The Eye of Winter's Fury (75 page)

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Authors: Michael J. Ward

Tags: #Sci Fi & Fantasy, #Fantasy, #Fiction & Literature

BOOK: The Eye of Winter's Fury
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As a trapper you also receive a bonus of +5 gold crowns when selling hides (you will be reminded of this bonus at the appropriate times). When you have made your decision, return to the map to continue your adventure.

548

Fragments of armour swirl up off the dusty floor, whipped along on bright currents of magic. They spin and twirl toward the centre of the room, where the ghost of a man stands, arms and legs extended – squirming and struggling as the armour snaps into place around his body, suiting him in plates of black iron.

‘No . . . Zabarach! I will not serve you!’

A helm slides over his face, muffling his words. Then a sword settles into the palm of his hand, its blade igniting with dark flames.

You glance at Anise, then back at the knight – wondering if you should stay or run. Suddenly the door behind you slams closed, the force of its movement almost rattling it off its hinges.

‘You are mine!’

A spectral figure rises over the knight’s shoulder, clad in billowing robes. Long locks of white hair flow back from the man’s scalp, stirring back and forth as if submerged beneath water. ‘Mott, you serve me.’ He points to you with a gnarly finger. ‘Now go, my servant – and slay the brother who betrays us!’

The knight obeys, striding purposefully towards you, red orbs of hatred burning between the visor of his helm.

‘They’re ghosts, trapped in the past,’ cries Anise, tugging on the door, trying desperately to open it. ‘Remember Harris’s story – Mott and Rinehart were brothers. Rinehart had to slay his brother!’

Evil laughter fills the room as the undead knight continues to advance, his magic sword sputtering flames of cold shadow. It is time to fight:

 
Speed
Magic
Armour
Health
Mott
3
2
1
25
 
Special abilities
In dark service
: Once Mott is reduced to zero
health
, roll a die. On a result of
or more, he rises from the dead, regaining 10
health
. If he is defeated a second time, this ability no longer applies.

If you manage to overcome this accursed knight, turn to
227
. If you lose the combat, remember to record your defeat on your hero sheet. You may then attempt the combat again or return to the map.

549

‘I’m the sixth clerk they sent ’ere. First two only stuck it for one week, the third went a bit crazy. As for the others . . . well, no one knows exactly what happened to the others. Think there was some . . . altercation with the Skards.’

‘So you’ve taken to barricading yourself in?’ You wave a hand over the iron-panelled wall. ‘Is trading really that dangerous?’

‘You ever met a Skard?’ Jackson shakes his muskets, his eye looming large against the glass peep hole. ‘I got weapons back ’ere, food, equipment, gold. The trappers are fine; they’re civilised – well, as civilised as anyone gets out ’ere. But the Skards . . . They ain’t ones for small talk. They don’t wanna trade, they just wanna take – like the world owes ’em something. I ask you, do I look like I’m handin’ out charity?’ He pauses, as if expecting an answer – then continues regardless. ‘Last trading post was stripped down – everything gone. Them Skards will steal anything that ain’t nailed down. But Jackson don’t go running, snivelling like some goblin runt. I’m sticking it out – ain’t no one taking this trading post from me.’

Will you:
 
Attempt to break in?
740
Discuss something else?
685
Leave?
Return to the map

550

You brush the girl’s eyelids with your fingertips – closing them for the last time. Despite everything she has endured, there is a comforting look of peace about her. ‘I wish I could be with you.’ Leaning close, you kiss her forehead, a web of frost sparkling across her skin. Then you rise and walk away.

You have gained the title
The Mourner
and the following special ability:

Tormented soul (mo):
You may sacrifice 4
health
to instantly restore a speed or combat ability that you have already used. This ability can only be used once per combat.

You may now return to the map or advance to the final boss monster encounter by turning to
717
.

551

Quest: Angels and demons

Light radiates through the translucent walls of ice, casting a sparkling sheen across the frozen floe-channels and tumbled-down slabs; the light a reminder of a world that exists outside these caves. It is a torment rather than a comfort.

Since ascending the ancient stairway that led into the North Face, the caves and tunnels have been unending. Skoll was sure you would encounter goblins and other dark creatures on your journey, but so far you have discovered nothing – save for a growing sense of unease, heightened by solitude.

Tempers are frayed and starting to show.

With little else to occupy your thoughts, you have found yourself resenting your physical bulk more and more. Every movement is now a sluggish effort, as if your brain – your spirit energy – is struggling to drive the body that you are forced to inhabit. Your dead limbs feel heavier than usual. Many times you stagger on the slippery ice, bumping arms and shoulders against the tight walls. Sometimes you wish for a stab of pain – a sign of life. Instead, there is only the dull
numbness. It is an effort not to draw your spirit away and leave your body behind; return to the Norr. You desperately crave its freedom – to be back with Nanuk.

Skoll and Anise have grown closer. You can see it in their furtive looks, the way they huddle close at night, sharing their bodies’ warmth. They are still human – they share that bond. You wonder what Anise sees when she looks upon you. Unlike them, you are numb to the cold and have no defence against its bite. They quickly feel the pain and know to warm themselves, or huddle deeper into their furs. You have no such warning. The ice constantly eats away at you, turning more of your pale flesh to a charcoal black.

You watch them.

Sometimes the jealousy is too much to bear. Listening to them. Talking. Laughing. Whispering.

On a few occasions, when Anise has noticed your pensive glares, she has reluctantly moved to join you – an uncomfortable silence ensuing. Once you tried to lighten the mood by asking for some lessons in Skard, believing it would bridge the divide. But you’ve never had a tongue for languages, and picking up the guttural words proved difficult for you. Frustration quickly led to anger – and the lesson ended with the two of you arguing. Skoll has been respectful enough to keep his distance, but there is often challenge in his eyes. And a wariness.

Deeper and deeper you go.

On day four, you find the bodies.

They are human, dressed in foul-stinking furs. You count nine, arranged in a rough circle, surrounded by their few motley belongings. Amongst the packs and rolls you spot several picks and hammers. Several of the men have a red cloth-band tied around an upper arm.

Two creatures are crouched next to a body, trying to tug a belt loose to get at a pouch. At first you mistake them for goblins, but their skin is as translucent as the ice, their big round eyes pale and milky.

‘Svardkin!’ hisses Skoll. He drops his pack, tugging an axe free. ‘Get away from them, thieves!’

The two creatures startle, then make a dash for the safety of a nearby tunnel. You notice one of them is clutching a cloth bundle to its chest. Evidently, they have pilfered something from the miners.

Will you:
 
Stay and examine the bodies?
66
Chase aft er the svardkin?
778

552

A woman is walking around the pens, feeding the dogs from a bucket of fatty entrails. You call her over, nodding to the larger hounds tethered next to the kennels. ‘Are these for sale?’

The woman tips her bucket, emptying the last of the sloppy remains next to one of the hounds. It pounces on the gristly meat, its sharp canines ripping at it hungrily.

‘Sure, if you’ve got a sled – I have a few good alphas that’ll lead your dog-team.’ The woman raises her gloved mitts, splattered with grease and blood. ‘My name’s Leeta. I would shake your hand, but . . .’

You nod with an understanding grimace. ‘What else do you have for sale?’

‘The races are tough,’ she sighs, blowing out her cheeks. ‘The riders run their dogs ragged, some don’t make it to the end. It’s a fine line, getting the most of out of ’em – but I can help you there. I got whips and collars, whole load of dog toys to keep your team ahead of the pack.’

Will you:
 
Purchase a lead dog? (requirement: sled)
502
View the dog equipment?
477
Explore the rest of the compound?
106

553

For defeating the rift demon, you may now help yourself to one of the following rewards:

Bristle backbone
Crackdown
Dusk needles
(chest)
(head)
(cloak)
+1 speed +1 armour
+2 brawn
+1 speed +1 brawn
Ability: thorn armour
Ability: charge
Ability: impale

When you have updated your hero sheet, turn to
503
.

554

The rush of cold is sudden and fierce, punching through your chest, freezing your heart and stealing your very last breath. It fills you, numbs you, a coldness so intense that it burns the stone beneath your feet, cracking it to frozen splinters.

If you wish, you may now learn the soul thief career. The soul thief has the following special abilities:

Mind flay (co):
Instead of rolling for a damage score, you can cast
mind flay
. Roll 1 damage die and apply the result to each of your opponents, ignoring their
armour
. For each opponent that takes damage, you may restore 2
health
to your hero. This ability can only be used once per combat.

Heart steal (pa):
Whenever you use
piercing
or
deep wound
in combat, you may automatically roll an extra die for damage.

When you have made your decision, turn to
677
.

555

The hooded ghost opens its fist and lets the stones roll onto the table. They all land face up, displaying a perfect house and a crown. ‘Royal Hoard,’ whispers a voice from beneath the cowl.

The guard looks at the symbols with a sly grin, then places his
own stones, one by one, onto the table. As each stone is displayed the hooded ghost leans a little closer to the table, bony fingers gripping the table-edge. ‘No, it can’t be.’

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