and come rushing forwards to hack you down.
Illustration VI —The attendants draw vicious-looking slivers of steel from scabbards hidden inside their robes.
Cheghath: COMBAT SKILL 37 ENDURANCE 40
These beings are gifted with strong psychic defences. Halve all bonuses you would normally receive if you choose to use a psychic attack (including Kai-blast) during this combat.
If you win the combat, turn to 303 .
99
The Jackals are gaining too quickly for you to outrun them; your only hope now is to fight them off. You rein your exhausted horse to a halt and slip out of the saddle, drawing your weapon as you touch the ground. The Jackals spread out and surround you, howling maniacally as they savour the scent of your frightened horse. Then, as if responding to a silent signal, they slink forward to tighten the circle. Your horse rears up and tries to pull away, his hooves flailing the air perilously close to your skull.
As the first of the Jackals makes its attack, you find yourself struggling to hold on to the reins with one hand and fight the Jackals off with the other.
Vorndarol Jackals: COMBAT SKILL 42 ENDURANCE 38
Unless you possess Grand Weaponmastery and have reached the rank of Sun Knight or higher, you must reduce your COMBAT SKILL by 5 for the duration of this combat.
You may evade combat after four rounds by turning to 222 .
If you win this fight, turn to 347 .
100
You follow the President into the chamber, your footsteps echoing as you walk across the mosaic marble floor. At the far end of the room a wiry wolfhound lies snoozing in front of a log fire which is crackling in an iron grate. The flames illuminate the chamber with a warm glow, casting flickering shadows across countless shelves stacked with thick rolls of parchment and papyrus. At the centre there stands a large table heaped with sand. The sand has been shaped to depict the topography of Magador, its towns, cities, mountains, hills, and rivers. The attention to detail is most impressive.
‘Somewhere, here, I fear there is a great evil at work,’ says Kadharian, pointing to a section of the table which depicts the territory north of Lake Vorndarol, an area uncomfortably close to the deep furrow which represents the Maakengorge.
‘Three moons ago, the lakeside hamlet of Vorn was reportedly destroyed by an unnatural storm, the first of many that have continuously swept the region. I dispatched a troop of my guards to investigate but they never returned. Since then, a second troop has also disappeared without trace.’
‘But what makes you think that a plot to resurrect Vashna is afoot?’ you reply, trying not to sound overly sceptical. ‘With due respect, President, this is a notorious region infested with renegades and brigands. There may be a far simpler explanation for the destruction of Vorn and the disappearance of your troops.’
‘Aye, 'tis so,’ retorts Kadharian. ‘At first, I too made the same assumption. But then I came into the possession of something which made me believe otherwise.’
From a leather pouch hanging from his sword belt, Kadharian takes an item which is neatly wrapped in a square of patterned silk.
‘Here, Grand Master,’ he says, offering it to you, ‘I'll let you draw your own conclusions from this.’
Turn to 133 .
101
You are so stunned by the image of your dead brother's face that your mind enters a deep state of psychic shock: lose 8 ENDURANCE points.
If you survive the effects of this trauma, turn to 195 .
102
You sense that you are not alone; you can feel the presence of another living creature close by. Silently you draw your weapon and set off on foot to investigate. Your Kai senses lead you directly to a derelict hut on the perimeter of this ancient settlement. You call out, demanding whoever is inside to show himself, but there is no reply. You repeat your demand but again it goes unanswered. With weapon raised you rush in through the door, expecting to have to
The Myth Hunters
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