Mydnight's Hero (12 page)

Read Mydnight's Hero Online

Authors: Joe Dever

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

61

Prince Karvas denounces Sadanzo as a murderer and a traitor, and you show the scroll that you discovered in the Baron's safe to Phedros as proof of his treachery. The Marshal gasps when he reads the damning contract and he orders the Royal Guard to arrest Sadanzo immediately. ‘Take the traitor to the palace dungeons,’ he commands. Upon hearing this, a vast section of the stunned crowd roar their approval, and sporadic fighting breaks out as followers of Sadanzo attempt to battle their way out of the square. Marshal Phedros orders that the city gates be sealed, and then he commands the Royal Court Cavalry to hunt down Sadanzo's robber knights in every quarter of Seroa, and bring them to justice. As these noble troopers eagerly set about their task, Phedros turns to Prince Karvas and hugs him to his chest. ‘Welcome home at last,’ he says, his voice wavering with emotion. ‘Welcome home … King Karvas.’

Turn to 270
.

62

You glance at Karvas and give a slight, almost imperceptible nod of your head. The Prince narrows his eyes in recognition that he understands you are going to attempt to break free from these Cavalian horsemen.

You dig your heel into your horse's flank and he suddenly rears up and scrabbles at the air with his forelegs. The Knight Bachelor pulls back on his reins and turns his steed aside to avoid being struck by the flailing hooves. At this moment, you press yourself flat against your horse's neck and urge him forwards. The knight's men bring their mounts together to block your escape, but your horse is quick to the gallop. He surges forwards and forces himself between two troopers, barging them from the saddle as he pushes through their stationary ranks. As you break out of the circle, you hear a cry and it sends a shiver down your spine. You recognize the Prince's voice. When you glance back you see that he has been unsaddled and he is now lying on the ground, helpless before the stamping steel-shod hooves of the Knight Bachelor's warhorse.

‘Surrender yourself, Northlander!’ commands the arrogant Cavalian knight. ‘Or your journeyman companion dies!’

Reluctantly you rein in your horse and raise your hands. Better to surrender and live to fight another day than allow Prince Karvas to be crushed by the hooves of this arrogant knight's horse.

Turn to 130
.

63

The voyage to Siyen begins early the next day, an hour after first light. After saying a final farewell at Amarelda's graveside, Karvas gathers together a few of his meagre belongings, frees his livestock, and then allows himself to be winched aboard the deck of the waiting
Starstrider
. There are now twenty-five days remaining before Harvestmas Day and the crowning ceremony in Seroa. Acraban calculates that the voyage by air should take no longer than twelve days to complete. This news fosters a cheerful mood of optimism for it means that the Prince should arrive in good time to be able to thwart Baron Sadanzo's plan.

As the waters of the Sheasu Channel speed past the hull, and the crew of ten young Brotherhood initiates go about their airborne duties, you accompany Karvas to Acraban's quarters where the Prince is given new clothing to replace his goatskin hides. Acraban offers him the pick of several fine costumes that befit his highborn status, but the Prince chooses instead to dress in the simple, functional grey tunic, cloak, and breeches of a Sommlending journeyman.

‘I vowed to Amarelda that I would one day return to Siyen,’ says Karvas, fixing the clasp of his cloak. ‘Yet never would I have expected to arrive thus — dressed as a Northlander aboard a flying ship!’

For three days and nights the
Starstrider
sails eastwards across the vast uncharted forests of the Kelderwastes, a region where few men have ever set foot. Your natural curiosity fills you with a desire to learn more about this strange unexplored territory, yet you are prevented from observing its passing by an unending blanket of raincloud which keeps the timberland hidden from view. It is not until the afternoon of the fourth day that you observe gaps in the cloud cover through which you see swathes of dense forest and tracts of dark, volcanic rock. In the far distance you can hear a sound like thunder, and your keen Kai senses detect that the pressure of the surrounding air is beginning to rise and fall erratically.

If you possess Grand Pathsmanship and have attained the rank of Kai Grand Sentinel,
turn to 156
.

If you do not possess this skill, or if you have yet to attain this level of Kai Mastery,
turn to 235
.

64

The speed and surefootedness of your Bhanarian stallions carry you and Karvas swiftly out of harm's reach. You soon reach the rubble-strewn gate of the fortress and dismount to lead your horses inside. Within its crumbling walls there stands a keep, a cylindrical structure of time-worn masonry. The upper parts have collapsed leaving huge chunks of broken stone heaped around its base. Where once stood a gate of gleaming bronze, now only a blackened hole remains. It provides access to the inner hall and you enter to take shelter from the torrential rain.

Engravings in the ceiling and walls of this derelict hall tell you that this fortress was once occupied by the Elder Magi. Both you and Karvas are fascinated by the intricate carvings and you decide to split up and explore this hall further. In an alcove at its north side you discover a shrine dedicated to the God Kai. Clumps of wild laumspur are growing around its base and you discover enough here for 3 potions. (Each Potion of Laumspur is a Backpack Item. It will restore 4
ENDURANCE
points when swallowed after combat.)

You are examining the shrine more closely when suddenly you hear Karvas scream out in alarm.

Turn to 177
.

65

Quietly you recite the words of the Brotherhood Spell
Mind Charm
and focus the power of this spell upon the two Cavalians. For all their pomp and grandeur they are both weak-willed wastrels at heart, and instantly they become compliant to your mental commands. You ask them to hand their riverboat tickets to you and Prince Karvas and dumbly they comply. (Record the Riverboat Ticket on your
Action Chart
as a Special Item which you keep it the pocket of your breeches. You need not discard another item in its favour if you already possess the maximum number of Special Items permissible.)

Having obtained what you require, you mentally command the two fops to forget about their plans to visit Seroa for the crowning ceremony. You order them to return to the tavern and spend the rest of the night sampling its cellar of fine wines.

Turn to 2
.

66

You make good use of your advanced Kai skills as you attempt to open the lock. Pick a number from the
Random Number Table
. If you possess a Dagger, you may add 2 to the number you have picked.

If your total score is 3 or lower,
turn to 233
.

If it is 4 or higher,
turn to 279
.

67

It has been a long time since Prince Karvas last visited Cavalia, but he is still able to remember the swiftest route from the citadel to the east gate. You ride fast and you are able to avoid the patrols of Citadel Guards that have been dispatched to hunt you down. You are anxious that your escape will be short-lived if the east gate is closed, yet fortune swings in your favour, for upon your arrival you discover a wagon has shed a wheel. Its broken axle is jammed in the threshold of the gate and a dozen guards are struggling to move it so that the portcullis can be lowered fully.

With an exuberant shout to the incredulous guards, Prince Karvas presses his head to his horse's neck and gallops under the spikes of the portcullis. You copy the Prince's actions and follow closely in his wake as he rides out of Cavalia along the straight road that heads due east to Varedo.

For more than an hour you ride without stopping until your horses refuse to take another step. They are young and lack the muscle and stamina of your Bhanarian steeds, yet they are healthy colts and will serve you better than most. After they have recovered, you press on across the plain until dusk. With darkness closing, you leave the road and take shelter for the night in a small wood. During your overnight stop, you must eat a Meal or lose 3
ENDURANCE
points (unless you possess the Discipline of Grand Huntmastery).

To continue,
turn to 171
.

68

You somersault helplessly across the decking until you are brought to a sudden and painful halt when you collide with a steel vent pipe: lose 5
ENDURANCE
points.

If you have survived this injury, you may continue by
turning to 295
.

69

Carefully Prince Karvas takes hold of you under the arms and helps you to stand on your feet. As soon as the pain of your wounding has receded, you approach the door once more. Your senses detect that the spell protecting this door has now discharged, and the portal is open and unguarded.

Gingerly you push the door with the toe of your boot and silently it swings open to reveal a sumptuous chamber. Tapestries adorn the walls and golden ornaments gleam in lacquered shelves and sculptured wooded 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
.

70

Lodamos sends an urgent order to the commander of the cavalry, Guard Captain Sneida, to muster a troop of his best men and horses and have them ready to ride within the hour.

‘Sneida is a most accomplished horseman, and he knows the road to Seroa better than any man in this city or province,’ says Lodamos. ‘He and his troop will act as your escort to ensure that nothing delays your journey to the capital.’

The sleeping citadel of Varedo comes alive as preparations are made for your speedy departure. Lodamos takes you and Karvas to the stables where you are given the pick of his personal steeds. Karvas chooses a young black stallion and you settle for a dark bay mare. Lodamos approves of your choice: these horses possess speed and stamina, qualities that may prove essential if you are to reach Seroa in time. As your mounts are being saddled, you meet with Guard Captain Sneida and the men of your escort. You are impressed by their eager readiness to carry out this unexpected duty, and by the quiet professionalism with which they go about their preparations.

Baron Lodamos wishes you godspeed and bids you farewell as you climb into the saddle and get ready to set off from the citadel. It is still dark when you and your escort ride out of Varedo and head east across the plain, along a wagon-worn road that leads to Oberra. When darkness gives way to the golden light of the rising sun, the troop unfurls Lodamos' personal banner which they carry proudly at the head of their column. It is a pale blue flag, trimmed with gold braids, and it depicts an owl clutching the blade of a sword. Karvas tell you that these symbols represent Lodamos' motto —
Wisdom and Strength
. His flag serves you well, for as the day unfolds, all the fellow travellers you encounter on the road hurriedly move aside to allow you to pass unhindered when they see Lodamos' banner approaching.

You ride all day and put more than a hundred miles behind you. It is dusk when Sneida brings the troop to the fortified chateau of Lord Jopas, Baron Lodamos' younger brother. You stay there overnight, and in the morning the troop are furnished with fresh mounts for the coming day's ride across the Lucien Hills. This region of Siyen is one of great natural beauty and you enjoy the panoply of castles, chateaux, and richly wooded valleys which unfolds as you traverse the hill trail to Oberra. When night falls you find yourselves still within the boundaries of this hilly timberland. Captain Sneida is loath to make camp in the forest for it harbours packs of wild wolves that may be tempted to attack by the scent of the horses. He urges the troop to continue for several moonlit miles further until you reach the chateau of Baron Jayde. He is commander of the Lucien Province and a trusted friend of Baron Lodamos.

The troop ride through a pair of open, torchlit gates and come to a halt inside a walled courtyard at the front of Baron Jayde's grand estate. Adjacent to the gates are a stables block and a paddock. Captain Sneida orders his men to put the horses in the paddock while he goes to inform Baron Jayde of your arrival. You are leading your horses into the paddock by the reins when your Kai Sixth Sense warns you of hidden danger. You look around the courtyard and suddenly you realize that something is amiss. Ever since you arrived at the chateau you have seen no sign of Baron Jayde's staff or guards. The estate is seemingly deserted. Then you hear Captain Sneida call out a welcome, and when you look to the chateau, you see the figure of a stout man standing in a doorway at the head of a grand flight of stone steps. ‘Well met, Baron Jayde,’ calls Sneida, but his friendly greeting elicits no response. The man in the doorway is utterly immobile; not a flicker of emotion stirs his pale round face. Sneida approaches and quickens his pace. He is halfway up the steps when suddenly the rotund figure of Baron Jayde topples stiffly forwards and falls, face down, upon the flagstones. Fear chills your blood when you see the polished handle of a stiletto dagger protruding from between his shoulder blades.

In that instant the trap is sprung. Suddenly the top of the courtyard is ringed by grim-faced soldiers armed with crossbows. ‘Ambush!’ shouts Captain Sneida. It is the last word he will ever utter. In response to his shout of warning, the soldiers let loose a deadly volley of bolts that claim his life, and the lives of four of his men. As the dead and wounded scream and fall, you drag Prince Karvas to the ground in a desperate effort to save him from being hit.

Pick a number from the
Random Number Table
. If you possess Grand Huntmastery, add 3 to the number you have picked. If you possess Assimilance, add 1.

If your total score is now 4 or less,
turn to 261
.

If it is 5 or higher,
turn to 6
.

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