cabin and an ugly creature appears at the doorway. It is a warty-skinned Szall, a harmless and cowardly breed of Giak. They have been natives of the Wildlands since the Age of the Black Moon, when thousands of their kind migrated from the Durncrag Mountains to avoid the tyranny of Vashna, the mightiest of the Darklords.
The Szall demands one Gold Crown from each passenger before the coach will be allowed to pass. The other passengers each place one Crown upon a small plate and hand it to you.
If you have enough gold to pay the toll, do so and continue on your journey by turning to 249 .
If you have no money, turn to 50 .
198
You have covered less than twenty yards when your horse rears up and bolts. You are thrown to the ground and you lose 1 ENDURANCE point. Brushing the dirt from your cloak, you curse as the animal disappears out of sight. You will have to continue your journey from here on foot.
Turn to 138 .
199
The innkeeper pockets the Crown and says in a mocking voice, ‘You can get there by putting one foot in front of the other — like this,’ and with a loud laugh he walks behind the counter and disappears into the kitchen beyond. You curse his trickery and leave the inn, pausing only, in your anger, to kick over his bucket of dirty water.
Turn to 143 .
202
The soldier salutes and allows you to pass through the red gate. You walk into an open square lit by the tall beacons lining the quayside. To your relief, you sight the marble pillars of the Sommerlund Consulate, and the familiar sun-flag of your country flying above it in the fresh night breeze.
As you climb the stone steps, you are recognized by the Sommlending guards on duty at the main door. They disappear inside and quickly return in the company of a tall grey-haired official. His anguished expression suddenly changes to a smile of joy as he beholds your ragged Kai cloak and tunic.
‘Hope beyond hope! Thank the gods that you live, Kai Lord. The scant news that has reached us from the west has caused us great alarm.’
You are ushered inside and taken immediately to the envoy of Sommerlund, Lord-lieutenant Rhygar.
Turn to 31 .
203
‘Feeling hungry?’ you say, peering at the two busy house mice in the far corner. ‘Perhaps you would care for some cheese?’
Using your Kai Discipline, you order the two mice to bring the cheese to you. The sailor looks on in amazement as the two furry creatures deposit the cheese at your feet and then scurry away.
Turn to 268 .
205
The innkeeper frowns at you and points to a side door. ‘If you can't afford a room, you can go and sleep in the stable.’
As you walk towards the exit, you feel the stare of the other passengers burning into your back. The door is slammed shut and you stand shivering in the cold night air.
Turn to 213 .
206
You are woken during the night by the baying of wolves in the distance. Rather than risk being torn to pieces in your sleep, you climb the tree and spend the rest of the night in safety, high above the ground.
Turn to 312 .
207
You have walked less than a hundred yards when the track disappears over the edge of a precipice towards the deep waters of the Rymerift below. It is impossible to go on any further in this direction. You will have to return along the path and cross the river at the bridge.
Turn to 47 .
208
You have just passed the wagon when you hear a noise behind you. Spinning around, you scan the walls and ceiling but you can see nothing in the gloom of the tunnel.
Turn to 134 .
209
The crew start to whisper. You hear the words ‘ghost-ship’ and ‘cursed voyage’, but the muttering stops when the captain's voice booms out an order for all hands on deck. Only the creaking of the timbers can be heard as Captain Kelman climbs to the rear deck to address the crew.
‘Men, we're three days' sail from Port Bax. The fire has robbed us of our provisions and our freshwater has been fouled. We shall have to steer a new course for Ragadorn, where
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