE points) and a Map of Varetta. Mark this as a Special Item on your Action Chart. You may take any of these items if you wish and leave this eerie shop.
The guards exchange glances and nod their heads in agreement. ‘Ten Gold Crowns will make you a welcome guest in our town, stranger,’ whispers the shorter of the two men, holding out his gauntleted hand in expectation.
If you wish to pay the bribe, turn to 332.
If you do not wish to pay so large a sum and wish to try to ride past them, turn to 261.
If you wish to refuse politely their offer and attempt to enter the town by the north gate, turn to 137.
A jovial man, with long strands of hair hanging down from the point of his chin, lies in a hammock suspended at the end of the gangplank. One eye pops open as you walk onto the deck and, as quick as a flash, he jumps down and produces a fistful of tickets from his breast pocket.
‘Welcome aboard the Kazonara,’ he says excitedly, ‘the best riverboat that ever sailed the Storn.’ You glance back at the board and note the prices: 10 Gold Crowns to Luyen, 15 to Rhem and 20 to Eula.
‘We leave at midnight, sir, so's you best be a'boarding your horse in the hold without delay.’ Once you have decided which Ticket you wish to buy, pay the man and erase the Gold Crowns from your Action Chart. Mark the Ticket as a Special Item that you keep in your pocket.
The town of Eula has been turned into a huge army encampment, its people having long since fled to the north, abandoning their homes and livestock to the gold-hungry soldiers. Soldiers from a dozen different nations rub shoulders with fighters of a less-than-human origin, united by their common greed. As you watch endless columns of soldiers marching towards the pall of black smoke rising in the south, your heart begins to sink. The city in which the Lorestone lies, Tekaro, is a city under siege, a city that can withstand the onslaught of ten thousand fighting men. As you ride across the soot-blackened fields towards the siege-works and entrenchments at the bank of the River Quarl, you curse the war that threatens to defeat your quest.
The Arrow thuds into its right leg causing it to shriek and lose its footing. Your quick thinking has bought you enough time to unsheathe a hand weapon and attack the monster.
Yawshath: COMBAT SKILL 22 ENDURANCE 32
Because the creature is now lying face down, do not deduct any ENDURANCE points you may lose in the first two rounds of combat.
You may evade combat at any time by escaping through the arch by which you entered the chapel.
If you wish to evade combat, turn to 305.
If you win the combat, turn to 112.
Expertly you move through the undergrowth without making a sound until you come to the edge of a small, rocky clearing. A group of ten hooded men stand in a circle around an altar stone. Their leader, a tall thin man wearing a hideous mask of green glass, spins a golden rod around the head of a gigantic toad-like creature spread-eagled on the altar. Lightning writhes like a sparking serpent around the creature's body, and as the chanting rises in pitch, the beast's body floats upwards, hovering in mid-air a few feet above the altar.
Suddenly, the leader shrieks with anger and turns in your direction. He has somehow detected your presence, and you feel his blazing fury. He points the golden rod towards you, and a charge of energy snakes through the air.
If you have a Bow and wish to use it, turn to 56.
If you do not have a Bow and wish to flee,3 turn to 182.
If you wish to draw your weapon and prepare for combat, turn to 295.
Suddenly, the riders appear and spread out in a semicircle to surround you. ‘We have a debt to settle, Northlander,’ hisses Roark, his lips drawn back from his teeth in a contemptuous sneer. ‘I demand payment in full!’
Madness flashes in his glaring eyes as he removes an amulet from around his neck and holds it high in the air.
‘Come, come Tagazin, I summon thee. From the pit of eternal pain, I summon thee!’
The skin on your arms and neck prickles with dread at the sound of Roark's terrible invocation, and you cast your eyes around you for an escape route. Only the churchyard offers a way past Roark and his men, but as you spur your horse through the stone gateway, you are suddenly frozen with terror by what you see before you.
The town watch gasp in unison, shocked by the seemingly effortless ease with which you have defeated their sergeant. They hesitate and step back, anxious to avoid your gaze and your displeasure. Touching your horse's flanks with your spurs, you move rapidly forward towards the wagons where a handful of fresh-faced guards scatter like frightened chickens. No one dares to challenge you as you manoeuvre your horse around them and canter along the winding alley ahead.
In the dim glow of a street lantern, you unfold the Map of Varetta and study the complicated network of roads and alleys. Mark this as a Special Item on your Action Chart. Brass Street is located on the far side of the city, close to the west wall. Suddenly, a bell tolls, its dull clang echoing among the rooftops and towers. It is the curfew: everyone must be off the streets within one hour. You will never reach the far side of the city in an hour, so you resolve to find a tavern for the night and resume your quest at dawn.
You walk to the bar and arrange a room for the night. There are many rooms, each of a different standard and price. A blackboard suspended from the ceiling shows the tariffs:
You may choose to stay in any of the above rooms, but remember to erase the relevant number of Gold Crowns from your Action Chart before turning to your chosen number.
If you decide to stay in the dormitory, turn to 144.
If you decide to stay in the second-class single room, turn to 202.
If you decide to stay in the single room with a bath, turn to 251.
On a table in the centre of the tent lies a stack of bows that have been provided by the villagers. Most of them are in very poor condition but you manage to find three that are neither warped, split, nor unstrung. One is a Vassagonian bow called a Jakan; another is a bone bow from Kalte; and the third is a Durenese hunting bow.
If you have the Magnakai Discipline of Huntmastery, turn to 205.
If you decide to take the Jakan, turn to 298.
If you decide to take the bone bow, turn to 214.
If you decide to take the Durenese hunting bow, turn to 60.
Luyen, the city of flowers and wine, greets you, its towers, timbered houses, and fortified perimeter walls silhouetted against the sky. It lies in the shadow of the Ceners, at a dangerous bend where the fast-flowing Storn undercuts the sheer slopes of Mount Prindar.
The captain docks at the Luyen quay for provisions, and as his men busy themselves with a myriad of duties and tasks, you accompany him on a visit to the Luyen apothecary.
The entrance to this famed establishment is marked by a huge stone jar, creaking on its chains. The shop is vast, and full of things that stir your curiosity. Towers of containered liquids, mountains of coarse-grained powders, and forests of roots and herbs crowd the bleached wooden shelves. The captain seeks medicines of strength and healing in readiness for the battle ahead, and the herbmaster's eyes widen with delight when he reads the captain's list—they are his most expensive preparations.
If you wish to examine some of the potions that line the shelves, turn to 2.
If you wish to take a look at some of the other shops in this street while the herbmaster prepares the captain's order, turn to 152.
Your ambush catches the enemy by surprise, making them panic and fly in all directions. At such close range your Arrow pierces the chainmailed chest of the rider holding Cyrilus' horse and kills him instantly.4 As he tumbles to the ground, you break cover, exploding through the bushes and scooping the reins from the dead man's horse. Angry shouts echo in your wake as you take off along the highway with the wizard and his horse by your side.
At the end of a cool grey marble corridor, you find yourself at the library door. The brown-robed men you saw earlier when you entered the courtyard have all vanished; the hall is now deserted and as quiet as the grave.
The library, too, is empty, save for the thousands of books that line the stone shelves. On the far side of the room there is another door—the only other exit from the library.
If you wish to examine some of the books, turn to 302.
If you wish to enter the other door, turn to 127.
The gleaming pike heads are barely inches from your chest when you unsheathe your weapon and smash them aside. Your blow shatters their shafts and the guards reel back, wide-eyed and slack-jawed with shock. Seizing your advantage, you spur your horse once more and gallop towards the welcoming shadows of the street ahead. As the outraged cries of the gatehouse guard fade away, you find yourself at a fork in the road. Shadows are lengthening as night draws its cloak around the border town, and you are anxious to find safe lodging for yourself and your horse.
If you have the Magnakai Discipline of Divination, turn to 41.
If you wish to take the left fork, turn to 151.
If you wish to take the right fork, turn to 289.
Your Arrow whistles past his shoulder and buries itself in another man's leg as he tries to jump from the ship's rail. If you have another weapon you must unsheathe it, for the pirate is still advancing.
The chapel has lain derelict for many years, exposed to the elements. Very little has survived. In one corner you discover a gaping hole that opens onto another room below. Its floor is covered with large, shiny black puddles, and the overpowering stench of mould and decay is carried upwards by a howling draught. A rat sits on the remains of a corpse, staring up at you in surprise, the dull green light of the chapel reflecting in its peppercorn eyes. As you become accustomed to the gloom, you realize that this room is, in fact, full of corpses: the unfortunate victims of the Yawshath. Then your gaze is drawn to a gleaming bronze warhammer that lies across the chest of a corpse. Everything below is covered in mould except for this weapon which still shines as if it were brand new.
If you have the Magnakai Discipline of Nexus, turn to 276.
If you have a rope, you can attempt to retrieve the warhammer by turning to 101.
If you would rather ignore the weapon and return to Cyrilus, turn to 338.
Beyond the doorway, a flight of narrow stone steps leads to a small room. Books line two of the walls from floor to ceiling, and another wall is filled with racks of scrolls, hand-bells, and parchments bound round with ribbons of green silk. Then, in the remaining wall, a door opens and a tiny creature with unblinking crimson eyes bids you welcome. Instantly you recognize the stunted features of a Kloon.
‘Good evening, sir,’ it says in a strong voice that belies its small, squat body. ‘Welcome to our guild-house. How may we be of service?’
If you wish to ask the Kloon for directions to Brass Street, turn to 165.
If you wish to ask it about the Lorestone of Varetta, turn to 262.
If you do not wish to question the creature, you may leave the guild-house and turn to 105.
Your score qualifies you for a place in the final, for only one other archer has scored more than eight points. His name is Altan, a tall man with rugged features, a ranger from the mountains to the north. He wields a longbow of orange toa wood, and his skill with this weapon is formidable; it will be a difficult contest.
Altan: COMBAT SKILL 30 ENDURANCE (TARGET points) 50
The tournament final is played out using the normal rules for combat.5 The only difference is that you begin with 50 ENDURANCE or TARGET points. Any ENDURANCE points that you may lose are deducted from these TARGET points (your normal ENDURANCE score remaining unchanged throughout the contest). The first one to lose all 50 of his TARGET points loses the tournament. (You need not erase any Arrows from your Action Chart during this tournament.)6
If you are the first to lose all 50 TARGET points, turn to 183.
If Altan is the first to lose all 50 TARGET points, turn to 252.
Spurring your horse up the steep path to the manor house, you pass beneath its turreted gate and halt at a small outhouse whose walls are embellished with intricate ironwork. The top half of a stable door swings open, and a spiky-haired youth leers at you.
‘Be wantin' a Cess for Amory?’ he says offhandedly. ‘Three Gold Crowns.’
He holds a square of blue card in one hand and presents an open palm with the other.
If you wish to ask him what a ‘Cess’ is, turn to 273.
If you wish to pay him 3 Gold Crowns, turn to 304.
If you decide to ignore him and continue along the highway, turn to 146.
As the warrior crashes to the ground, you see your travelling companion embroiled in a struggle with five armoured horsemen. They have him surrounded, and his attempts to free himself are short-lived and futile. A blow from a mace ends all resistance, and he falls limply across the neck of his horse. A moment later, the riders gallop away across the bridge with their unconscious captive in tow.
If you wish to pursue them, turn to 39.
If you wish to search the body of your dead enemy, turn to 139.
Blinding pain rips through your chest and thigh as arrows pierce your skin. You scream with shock, but the pain quickly gives way to a terrifying numbness. As your horse carries you on towards the Tekaro gate, your last sight is of the tilting cauldrons full of boiling oil and molten lead.
Your life and your quest end here.
The three men exchange wary glances before offering you a seat. A pock-marked warrior snaps his fingers and shouts across the crowded hall: ‘Wench! Four flagons of ale!’
Beer is drawn into four large earthenware vessels, each of which hold half a gallon of ale. Staggering beneath their weight, the serving girl finally arrives and places the flagons on the table.
‘Eight Gold Crowns, sir,’ she says, breathlessly, the perspiration standing out on her freckled brow.
If you wish to pay for the ale, turn to 230.
If you cannot or do not want to pay for the ale, turn to 159.
The memory of the dead woman's face flashes into your mind as you stare into Roark's eyes, glitteringly black beneath his wide-brimmed hat. The resemblance is so striking—the same aquiline nose and sallow flesh—that they must be related.
Suddenly, the riders appear and spread out in a semicircle to surround you. A voice shouts, ‘Arla is dead—the Northlander killed her!’
The lordling's face is transformed into a mask of trembling hatred. Madness flashes in his eyes as he rips open the front of his tunic and tears an amulet from a black chain around his throat.
‘Come, come, Tagazin, I summon thee. From the pit of eternal pain I summon thee!’
The skin on your arms and neck prickles with fear as you hear Roark's terrible invocation. You cast your eyes around you for an escape route; only the churchyard offers a way past the lordling and his men. However, as you spur your horse through the stone gateway, you are frozen with terror by what lies ahead.
You sense that the strands are living organisms, a sensitive and sophisticated trap to ensnare food for some unknown predator. To continue in this direction could prove fatal.
If you wish to draw the strands aside before you pass through, turn to 4.
If you decide to go back to the junction and take a different channel, turn to 64.
A shock awaits you on your return to Cyrilus: both he and your horse have vanished. At first you curse him, thinking that he has wandered off to a nearby ale tent for a drink, but when you discover his oaken staff lying beside the road, you sense that something is seriously wrong.
You climb to the top of a parked wagon and strain your eyes in all directions for some clue to his whereabouts. Suddenly you see him, surrounded by a group of cavalrymen galloping away to the west. You count six of them plus a riderless horse—your horse. Then you notice that conveniently hitched to the back of the parked wagon is a saddled horse.
If you wish to take the horse and give chase, turn to 271.
If you wish to try to find the horse's owner and offer to buy it, turn to 325.
The sound of fighting has drawn the attention of many of the mercenaries and their captains. They hang out of the windows and cheer loudly as you dispatch the last of the city watch. You wipe your weapon and noticing a full purse in the pocket of a dead guard, you take it for yourself. (Pick a number from the Random Number Table and add 5 to it: this equals the number of Gold Crowns inside the purse.)
Suddenly, the doors of the tavern open and a mercenary captain ushers you inside before more guards arrive to discover your handiwork. He is very impressed by your fighting prowess and offers to buy you a drink. You sense that it is an honest gesture of friendship without any hidden threat and gratefully accept his offer.
You collect your key and climb the stairs to your room at the top of the tavern. You sleep deeply and at dawn rise from your narrow bed to shiver in the fresh breeze whistling through a cracked window pane. As the harsh light of morning floods the tiny garret, you see to your dismay that your Backpack lies half-open on the floor. A gaping hole has been gnawed from the flap: the unmistakable handiwork of rats. Any Meals you had in your Backpack have been eaten or ruined. Erase them from your Action Chart before leaving the tavern and collecting your horse.
You are a few feet from the wagon when your horse refuses the jump. It rears up, its forelegs scrabbling at the air. The long day's ride has taken its toll, and your horse has neither the strength nor will left to clear such a daunting obstacle.
You lurch backwards, falling over the horse's rump and desperately cling to the tightening reins as it teeters on its hind hooves. Suddenly, the horse falls, pinning you beneath her as she crashes to the ground.
Agonizing pain gives way to numbness as you fight to hang on to life, but it is a battle that you can no longer win.
Your life and your quest end here.
Suddenly, the taxidermist jumps up from behind a workbench to your right and hurls a glass flask at your face. You dodge instinctively but the flask smashes against your shoulder, showering you with broken glass and burning acid. You lose 12 ENDURANCE points.
If you survive this terrible attack, the taxidermist unsheathes a rapier and lunges at your heart.
Chanda the Taxidermist: COMBAT SKILL 17 ENDURANCE 24
If you wish to evade combat at any time by running from the shop, mounting your horse and galloping away, turn to 279.
If you stay and win the combat, turn to 8.
You vault the parapet with barely seconds to spare and tumble into the cold rushing waters of the River Quarl. You are alive but are being swept away from the bridge by the river's irresistible current.
The chase takes you deep into the heart of the Varettian Hills. Soon the highway dips and twists, plunging into the valleys and hollows carved by fast-flowing streams, and climbing through the dense woodland that clings precariously to every precipice and crag. You often lose sight of the riders, but your basic Kai skills of tracking and hunting enable you to follow their trail with ease. It is not until you reach a tiny village perched on the edge of a tree-lined crag that their trail becomes indistinct. However, you notice that at the far side of the village, a stony hill track branches from the main highway and ascends into the trees.
If you have the Magnakai Discipline of Pathsmanship, turn to 117.
If you wish to continue along the highway, turn to 143.
If you wish to follow the hill track, turn to 241.
You wipe your weapon on the cloak of a dead grave robber and turn him over with the toe of your boot. Several graves bear the signs of the grave robbers' labour; the freshly-dug soil is heaped high and coffin lids lie shattered and discarded everywhere. The weapons these men used are old and pitted with rust and obviously acquired, like the rest of their booty, from graves and tombs. A search of the bodies reveals 27 Gold Crowns, a Bottle of Wine, and a Mirror. You may take any of these items before leaving the churchyard.
You sense that the left fork harbours a hostile or dangerous force. You cannot identify its exact nature, but the aura of wickedness and malevolence is very strong.
If you wish to investigate what lies beyond the left fork, turn to 151.
If you wish to avoid the obvious presence of evil and take the right fork, turn to 289.
The conditions inside the tent are appalling. Badly wounded men lie on the muddy ground with nothing but rags to dress their injuries. Many are without boots, which have been stolen by their treacherous comrades, who take advantage of their helplessness. One such man is cutting the purse from an unconscious soldier when you enter the hut. He leaps to his feet and attacks you with a curved knife.
Thief: COMBAT SKILL 16 ENDURANCE 21
If you wish to evade combat at any time by jumping on your horse and galloping off along the path, turn to 70.
If you win the combat, turn to 86.
There is no reply. You walk round the counter and peer into the back room, but this is also deserted. Your suspicion is aroused when you notice that the oven door and the back door to the hut are both wide open. A rocking chair is lying on its side, and there is other evidence of a recent struggle. You are about to search the room when you hear a faint cry for help. It is Cyrilus—he is in trouble.
Suddenly, there is a tremendous jolt and you are thrown head-first against the rail (lose 2 ENDURANCE points). The screech of twisting metal and splintering wood tears through the silence as the Kazonara shudders and dips violently. The boat has hit a boom—a line of logs chained together across the river.
It is Altan. Before you can explain what has happened, he shakes your hand and congratulates you on your prowess with a Bow, for in spite of his defeat, he is eager to show that he bears no grudge. You thank him and go on to explain your sorry predicament.
‘I think we can make a deal,’ he says, his eyes glancing at your Silver Bow.
If you wish to exchange your newly won prize for Altan's horse, turn to 212.
If you do not wish to part with your Silver Bow, turn to 148.
A trickle of blood seeps from the corner of the old man's mouth as his eyes flicker and close. He is dead. You bury him in the graveyard of the church where he fell and say a silent prayer to the spirits of the Kai to watch over him on his final journey. A sadness fills your heart, and you take one last look at the oaken staff that marks his grave before setting off on the highway to Varetta.
‘How dare you waste my time,’ he snorts contemptuously. ‘Get rid of this fool!’
His bodyguards step forward, their arms raised for attack. You see that one of them is wearing a spiked knuckle-duster, and judging by the expression on his face, he is eager to make use of it.
Bodyguards: COMBAT SKILL 18 ENDURANCE 34
Due to the speed of their attack you cannot make use of a Bow.
If you win the fight, turn to 263.
The hall is soon bustling with noise and activity; tavern brawls are so commonplace in Quarlen that once over they are soon forgotten. The innkeeper's son appears and orders the bodies to be dumped in the river, but not before he relieves them of their purses. ‘For breakages,’ he says with a snigger.
Lying by your feet is a slim leather tube. You discover that it contains 5 Gold Crowns and a Map of Tekaro, a city to the south. You may keep any of these items. If you wish to keep the map, mark it on your Action Chart as a Backpack Item.
If you wish to take a seat and order some food, turn to 172.
If you wish to approach the bar and ask about a room for the night, turn to 232.
The guard snatches the square of blue card from between your fingers then walks over to a spluttering wall torch, which he removes from its bracket. Holding the torch high, he returns and examines first the card and then your face.
‘Enter,’ he snarls, crumpling the card in his hairy fist. You flick your heel and urge your tired horse through the town gate.
They cannot both be speaking the truth, for the conjurer said that at least one of them was lying. Unfortunately, you have lost your wager.
Erase the Gold Crowns you staked on the conundrum from your Action Chart before approaching the bar and enquiring about a room for the night.
You gasp as the blade gashes your hip before sinking several inches into the wooden parapet (you lose 2 ENDURANCE points). The pirate is unnerved by the fact that you are still alive and is off balance as you scramble forward and attack. Before he can recover, he is tumbling backwards over the side into the cold, deep waters of the Storn.
A hail of arrows engulfs you; pain explodes through your chest, neck and shoulder. You are mortally wounded and although you fight with grim determination to hang on to life, it is a struggle you cannot win. Weak from shock and loss of blood, you fall from the saddle and die on the highway to Varetta.
Your life and your quest end here.
The man listens to your question while his eyes try to fathom your purpose.
‘And what would a warrior be seeking in the Street of the Sages, I wonder?’ he muses, his slim fingers stroking his long grey beard.
You are trying to think of a good answer that will not reveal the nature of your quest when the man suddenly becomes agitated.
‘I cannot help you,’ he says curtly and hurries away from the bar, vanishing into the crowds of drunken mercenaries in the blink of an eye. You are puzzled by his sudden departure—was it something you said that caused him to behave so strangely?
If you wish to approach the merchant at his table, turn to 240.
If you would rather approach the tavern-keeper, turn to 312.
You have little choice but to spend the night in the stable with your horse. Your sleep is very uncomfortable, for the stable is both draughty and damp. You lose 2 ENDURANCE points. Make the necessary adjustments to your Action Chart.
‘Bah!’ exclaims a guard contemptuously. ‘We have no time for witless wanderers. Go back to Casiorn if you have no business here.’ He spits at the ground and the guards turn towards the open town gate.
If you wish to offer them gold to let you enter, turn to 9.
If you wish to ride past them and through the open gate, turn to 261.
If you decide to turn away and attempt to enter the town by the north gate, turn to 137.
You draw an Arrow, aim and fire a split second before the bolt of energy hits your chest. Your Arrow pierces the leader's heart, killing him instantly, but the wound that you yourself suffer knocks you to the ground. Pick a number from the Random Number Table. The number you have picked equals the number of ENDURANCE points that you have lost due to the chest wound.7
If you are still alive, you scramble to your feet and run as fast as you can through the undergrowth towards your horse. The golden rod has been retrieved by one of the other men, and he is preparing to use it again.
The bolt hits you with such force that you are lifted out of the saddle and thrown to the ground. Flashing lights spin before your eyes and you gasp for breath as a terrifying numbness spreads from your chest through your limbs. There is no pain—only a chilling paralysis that robs you of all resistance to death.
Your quest and your life end here at the Denka Gate.
You sense that the Kloon is deeply insulted and has gone to fetch his pet: a very ferocious Vassagonian warhound. As the warhound has not been fed for over two days, it is very unlikely that it will listen to reason. Without a moment's hesitation, you decide to leave the guild-house before the Kloon and his hungry hound return.
You sense that the time has come for you to decide whether to stay with the captain or to leave his company and ride to Tekaro alone.
If you wish to stay with the captain, turn to 290.
If you decide to ride to Tekaro alone, turn to 11.
The quality of the weapons made by Durenese armourers has justly made them famous throughout the Lastlands. The bow you have chosen is very old, but unlike the other two bows it is still in excellent working order.
To begin the tournament, turn to 340.
Your Magnakai Discipline makes you sensitive to the faintest aroma of gallowbrush. It is commonly called ‘Sleeptooth’ in your homeland of Sommerlund, for the crushed thorns of the gallowbrush briar make a very powerful sleeping draught. For some unknown reason, this man is trying to make you unconscious.
If you wish to draw your weapon and attack him, turn to 277.
If you wish to throw down your goblet and leave, turn to 279.
You are correct: the boy has blond hair and the girl has black hair. Your logical thinking revealed they could not both have been speaking the truth, for the conjurer had said that at least one of them was lying—and if one was lying then the other could not have been speaking the truth. Therefore, there was only one conclusion to be drawn: both lied.
The conjurer pays you the number of Gold Crowns equal to that which you wagered. Remember to add this sum to your current total of Gold Crowns before approaching the bar and enquiring about a room for the night.
The path that leads to Castle Taunor is steep and slippery, and far too treacherous to be attempted on horseback. Cyrilus offers to stay and look after your horse while you collect some spa water, saying that he is too old to climb the hill track. However, you suspect that it is just his excuse to take an afternoon nap.
The castle is less than a mile from the highway, yet it takes over half an hour to complete the hazardous climb to the rock shelf. The crumbling castle walls are covered with damp foliage and mildew, and the over-hanging precipice envelops the keep with its gloomy shadow. You follow the sound of dripping water until you find yourself in a small chapel, where you discover a rivulet of sparkling spa-water trickling from a crack in the altar stone. As you kneel at the altar, filling your glass jar, you suddenly hear a noise: you are not alone.
If you have the Magnakai Discipline of Huntmastery, turn to 162.
If you do not possess this skill, turn to 278.
You retrace your steps to the junction and pause so that you can decide which is the best route to take.
If you wish to go straight ahead, turn to 339.
If you decide to take the channel to your left, turn to 269.
With a blood-curdling shriek, the Yawshath dives straight for you from the top of the stairs. With ice-cold nerve you steel yourself to strike. Your blow is well timed and deadly accurate, tearing open the creature's chest. A split second later you leap aside to avoid being crushed beneath its heavy body as it crashes into the flagstones. It shudders for a brief moment before death comes to claim its evil soul.
Shaken, but thankful to be alive, you return to the chapel and fill your glass jar with Taunor Water (there is enough spa water to restore 6 ENDURANCE points). You may drink the water now or store it in your Backpack for future use. If you do keep it, mark it on your Action Chart as a Backpack Item.
If you now wish to search the chapel, turn to 24.
If you decide to return to Cyrilus, turn to 338.
The man is quick to react to your attack. Hurling the silver tray at your head, he escapes through a curtained archway at the back of the shop.
If you wish to give chase, turn to 324.
If you decide to let him go and leave the taxidermy, turn to 279.
The street becomes as silent as death as all eyes focus accusingly on you. The leader's face becomes twisted with hatred. He points a crooked finger at your forehead and utters a dreadful curse.
If you have the Magnakai Discipline of Psi-screen, turn to 255.
If you do not possess this skill, turn to 315.
As you ride along the quay, you study your map of the Stornlands for an alternative route to Tekaro. There are two roads that will take you there: the mountain highway through the Ceners via Rhem, or the valley highway through Amory and the Forest of Eula. Lack of sleep and fatigue from your long ride cloud your mind and you decide that your first priority must be to have a good night's sleep.
A quayside tavern displays a sign promising the most comfortable beds in all of Soren. This is all you need to be persuaded to stable your horse and enter its doors.
You press yourself into the narrow recess and pray that the creature will pass you by. Pick a number from the Random Number Table. If you have the Magnakai Discipline of Invisibility, add 5 to the number you have picked.
If your total is now 0–5, turn to 128.
If it is now 6–14, turn to 246.
The path ends at the point where the Rivers Storn and Quarl converge in a V-shaped bank. Ogron engineers and carpenters are busy at work constructing pontoons for floating bridges, which look like enclosed rowing boats and are destined to be used to cross the river further downstream.
Staring out across the water, you notice a dark shadow like the entrance to a cave at the base of the city wall. After concentrating for a few moments, you find you can make out the dull criss-cross of metal bars. It is a sewer outfall.
If you wish to ask the blue-skinned Ogrons what they know about the sewer outfall, turn to 133.
If you wish to try to take one of the pontoons and row across the river, turn to 163.
If you wish to swim across the river, turn to 171.
The man leaps back, unsheathing a wide-bladed sword from beneath his bearskin cloak. ‘Fool!’ he cries, contemptuously. ‘Victory to the man who is left alive.’ You have insulted this man, and he is determined to fight you to the death as a matter of honour. If you have the Magnakai Discipline of Animal Control you may add 2 points to your COMBAT SKILL for the duration of the fight as you are fighting from the saddle.
Redbeard: COMBAT SKILL 19 ENDURANCE 28
If you wish to evade combat at any time by galloping along the street, turn to 279.
If you win the combat, turn to 237.
The shouts of the town guard sergeant ring in your ears as you urge your horse towards the wagon. You pray that your mount has strength enough to clear the obstacle, for you are now committed to jumping it—you cannot turn back.
Pick a number from the Random Number Table. If you have the Magnakai Discipline of Animal Control, add 2 to the number you have picked.
If your total is now 0–1, turn to 36.
If your total is now 2–7, turn to 166.
If your total is now 8–11, turn to 274.
Shortly before noon you pass through a deserted village. The burnt-out ruins of cottages and farmsteads dot the landscape like charred skeletons—the unmistakable signs of war. A mile or two farther along the highway you come across a church. A man, his clothes ragged and covered with mud, is moving amongst the gravestones, staggering like a wounded carrion crow. As you reach the church gate, he sees you and cries out pitifully for help.
If you have the Magnakai Discipline of Curing, turn to 173.
If you wish to help the man, turn to 337.
If you do not wish to help the man and would rather ignore him and continue riding towards Soren, turn to 191.
You do not have to wait very long for the riders to appear. As soon as they think you have gone, they emerge in single file from the back of a derelict cottage and draw themselves into a circle in the middle of the village. Although they are out of earshot, you can tell by their frantic movements and gestures that they are having a heated argument. Suddenly, they break the circle and ride towards you. Cyrilus, still lying unconscious across his horse, is in tow behind the last rider.
If you have a Bow and want to ambush them as they ride past your hiding place, turn to 20.
If you wish to attack the last rider and try to recapture Cyrilus, turn to 203.
If you wish to let them pass and then follow them, turn to 227.
A deafening roar of rage and pain fills your ears. The monster staggers back, its face transformed into a bloody scarlet mask as the Arrow pierces its eye. It shudders and sways before keeling over onto its back, writhing for a brief moment in the mud and debris of the chapel floor.
It is customary for the proprietor of the Inn of the Crossed Swords to throw out anyone who cannot pay his board and lodging. This makes your position difficult as the curfew bell was rung nearly an hour ago and anyone found in the streets an hour after its sounding is liable to be imprisoned by the city watch.
Rather than face imprisonment and the possible failure of your quest, you can sell some of your equipment in order to raise cash. The fat-bellied mercenary who took your bets will pay the following prices for these (but only these) items:
You will need a minimum of 2 Gold Crowns in order to stay the night at the Inn of the Crossed Swords.
If you wish to sell him some equipment, make the necessary adjustments to your Action Chart and turn to 336.
If you wish to keep your equipment, or do not have items of interest to the mercenary, you must take your chances with the city watch and turn to 138.
Leaping over the dead bodies, you fight your way across the deck to where the captain is in combat with five pirates. While he attacks with a longsword in his right hand, he parries enemy cutlasses with a bronze sleeve-shield that encases his left forearm. He fights with cool determination, making light work of the battle-clumsy pirates. Then a war-horn heralds the arrival of a new and formidable wave of attackers. You anticipate the captain's danger and rush to protect his back from the snarling, mad-eyed pirate berserkers.
Pirate Berserkers: COMBAT SKILL 20 ENDURANCE 30
Due to their state of battle-frenzy, the pirate berserkers are immune to Mindblast, but not Psi-surge.
If you win the combat, turn to 297.
You prepare yourself for combat and leap to the defence of the helpless old man just in time to turn aside the lordling's sword.
‘Curse you, scum!’ he cries. ‘I am Roark, highborn of Amory. How dare you interfere with my sport.’
He feints withdrawal but you are not taken in by his street-brawl tactics. As his sword cuts the air in a vicious backhanded slash, you are ready to parry the blow. The tavern crowd cheer in anticipation of a good fight.
Roark: COMBAT SKILL 24 ENDURANCE 30
If you reduce Roark's ENDURANCE to 11 points or less, do not continue the combat but turn instead to 180.
You pass many soldiers of different races and nationalities, lolling in open doorways or squatting against the red brick walls. They are mercenaries, drawn to Varetta by the news of war in the north. They come in search of employment, for the chance to sell their skills to any buyer, indifferent to the justness of his cause.
Beneath a black iron lantern, you notice a group of men throwing dice against the side of a wall.
If you wish to stop and ask them the way to Brass Street, turn to 291.
If you wish to continue on your way, turn to 307.
The flame illuminates a deep circular pit where the floor of the chamber should be. Lying at the bottom are a myriad of human skulls and bones, their surfaces strangely smooth and yellow as if corroded by some powerful acid. The faintest of sounds makes you glance over your shoulder—you are frozen with terror by the sight that meets your eyes. A huge lumbering monster fills the tunnel, over ten feet tall with thick, twisted limbs and eight-fingered hands tipped with razor-sharp talons that are poised to rip your flesh. Baleful, monstrous eyes protrude from yellow slits in its glistening head, and a long reptilian tail whips behind it.
It strikes before you can react, knocking you back into the pit. A peculiar and hideous sound fills the chamber as it claws a lever in the wall, causing a rain of yellow fluid to pour from the ceiling. As the acid eats through your cloak and sears your flesh, the last thing you hear is the hideous laughter of the Dakomyd.
Your quest and your life end here in the sewers of Tekaro.
Arrows scream past on all sides. One shaft gouges a furrow of skin from the horse's rump, causing him to twist and buck; you shorten the reins and urge him forward. Your quick thinking helps you regain control of the frightened animal, and soon you are well out of range of the deadly arrows.
The hold of the riverboat is full of horses: not the slow carthorses favoured by merchants but strong and sturdy mounts that carry many scars of battle upon their muscular flanks. You unsaddle your mare, load her manger with feed and then make your way back on deck.
As you emerge from the hold, a voice calls out to you and you raise your weary eyes. It is the captain—the mercenary leader you ran across at the Inn of the Crossed Swords.
‘Well met, my friend,’ he cries and slaps you enthusiastically on the shoulder. ‘So you changed your mind! You have come to join my band of fearless fighters.’ Before you have a chance to answer, the captain and his men, who are all considerably the worse for drink, stumble past on a quest of the utmost importance—the search for the wine store. You are far too tired and weary to follow—the thought of your cabin bed and a good night's sleep is all that interests you.
The old man narrows his mousy eyes and looks at you with a cautious stare. ‘It is but a legend. Some say it contained great power; others say its power existed only in the minds of those who craved to own it. Whatever the truth is, the Lorestone has been lost for hundreds of years.’
You sense that the old magician is not telling you all he knows about the Lorestone.
If you wish to identify yourself and tell him the nature of your quest, turn to 119.
If you choose not to reveal your identity, bid him goodnight and turn to 239.
The taxidermist points to a vat in the corner of the room that contains a noxious blue fluid, which is obviously the source of the unpleasant smell.
‘My special preservative,’ he says proudly. ‘It has taken me many years to perfect the formula, but my experiments are now complete. All I require is a specimen worthy of the immortality it can provide.’
The man's voice is beginning to sound faint and distant, as if he were falling away from you into a deep, dark pit. Your eyelids feel heavy, and you are having difficulty in concentrating on what he says. Suddenly, you realize that you have been drugged; the wine contained a powerful draught of gallowbrush, although you did not detect it at the time. You fight to remain awake, but it is a battle you cannot win, for the enemy is in your very blood. The taxidermist has at last found a specimen worthy of his special preservative—the last of the Kai Lords of Sommerlund.
Your quest and your life end here.
As you hear the click of the crossbow trigger, you throw yourself to the ground to avoid the deadly missile. The bolt grazes your scalp (lose 2 ENDURANCE points), and embeds itself in the side of the log hut. A moment later you are back on your feet. The warrior discards his empty weapon and reins his horse about in order to follow the others across the bridge.
If you have a Bow, turn to 178.
If you do not have a Bow, you must mount your horse and give chase, and turn to 39.
Prising the pouch from the thief's hand, you return it to the pocket of the unconscious soldier. Many of the wounded men witness what you have done, and from that moment you become a hero in their eyes. Your use of the Magnakai Discipline of Curing to heal many of their wounds strengthens their esteem and devotion, and they pledge themselves to help you in any way they can.
If you wish to ask them if there is any way of getting into Tekaro undetected, turn to 109.
If you do not wish to ask them anything and would rather leave, turn to 70.
The town watch rush forward to avenge their sergeant's death, but in their haste they leave the gap between the two wagons unprotected. You are quick to notice this opportunity for escape and spur your mount straight for the running guards. These fresh-faced young men have no battle-skill—their attack is clumsy and hesitant. You break through them in a matter of seconds and have soon left them far behind as you gallop along the street beyond the wagons.
Your speedy dispatch of the robbers has earned you 5 Gold Crowns, which you find in the pockets of the dead men, and the respectful glances of several mercenary captains. One in particular is so impressed by your fighting prowess that he approaches you and offers to buy you a drink. You sense that it is a honest gesture of friendship without any hidden threat and gratefully accept his offer.
‘Esmond, you old rascal, show yourself—it's Cyrilus, your brother. I've someone with me I want you to meet,’ cries the wizard as he raps on the gate with his oaken staff. There is no reply. He smiles and shrugs his bony shoulders before shouting: ‘Wake up you old fool, I know you're in there,’ but still there is no reply.
If you have the Magnakai Discipline of Divination, turn to 7.
If you do not possess this skill, turn to 258.
The faintest of sounds makes you glance over your shoulder. You are frozen with abject terror by the sight that greets you. A huge, lumbering monster fills the tunnel, over ten feet high with thick, twisted limbs and eight-fingered hands tipped with razor-sharp talons that are poised to rip your flesh. Baleful, monstrous eyes protrude from yellow slits in its glistening head, and a long reptilian tail whips behind it.
Before you can react, it strikes, knocking you back into a pit. A peculiar and hideous sound fills the vault, and you feel a hot sticky fluid raining down on your head. As it eats through your cloak and sears your flesh, the last thing you hear is the hideous laughter of the Dakomyd.
Your quest and your life end here in the sewers of Tekaro.
Your curiosity is drawn to a game of cards that is taking place in the centre of the hall. Six ruddy-faced men are gambling against a croupier on the turn of the cards. You are quick to spot that the deck he is using is marked. When a seat is vacated by one of the men, you take his place. The first round is on the house—you need not place a stake.
Needless to say, knowing how the game has been rigged, you win the first round and continue to win several more. Pick a number from the Random Number Table and add 5 to it. This equals the number of Gold Crowns that you win before the dealer suspects something is wrong and ends the game.
Now that you have some gold in your pouch once more, if you wish to approach the bar and ask about a room for the night, turn to 232.
If you wish to take a seat and order some food, turn to 172.
The man shrieks his battle-cry and lashes out with a heavy-bladed cutlass.
Deldenian River Pirate: COMBAT SKILL 17 ENDURANCE 23
If you wish to evade combat at any time, turn to 286.
If you win and combat lasts 3 rounds or less, turn to 77.
If combat lasts longer than 3 rounds, turn to 215.
Taking hold of the man's shoulder, you shake him to try to wake him from his drunken slumber, but he keels over and slumps to the floor. The back of his shirt is covered with a huge bloodstain spreading from the handle of a dagger that is buried deep in his spine. As you recoil in horror, you hear a faint cry for help. It is Cyrilus—he is in trouble.
Ripping aside the curtain, you rush into a small room full of storage cupboards and work tables. You cast your eyes around the workshop annex, but there is no sign of the man: he has vanished.
If you have the Magnakai Discipline of Divination or Huntmastery, turn to 208.
If you do not possess either of these skills, turn to 37.
The ghastly sound of the creature's hungry cry chills your blood. It is barely a few feet away when you let loose your Arrow.
Pick a number from the Random Number Table. If you have the Magnakai Discipline of Weaponmastery with Bow, add 3 to the number you have picked.
If your total is now 0–3, turn to 155.
If it is 4–12, turn to 12.
An hour after sunset you arrive at the gates of Amory. Beneath the deepening shadow of its watchful guard tower, you fight back your fatigue and wait as the gate creaks open. A soldier wearing a hauberk of black and gold chainmail strides forward and demands to see a Cess.
If you possess a Cess, turn to 49.
If you do not possess this Special Item, turn to 221.
The ambush is so sudden and so swift that only luck can save you now. Pick a number from the Random Number Table.
If the number you have chosen is 0–3, turn to 174.
If the number is 4–6, turn to 313.
If the number is 7–9, turn to 57.
The smell of dust and rusty metal wafts in your face as you enter the cluttered weapons shop. All manner of arms are stacked in racks that rise precariously to the ceiling. Their prices are chalked on a circular slate that hangs above the counter.
You may purchase any of the above weapons if you have enough money to do so. The shop owner will also buy any weapons that you may already have for 1 Gold Crown less than the price shown on the slate.8 Mark any changes on your Action Chart before you leave.
You feel a numbing shock, and then the damp warmth of blood begins to soak your tunic. You fight for breath, but your strength is sapped by the terrible wounds made by the pike heads. You swoon and fall to the ground through loss of blood, unconscious of the sword blade that is poised to end your life.
Your quest and your life have come to an early and tragic end here.
It is late afternoon when you catch your first breath-taking glimpse of Varetta. Built on a massive plateau, this city has stood since time immemorial. The walls and buildings are immense, constructed from blood-red rock and crowded together in complicated splendour. Great stone dragons writhe along the battlements, their coiled tails entangling the gatehouses and portals of the outer wall, and spirals of smoke rise from the mouths of angry-faced gargoyles, crouching like spies on top of the roofs and towers that fill the sky.
The sun has set by the time you reach the east gate. The red-coated guards offer no challenge, and you pass into the wide streets of this magnificent city, to arrive eventually at a quadrangle. A pillar of red stone indicates the names of the streets that lead away from the square.
If you wish to go north into Helin Way, turn to 79.
If you wish to go west into Coachcourse, turn to 135.
If you wish to go south into Flute Street, turn to 147.
If you decide to go east, along the street down which you have just ridden, turn to 238.
You make a noose at one end of the rope and lower it carefully through the hole in the floor. If you can slip the noose around the head of the hammer, it should tighten as you pull on the rope and draw the hammer upwards.
Pick a number from the Random Number Table. If you have the Magnakai Discipline of Huntmastery, add 3 to the number you have chosen.
If your total is now 0–4, turn to 348.
If it is 5 or higher, turn to 207.
Night has fallen by the time you reach the river town of Soren, and the sky is clear and full of stars that sparkle with icy splendour. You ride the main street towards the quay where a score of river ships lie docked at the town. Their signal lamps, shimmering red and green from the mast-tops, reflect upon the cold, dark waters of the River Storn.
A board standing beside the gangplank to a large transport caravel catches your eye. On it are chalked the prices of passage to three destinations.
A fourth destination—Tekaro—has been crossed out and scribbled beside it is: ‘Cancelled due to war’.
If you wish to buy a ticket to one of the destinations, turn to 10.
If you do not wish to buy a ticket—or cannot afford to—turn to 68.
Unfortunately, your score is too low to qualify for the next round of the contest and you are politely asked to leave the field. If you have been using a borrowed bow, you must return it to the tent before making your way back to Cyrilus.
Your thoughts return to your quest and to Cyrilus' dying words. The man he was taking you to meet lives in Brass Street, but in a city the size of Varetta it could take you days to find the right street. You decide to try to find out where it is from someone in the tavern and look around the massive hall in search of a likely source of information.
If you wish to approach a merchant who sits alone at a nearby table, turn to 240.
If you wish to ask a distinguished-looking man who stands at the bar, turn to 53.
If you wish to ask the tavern-keeper, turn to 312.
A few hundred yards along the street is the east gate through which you entered the city. Two streets lead away from the gatehouse; one heading north, the other south.
If you wish to go north, turn to 79.
If you wish to go south, turn to 147.
Painfully, you drag yourself from beneath the dead monster. Several of your ribs are cracked, and you have a nasty gash on the back of your head, but at least you are still alive.
You stagger up the stairs and back to the chapel where you fill your glass jar with Taunor Water. (The healing spa water will restore 6 ENDURANCE points.) You may drink the Water now or place the glass jar in your Backpack for future use. If you keep the Taunor Water, mark it on your Action Chart as a Backpack Item.
If you wish to search the chapel, turn to 24.
If you decide to return to Cyrilus, turn to 338.
The trapdoor is heavy and stiff, but gradually its seal of rust cracks and loosens under the pressure. Inch by inch you force it open to reveal at last the cobblestoned city square. Across the square, directly ahead, is the cathedral of Tekaro. As the square is teeming with guards, you are forced to close the hatch quickly to avoid being detected.
You estimate that the cathedral is approximately two hundred yards due east. As you descend the steps and continue through the passage, you pray that the sewer will give access to the crypt.
You prepare to defend yourself against a sudden attack while trying to give the impression that you are, in fact, relaxing your guard. There is a long pause before the leader turns his back on you and addresses his followers in a loud, self-righteous tone.
‘Witness the power of Vashna, my brothers—his spirit is alive. Even this ignorant and unworthy stranger acknowledges his presence.’
A doleful lament rises from the procession in praise of their leader. As the ghastly chanting builds up to a fevered climax, you slip into the shadows of an alley and spur your horse away from the sinister worshippers.
Some of the men laugh and look at you as though you are crazy, but one man calls you over to his side and hands you a leather tube.
‘It's a Map of Tekaro,’ he whispers, painfully. ‘I… I don't know how you can enter the city, but if you do find a way this map may be of use.’
You thank the injured man and leave the tent. Unless you already possess a Map of Tekaro, you may keep this Map. Mark it on your Action Chart as a Backpack Item.
‘None passin' by 'ere,’ she says, her voice heavy with a highland accent. ‘Track go t' top o' Beacon 'ill an' no mor'n that.’ You sense that the old woman is telling the truth: the riders have not come this way and the track leads nowhere—it is a dead end. You thank her and bid her farewell before turning around and descending the track.
A yellow velvet pouch hanging from a dead pirate's belt catches your eye. You cut it free and discover that it contains some Potion of Laumspur, a herb with well-known healing properties. This pouch contains enough of the herb to restore 4 lost ENDURANCE points. You may either swallow the Laumspur now or place it in your Backpack for future use.
The creature shudders and its arms jerk, clawing at the air. As it dies, its body twitches with a few final convulsions. You stare down at the hideous carcass but quickly pull away when you notice that its fur is alive with crawling parasites. They know instinctively that their old host is dead, and they are abandoning the body in search of a new one.
You hurry over to the altar where you fill your glass jar with Taunor Water. (The healing spa water will restore 6 ENDURANCE points.) You may drink the Water now or place the glass jar in your Backpack for future use. If you do keep it, mark it on your Action Chart as a Backpack Item.
If you now wish to search the rest of the chapel, turn to 24.
If you decide to return to Cyrilus, turn to 338.
This is not the correct answer. The conjurer stated that at least one child was lying and if one lied then the other could not have been telling the truth. The right answer is that both children lied, so unfortunately you have lost the gold you wagered.
Erase the Gold Crowns you staked on the conundrum from your Action Chart before approaching the bar and enquiring about a room for the night.
You silence the robber's whispered threats, slamming your clenched fist into his throat and at the same time grabbing hold of his tunic with your other hand. He tries to scream but his larynx has been crushed by your blow. He gurgles pitifully as you twist him around to shield yourself as his accomplice lunges with his dagger. It sinks deeply into the robber's heart, and as he slumps to his knees, you draw your own weapon and attack his startled killer. Due to the surprise of your attack, you may add 2 to your COMBAT SKILL for the first round of combat.
Backstabber: COMBAT SKILL 15 ENDURANCE 22
If you win the combat, turn to 88.
The startled guard dives aside as you spur your horse straight for him. You find that the gatehouse arch opens onto a cobblestoned square, but the only exit is blocked by the wagon and merchant caravan. A dozen guards, dressed in the green and black tunics of the town watch, are checking their cargoes. As you burst from the shadows of the gatehouse arch, they see you and cry in unison: ‘Tollbreaker! Tollbreaker!’
If you wish to rein in your horse and prepare to fight the town watch, turn to 248.
If you wish to attempt to jump over the wagons and escape into the shadows of the winding street ahead, turn to 72.
Suddenly, the door bursts open and in lopes a ravenous warhound. ‘Supper time, Goregasher!’ cries the Kloon, gleefully, as the slavering hound leaps at your throat.
Ravenous Warhound: COMBAT SKILL 17 ENDURANCE 25
You may evade this attack in the first round of combat only, by running from the room and escaping down the stairs to the street.
If you wish to evade combat, turn to 105.
If you win the fight, turn to 193.
Using your Magnakai Discipline, you examine both the hill path and the highway for recent tracks. To your surprise you discover that neither route has been used by horsemen in the last three hours. It can mean only one thing—the riders are hiding somewhere in the village.
If you wish to ride back into the village, turn to 52.
If you wish to hide in the trees and wait for the riders to show themselves, turn to 74.
You sleep soundly and then rise an hour after dawn, clear-headed and eager to continue your ride. The morning news from the south is that the mountain highway to Rhem is impassable; an avalanche has destroyed all traces of the road near Mount Navalyn, and it will be many weeks before the rubble is cleared and the road rebuilt. This leaves you with only one choice—you must take the valley road through Amory and the Forest of Eula.
You gather together your equipment and set off without delay. If you are to reach Amory by sunset, you will need to ride at great speed and without a break.
Cyrilus' eyes open with such surprise that you can see the startled whites around his mousy-brown pupils. ‘Lone Wolf,’ he whispers, incredulously, ‘I should have known. Humble apologies, my lord. I thought that you sought the Lorestone for less than honourable reasons.’
Cyrilus talks at great length about the legend of the Lorestone. You learn that it remained in Varetta after Sun Eagle's quest, where it was set into the throne of Lyris in the Tower of the King. Hundreds of years ago, during the War of the Lorestone, it was stolen by a Salonese prince called Kaskor. He set the stone upon a gold sceptre and used it in battle to inspire his fanatical followers and crush his foes. He believed it made him invulnerable, but this was not so—he was killed on his royal barge during a battle at Rhem, and the Lorestone was lost when the gold sceptre fell from his hand into the depths of the River Storn. There were many accounts of the sceptre having been found, but they had always proved to be untrue or simply fanciful. It was said that whoever wielded the Lorestone was the rightful ruler of all the Stornlands. For this reason alone it was often sought by evil or unscrupulous warlords, and many had pursued the quest, all without success.
Cyrilus does not know where the Lorestone is, but he does know a man in Varetta who claims to know its exact whereabouts. ‘Let me ride with you to Varetta; in return for the privilege I shall take you to this man.’ Your basic Kai instincts tell you his offer is genuine. You nod your agreement and arrange to meet him in the tavern courtyard at dawn.
Less than fifty yards along the channel, another passage joins the main flow from the right.
If you wish to investigate this new passage, turn to 339.
If you wish to press on along the main course, turn to 140.
The shop is filled with a fascinating collection of stuffed creatures, each one in a life-like pose and displayed in a realistic setting. A two-headed wolf stands guard at the entrance to a cave, a baknar lies on a snowy ledge, and a desert ganthi drinks its fill from a sculptured oasis of sandstone and toa trees.
You are examining the beautifully preserved head of an itikar when you hear a soft, cultivated voice behind you.
‘Good evening, sir. Welcome to my establishment.’
A tall, aristocratic man dressed in a richly embroidered robe steps forward and bows. He is clearly impressed by your interest in his work and offers to conduct you on a brief tour of his shop.
If you wish to see more of the fascinating taxidermy, turn to 345.
If you wish to decline his generous offer and leave the shop, turn to 149.
Your senses warn you that a steep drop lies beyond the breach in the castle wall. If you were to run that way, you could be heading for your doom.
If you wish to ignore your instincts and climb through the hole in the castle wall, turn to 217.
If you wish to run down the stairs towards the iron gate, turn to 169.
A handful of Alether Berries costs 3 Gold Crowns. If you swallow them before a fight, they will increase your COMBAT SKILL by 2 points for the duration of the fight. You may purchase up to 3 handfuls of Alether Berries. Each handful counts as one Backpack Item, but you cannot swallow more than one handful during any one combat.
When you have concluded your purchases, you remount your horse and leave the village.
The city is choked with people: mercenaries from the north and west, weapon merchants from the east, and ragged refugees from the war-torn south. The captain orders his men to sleep aboard the Kazonara this night, forbidding them to go ashore, for Prince Balonn of Rioma and his mercenary knights are encamped inside the city wall. A bitter and long-standing rivalry exists between the two companies, and the captain wisely wishes to avoid any confrontation.
Rumour has it that a number of the Stornlands' most powerful princes are gathered in Rhem to plot the defeat of the Slovians. However, the captain believes it is more likely that the robber-barons are conspiring against each other to steal the riches of Tekaro for themselves.
You set sail at first light, bidding farewell to the slender twin-towers of the Rhem citadel, which overshadows the city quay. The Storn flows southwards through steep-sided fields of vines, arranged in endless straight rows like the waves of a green sea. The weather is warm, and you spend the day on deck watching the traffic of refugees heading north along a highway and the strange gigantic toads, the sloats, at work, pulling riverboats and barges upstream.
It is late afternoon when you sight the town of Eula in the distance. You saddle your horse and shoulder your equipment as the Kazonara berths at the town's wooden pier.
If you purchased a Riverboat Ticket for the riverboat at Soren, turn to 59.
If you do not have a Riverboat Ticket, turn to 290.
The sold