Mydnight's Hero (11 page)

Read Mydnight's Hero Online

Authors: Joe Dever

Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund

BOOK: Mydnight's Hero
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52

You enter the sleepy hamlet of Voshno and ride along its main street, past rows of dusty shops and gabled houses. You come to a market square. The villagers here are a sullen, silent crowd. Few pay you more than the scantest attention as they go about their evening chores. To the east of the square you can see a paved avenue called Shaney Street that leads down to the river. An arch of pale pink stone stands at the entrance to the Voshno Bridge, its surface pitted and scarred with lasting reminders of desperate battles fought here during wars past.

You recall the advice given you freely by the man called Daventi when you visited the Oridon Stone. He said that the bridge at Voshno has been seized by robber knights from Cavalia and they are demanding a heavy toll from anyone seeking to use it. You tell Karvas this and he says that you should avoid the bridge and continue north along the trail.

Three miles out of Voshno you see a small farmstead at the river's edge. It has a water-mill and its wheel is turning slowly, grinding the farmer's corn. Beside the mill you notice a raft moored to a wooden jetty. The farmer is in an adjoining field and he waves as you ride nearer. You stop to ask if he would kindly ferry you and your horses across to the other side of the river.

‘I'd be glad to, my lords,’ he replies, with a broad smile. ‘If'n you'd be willing to pay me 8 Lune.’

If you wish to pay the farmer 8 Lune (or the equivalent — 2 Gold Crowns),
turn to 193
.

If you do not have sufficient money to pay him, or if you choose not to accept his offer,
turn to 32
.

53

Upon reaching the shelter of the ledge, you dismount and prepare a makeshift camp in the narrow gully. Karvas is having difficulty staying awake and you volunteer to sit the first watch so that he can rest. Your watch passes uneventfully and, when Karvas takes over, you pull your warm cloak close around your shoulders and settle down to sleep.

It seems as if you have only just closed your eyes when you are woken by a fearful screeching. Karvas is standing nearby, braced for combat, his sword in his hand. As you scramble to your feet, he points to the sky and you glimpse the dark outline of a flying creature circling above the ledge. Its cries have startled the horses and hurriedly you attempt to calm them for fear that they will bolt and run. Twice the creature circles around the ledge before it swoops down to land on the trail. It folds its wings behind its pallid body and you see that its torso is lean and sinewy and studded with hundreds of horny spikes. Bubbling drool runs from its dangled jaw and its eye-slits emit a cold, yellowy light. Slowly it creeps towards your shelter and suddenly you sense its purpose. This ghastly being is diseased and starving; it is desperate for food and its sole desire is to feast upon the flesh of your horses.

If you possess a Bow and wish to use it,
turn to 102
.

If you possess Kai-alchemy and wish to use it,
turn to 210
.

If you possess Magi-magic and wish to use it,
turn to 28
.

If you possess none of these skills, nor a Bow, or if you choose not to use them,
turn to 301
.

54

Karvas rises from among the tree stumps and hurries back to join you. Together you watch the departing wagons and horsemen until they are no more than dots on the horizon before you continue your trek towards the city of Bakhasa.

Night falls within an hour of you resuming your trek, yet the distant lights of Bakhasa and its surrounding settlements enable you to stay on course and maintain an impressive pace. The city is lit by hundreds of fiery beacons which mark the outline of its ancient perimeter wall and angular watchtowers. These fires also illuminate the surface of the River Tehda which passes through the centre of Bakhasa. To the south of the city, lines of tethered barges stacked high with logs lie moored along both of its paved banks. Under cover of the night, you are able to move through the outlying settlements without being seen. When at last you hear a bell in the city tolling the midnight hour, you find yourself upon a knoll overlooking a rutted road which approaches Bakhasa's west gate. Using your night vision, you scan the high perimeter wall and note the positions of guards posted around its tiled parapet. They are greatest in number above a wide stone archway where the glimmering river flows out of the city. Prince Karvas is eager to enter the city before dawn and he asks you to choose the way. Aware that it may prove easier to find and take some horses while most of Bakhasa's inhabitants are still asleep, you scan the perimeter wall once more and consider how best you can pass beyond it.

If you wish to attempt to enter Bakhasa by way of its west gate,
turn to 311
.

If you decide to attempt entry to the city by way of the river arch,
turn to 94
.

55

It has been dark for more than two hours and your horses are close to exhaustion when finally you glimpse the city of Varedo, standing like a beacon of hope upon the northern edge of the Lucien Plain. Its towers and turrets and strong perimeter wall are constructed of a bleached white stone that glimmers eerily in the moonlight. Prince Karvas is glad to have left the province of Cavalia behind and he is hopeful that your reception in Varedo will be a more cordial one. The city, and its surrounding region, have always been loyal to the House of Oridon. Its ruler, Baron Lodamos, was a friend and martial advisor to his father, King Oridon. Karvas cannot imagine that Lodamos would ever join forces with Sadanzo whom he has always openly despised.

As you approach the city gate, you see that the blue flags of Varedo are flying at half-mast. This sight reassures Karvas, for it tells him that the city is still mourning the passing of his father. If Lodamos had joined with Sadanzo there would be no such display of respect for the memory of the king. At first the guards refuse you entry for the gates of Varedo are kept secure during the hours of nightfall. But when Karvas demands to see Guard Captain Dunwayne, the matter is quickly resolved. Karvas and Dunwayne both attended the military academy of Seroa, where they spent seven years together learning the art of soldiering. During this time they became the best of friends. Only when Karvas was forced into exile in distant Sheasu did their friendship lapse. The Prince is delighted to hear that Dunwayne still commands the city guard of Varedo and he awaits his arrival with keen anticipation. When eventually Dunwayne arrives at the gatehouse, theirs is a heart-warming reunion. Karvas quickly tells the guard captain of your need to reach Seroa as swiftly as you are able, and Dunwayne pledges to do all he can to help you. He provides you with fresh horses and escorts you personally through the lamplit streets of the city of the citadel where Baron Lodamos resides. Using his rank and influence, Dunwayne is able to rouse Chamberlain Gant, the Baron's aide. Gant can scarcely believe his eyes when he comes to meet Karvas. He has his guards escort you to the main hall of the citadel while he goes to wake the Baron and tell him the news. Karvas bids Dunwayne goodnight, for the guard captain must now return to his duties at the perimeter wall, but they agree to meet again soon, once Karvas has been crowned King.

The Chamberlain's guards leave you to wait for Baron Lodamos in the main hall. You spend the passing minutes admiring the many regal portraits which hang around its marble walls. They depict the kings of Siyen, and Karvas muses aloud that one day his own portrait will hang there. Then you hear the tramp of marching feet approaching the closed doors of the hall, and you and Karvas stand to attention in readiness to meet Baron Lodamos. But when the great doors swing open, it is not Lodamos who stands before you. It is a unit of armoured soldiers led by a grim-faced Marshal of the Guard.

‘Drop your weapons!’ he commands, as he and his men rush into the hall and quickly surround you. Shocked by this unexpectedly hostile reception, you comply with the Marshal's order and lay your Weapons on the floor.

If you possess a Stone Dagger,
turn to 36
.

If you do not possess this Special Item,
turn to 247
.

56

Gingerly you push the door with the toe of your boot and it swings open to reveal a sumptuous chamber. Tapestries adorn the walls and golden ornaments gleam on lacquered shelves and sculptured wooden cabinets. You cross the carpeted floor and look out of a tall window to see a panoramic view of Cavalia, its roofs and spires gleaming in the afternoon sun. Below you can see a troop of citadel cavalry, their white pennants trailing from their lances as they ride across the drawbridge and canter away from the citadel along a broad, shop-lined avenue.

The evil that you detected from outside the iron door is stronger now, but it does not originate from this chamber. You sense that it comes from an adjoining room which is separated from this chamber by velvet draperies.

If you wish to pull the draperies aside and investigate the source of this evil,
turn to 178
.

If you choose to search the chamber that you are in more thoroughly,
turn to 288
.

57

Your warning brings Acraban to an immediate halt, yet it comes just seconds too late for he has already stepped upon the edge of the covered pit. There is a loud
crack
of splintering wood and the young magician yelps with alarm as he drops feet-first through the branches which camouflage this trap.

Fearing the worst, you rush forward to help him. Suddenly he rises out of the pit before you, lifted up by a hastily-cast
Levitation
spell. His magical skill and swift reactions have saved him from being impaled upon the sharpened stakes which line the walls and base of this deadly trap. But he has not escaped the stakes unscathed: he has suffered deep gashes to his legs and feet.

Using your Kai healing skills, you tend to the magician's wounds and restore him to health. The effort required to do this costs you 3
ENDURANCE
points. When he has fully recovered, you skirt carefully around the edge of this second trap before continuing on towards the clearing.

Turn to 282
.

58

Having finished your transactions, you and Karvas bid the trader farewell and return to your horses. Mindful that you still have far to travel, you mount your steeds and ride along Pikestaff Way, the town's main street, which leads to its fortified east gate.

Turn to 230
.

59

Early next morning, shortly before dawn, you meet with Karvas and Sainus and go to collect your horses from the stable. As you mount them, the old man bids you good luck and he gives the Prince a pouch containing 50 Orla, a sum that could prove useful during the journey to Seroa.

Dawn breaks as you leave Sainus' house, and you hear a bell which signifies that the night curfew has now come to an end. You ride along the waking streets of the north quarter and enter a broad avenue that leads directly to the east gatehouse. The guards posted here are opening the great east gate as you approach, and you gallop through the widening gap and out onto the plain beyond.

The sun shines brightly all day and you make good progress along the trail that heads due east towards the River Sero. By nightfall you have covered more than 75 miles and have reached the tiny village of Xaia. Moored at its wooden jetty is a large riverboat. This grand vessel is brightly illuminated by hundreds of coloured lanterns that are fixed to its masts and deck rails. You tether your horses to a post and then hurry along the jetty to where a thin man in a long black coat is seated at a table. He is counting out Orla and stacking them neatly in piles of twenty. Karvas asks if he may purchase two tickets to Seroa, but the man shakes his head and tells you that all the tickets have been sold. The riverboat sails within the hour and every place aboard has been purchased.

‘If you're lucky, you may be able persuade a couple o' passengers to sell you their tickets,’ he says, cheerlessly. ‘Them that's not already aboard are over there, drinking their fill at the Crown & Bugle Inn.’ He scratches his stubby chin and then points a bony finger towards a ramshackle tavern perched on the riverfront.

If you wish to go to the Crown & Bugle Inn,
turn to 256
.

If you wish to try to bribe the ticket seller to let you go aboard the riverboat,
turn to 202
.

60

You wheel your horse about and tug your Kai Weapon from its scabbard. Karvas catches up with you and he brings his stallion around to stand by your side. The pursuing Bakhasians have slowed to a halt less than 100 feet back along the trail, and their leader is shouting and shaking his fist at you triumphantly. You hear his coarse laughter and you watch with mounting dread as his staff grows in length and tapers to a point at one end. In a matter of seconds it is no longer a staff: it has become a heavy jousting lance. The armour-clad leader bellows a challenge, demanding that you face him in personal combat. With your only route of escape cut off by the burning tree, you accept his challenge. You raise your weapon and shout your battle-cry — ‘For Sommerlund and the Kai!’ — as you spur your horse towards your cackling foe.

Illustration IV
—The armour-clad leader bellows a challenge, demanding that you face him in personal combat.

Zhakka (warrior-mage):
COMBAT SKILL
 42   
ENDURANCE
 36

You will only be able to fight one round of combat before the momentum of your charge carries you past your enemy. If the Kai Weapon you wield is ‘Valiance’, you may apply the bonus gained due to its unique properties.

If you sustain a higher
ENDURANCE
loss than your enemy in this single round of combat,
turn to 40
.

If your enemy sustains a higher
ENDURANCE
points loss than you,
turn to 297
.

If you should both sustain identical
ENDURANCE
point losses,
turn to 143
.

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