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Paragragh 20
You are shown to a large reading table, around which deep-seated chairs are arranged.
“This reading room was once popular with the Ordughadh of the Elder Fey,” Ebergard explains. “The Ordughadh be the head council of our race. Many learned and powerful fey came here to study and meet, and to learn their craft. Now there are so few of us, and the books are ne’er unopened.”
He pauses sadly, then draws your attention to where a parchment map has been spread, held down by spherical paperweights of marble.
“The City of Suidemor,” announces Ebergard as you study the map. “The King Othirom resides in the Suidemor Castle, which be protected by these walls. The castle can nun be seen frum the city at all, for it be always shrouded in a thick and magical mist.” Ebergard straightens up, wincing from his elderly pains. He taps the map. “Ye must do what nun of us have been able to do. You must find one of the gatekeepers and learn the password to his gate. Ye can start only by visiting the gates. Though long ago abandonned, they may give ye some clue that I had perhappen missed. Only the gatekeeper of the East Gate remains at her post, but this fey be a servant of Olcrada, ‘tis known, and ye be ill-advised to seek her help. Avoid then the East Gate, and search out the others. We must praye that the gatekeepers be still alive and that one of them is willing to helpen ye.”
You will find the map at the front of this book. You may take it with you and refer to it whenever you like. Turn now to 11.
Paragraph 137
You are led into a hall of grime-covered walls. High above, the bleak sky is visible between bars. The hall is wide and there is much traffic in it - trolls lugging carts of cargo, and guards escorting prisoners to their unimaginabily grim quarters. The prisoners are docile, and none of them speak, though a miserable-looking goblin in chains spits at you as you pass.
You are brought at last to the end of the hallway, where a long line of new prisoners are queued. One by one the prisoners remove their valuable possessions and outer garments and lay them before the guards. Trinkets, pieces of gold and jewellery are sifted through and thrown into barrels. Overseeing the collection is a faery clothed in the black cloak of the prison guard, distinguishable by his fat, sagging face, down the side of which runs a deep scar.
“Oli!” your guard calls out to the fat-faced faery. “This outcumlin be a weilder of Elder magic.” You are shoved before Oli, who regards you with a cruel, yet rather interested, gaze.
“The dying race,” he observes, his lip twitching. “What be yer business at Elderguard, Elder Fey?” he asks of you.
You shrug helplessly, for still you cannot talk. Oli smirks. “Muteness be the curse of the prisoner. We find it works very well…” As he speaks, you feel the curse lifting from your throat, so that you may talk.
Will you tell him that you seek Kram:
a)under the orders of the King? (turn to 158)
b)under the orders of Olcrada? (turn to 286)
c)Because you are his cousin? (turn to 354)
Paragraph 310
You hasten back toward the door, recognising this evil weapon of Olcrada’s. The vapour creeps about Nyrn’s lower limbs, and as he tries in horror to step aside, he is pulled to his knees and ensnared. He lashes desperately at the vapour with his knife, but the more he struggles, the more he is bound by the Oobanata. He is quickly brought to the ground with a helpless cry. The weapon falls from his hand and his body goes limp, half-submerged and dead.
You watch, immobilised by the sight of his death and the transformation that is now happening to his body. From his fallen corpse a thing arises, a thing of scaled flesh and long limbs, a female form, covered in head to foot with a gooey substance that emanates from the water in which she stands.
This creature is a Water Elemental. Having killed the guard, it is has taken the form of a Water Shee. There is only one spell that will kill this creature, and you must cast that spell now. If your spell is ineffective, turn immediately to 261.