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15 <title>Beyond the Nightmare Gate</title>
16 <creator class="author" sort-name="Page, Ian">Ian Page</creator>
17 <creator class="author" sort-name="Dever, Joe">Joe Dever</creator>
18 <creator class="illustrator" sort-name="Bonner, Paul">Paul Bonner</creator>
19 <creator class="short">Joe Dever and Ian Page</creator>
20 <creator class="medium">
22 <line>Illustrated by Paul Bonner</line>
23 <line>Edited by Joe Dever</line>
25 <creator class="long">
26 &inclusion.ian.page.bio.gs;
27 &inclusion.joe.dever.bio.gs;
28 &inclusion.paul.bonner.bio.gs;
30 <publisher>Project Aon</publisher>
31 <date class="publication"><year>2018</year><month>2</month><day>15</day></date>
32 <description class="blurb">
33 <p>You are the Wizard Grey Star, chosen hero of an ancient magical race<ch.emdash/>the Shianti. To find the Moonstone, source of all Shianti wisdom, you must venture <strong>Beyond the Nightmare Gate</strong>.</p>
34 <p>Dare you enter a realm of mystery, a world of gods and demons? For somewhere in this twilight region is the secret of the Moonstone. Only you can find it and with its power throw down the evil Shasarak and save mankind. Your journey will take you across the grey plains of the Neverness, past the dark enchantments of the Crystal Tower, and on towards perils undreamed of. Armed only with the Wizard<ch.apos/>s Staff and the magical spells of the Shianti, you must step into a nightmare world where only the bravest will survive!</p>
35 <p><cite>The World of Lone Wolf</cite> is an exciting adventure series in which you are the hero, you make the decisions, and you fight the combats using the unique systems included in the book.</p>
37 <description class="publication">
38 <p>Internet Edition published by <a href="&link.project.website;">Project Aon</a>. This edition is intended to reflect the complete text of the original version. Where we have made minor corrections, they will be noted in the <a idref="errata">Errata</a>.</p>
40 <rights class="copyrights">
41 <line>Concept copyright <ch.copy/> 1986 Joe Dever and Gary Chalk.</line>
42 <line>Text copyright <ch.copy/> 1986 Ian Page.</line>
43 <line>Illustrations copyright <ch.copy/> 1986 Paul Bonner.</line>
45 <rights class="license-notification">
47 <line>Concept copyright <ch.copy/> 1986 Joe Dever and Gary Chalk.</line>
48 <line>Text copyright <ch.copy/> 1986 Ian Page.</line>
49 <line>Illustrations copyright <ch.copy/> 1986 Paul Bonner.</line>
50 <line>Distribution of this Internet Edition is restricted under the terms of the <a idref="license">Project Aon License</a>.</line>
62 <title>Title Page</title>
63 <link class="next" idref="dedicate" />
68 <section class="frontmatter" id="dedicate">
70 <title>Dedication</title>
71 <link class="prev" idref="title" />
72 <link class="next" idref="acknwldg" />
76 <p class="dedication">For Pat and David</p>
80 <section class="frontmatter" id="acknwldg">
82 <title>Acknowledgements</title>
83 <link class="prev" idref="dedicate" />
84 <link class="next" idref="coming" />
89 &inclusion.joe.dever.endowment;
91 <section class="frontmatter" id="credits">
92 <meta><title>Credits</title></meta>
96 <dt>Transcription</dt>
98 <dt>Illustration Transcription</dt>
100 <line>Jonathan Blake</line>
101 <line>Simon Osborne</line>
105 <line>Jonathan Blake</line>
106 <line>Jeff Dougan</line>
107 <line>Thomas Wolmer</line>
109 <dt>Replacement Illustrations</dt>
111 <line>JC Alvarez (Action Charts)</line>
112 <line>Jonathan Blake (Extramatter Charts and Tables)</line>
113 <line>Christopher Lundgren (Map and Small Illustrations)</line>
115 <dt>Proofreading</dt>
117 <line>Ryan Cross (Sections 36<ch.endash/>70)</line>
118 <line>Simon Osborne (Frontmatter and Sections 1<ch.endash/>35 and 71<ch.endash/>350)</line>
122 <line>Jeff Dougan</line>
123 <line>Ingo Kl<ch.ouml/>cker</line>
124 <line>Benjamin Krefetz</line>
125 <line>Christopher Lundgren</line>
126 <line>Simon Osborne</line>
127 <line>Timothy Pederick</line>
129 <!-- <dt>PDF Layout</dt>
131 <line>Jonathan Blake</line>
132 <line>Ingo Kl<ch.ouml/>cker</line>
134 <dt>Coordination</dt>
136 <line>Jonathan Blake</line>
137 <line>Thomas Wolmer</line>
139 <dt>Special Thanks</dt>
140 <dd>David Davis, Patrick Kalinauskas, Chris Neilson</dd>
147 <section class="frontmatter" id="coming">
149 <title>Of the Coming of Grey Star</title>
150 <link class="prev" idref="acknwldg" />
151 <link class="next" idref="tssf" />
155 <p>Ancient days they were when first the Shianti set foot upon the land that men call Magnamund. Long had they journeyed through the void, homeless wanderers in search of a place to call their own. And so it was that when the Shianti first looked upon the face of the land, their hearts were raised in wonder. They saw a world of nameless mountains, untamed forests, and lands both wild and free. Here they chose to cease their wanderings and to devote themselves to the study and appreciation of this newfound land.</p>
156 <p>To the delight of the Shianti, the race of man first emerged at this time and they watched his early struggle towards civilization with eager concern. Like gods, the Shianti seemed to the minds of primitive men. Tall and proud, shining with a radiance that spoke of magic and arcane mystery, the Shianti moved among them and with their powers of wizardry, aided man in his development.</p>
157 <p>As the centuries passed, man fell to worship of the magical Shianti and the power of these wizards grew even stronger. With hungry hearts they sought to unlock the mysteries of knowledge, sending their minds into other planes of existence and strange worlds beyond the sphere of the material plane. Their foresight was now unmatched and the power of their thought was mighty indeed. It was at this time that they created the Moonstone. Woven of the very fabric of the astral plane of Daziarn, this translucent gem was the greatest achievement of Shianti wisdom. It was the binding force of all Shianti magic, containing the combined might of all their wizardry, the sum of all their knowledge. The Golden Age of the Shianti had come and the Moonstone was the instrument of their dominion throughout all Magnamund. Man stood as little more than a shadow, blinded by the shining white light of Shianti glory. But, in creating the Moonstone, the unwritten laws of nature had been transgressed. For the Moonstone, like the Shianti themselves, was something outside of man<ch.apos/>s own world; it defied the natural order laid down by the creators of Magnamund and disrupted the balance that the gods had designed.</p>
158 <p>The Goddess Ishir, High Priestess of the Moon and mother of all men, showed herself to the Shianti and spoke to them of the destiny of man: <quote>The children of this world must claim their inheritance. Their time has come and they must learn to stand alone. They are lost in their worship of you and the day draws ever nearer when they will covet the power of the Moonstone.</quote></p>
159 <p>And the Shianti said: <quote>Forgive us, Great Goddess, for we intended no harm. We love mankind even as you do. We have sought to do good and protect your children from harm.</quote></p>
160 <p>But Ishir replied, <quote>Of this there can be no doubt, but this world is not your realm. Man must be free to pursue his destiny alone, and you must leave, for you trespass on his domain.</quote></p>
161 <p>The Shianti were filled with sorrow. They feared a return to the void and to their lonely wandering, and pleaded with Ishir that she might allow them to remain. Ishir was filled with pity for them. She spoke again, saying, <quote>If you are to remain, you must obey my command. You must take a vow never to interfere with mankind<ch.apos/>s fate. As a token of good faith you must lay aside the Moonstone, and return it to the plane where it belongs.</quote></p>
162 <p>Solemnly, the Shianti agreed. The vow was sworn before Ishir, and the Moonstone was returned to the Daziarn. The Shianti then moved south to the Isle of Lorn. They encircled their new home with a web of enchantments, magical mists, and mage winds to prevent man from ever finding their place of refuge in the Sea of Dreams. Knowledge of the Shianti faded with time, save in southern Magnamund where it became enshrined in legend, and the worship of them endured. Priests of the Shianti religion preserved their teachings and patiently awaited the day when the <quote>ancient ones</quote> would return, bringing with them lasting peace and the blessing of a new golden age.</p>
163 <p>Two thousand years strode by and man advanced as Ishir had foretold. He built great cities and cultivated the land; his kingdoms rose and fell; he made war and loved and laughed and became master of his fate. But a new power was emerging in the province of Shadaki. There Shasarak the evil Wytch-king ruled. The black necromancer commanded an army of brutal soldiers and had a devoted following of men who upheld his religion of demonic worship and sacrificial rites. Devotees of the Shianti and other religious cults were persecuted in a merciless purge. Ruthlessly, the Wytch-king destroyed all his opponents and began a terrible war with the peoples of the neighbouring provinces. From the ruins of war Shasarak shaped the Shadakine Empire, subjugating whole nations to his evil rule. As the provinces fell to his might, the Shianti looked on helplessly, bound by their vow to the Goddess Ishir never to interfere in the affairs of man.</p>
164 <p>On the night of the crowning of Shasarak as Overlord of the Shadakine Empire, a great storm broke upon the Sea of Dreams, a storm that raged with unnatural intensity. Lashed by wind and rain, illuminated by wild lightning, the waters heaved and danced in fury to the thundering music of the storm, unchecked by even the enchantments of the Shianti. When finally the tempest died, the Shianti looked out in amazement on the shattered hull of a ship drifting towards their shore. Never before had this occurred, for the enchantments and mage winds had kept them secure from the curiosity of man by forcing him to sail close to his own land.</p>
165 <p>The Shianti went quickly to the ruined ship where they found only one survivor<ch.emdash/>a baby. They perceived the sudden arrival of this human child as a sign of great portent, and they conceived a plan by which they might lawfully aid mankind. They named the orphan child Grey Star, because a star is the symbol of hope in the Shianti faith, and because of the silver streak in the child<ch.apos/>s jet-black hair. In the shadow of the wrath of the Goddess Ishir, they raised the child as one of their own and taught him their secrets. Diligently they set about their instruction, for their aim was to provide a saviour for mankind. Armed with the might of Shianti wizardry and wisdom, their hope was to create an adversary equal in power to the evil Wytch-king of Shadaki, for they realized that only with the death of Shasarak would man once more be free to determine his destiny.</p>
169 <section class="frontmatter" id="tssf">
171 <title>The Story So Far<ch.ellips/></title>
172 <link class="prev" idref="coming" />
173 <link class="next" idref="gamerulz" />
177 <p>You are Grey Star, trained in the ancient lore of a Shianti Wizard. For sixteen years you have dwelt in safety on the Isle of Lorn, the hidden realm of the magical Shianti race, until Acarya, High Wizard of the Shianti, decides to send you upon a dangerous quest: to save your own people, the race of man, from the tyrannical Wytch-king of Shadaki, Shasarak. Held by their ancient vow to the goddess Ishir, the Shianti are unable to leave their island either to come to the direct aid of man or to retrieve the Moonstone, which possesses the combined forces of all Shianti powers and lies hidden on another plane. As a human, no vow prohibits you from leaving the island and you have been sent to recover the Moonstone and commanded to use its power to defeat the Wytch-king. The Moonstone is hidden on the Daziarn Plane, which can be entered only by finding one of its portals.</p>
178 <p>Your quest begins with the search for the Shadow Gate, a doorway to the Daziarn that never remains in one place for longer than a day and is invisible to the human eye. To help you find the Shadow Gate you first seek the Lost Tribe of Lara, a race of magical but primitive creatures called the Kundi, who possess the gift of astral vision, enabling them to see the gateways to other worlds and dimensions.</p>
179 <p>On first arriving at the Port of Suhn, the major trading port of the Shadakine Empire, you are befriended by Shan Li, a merchant who serves as your guide through these strange and foreign lands. A short while after, you are captured and imprisoned in the House of Correction, the prison of Suhn and citadel of Mother Magri, a Wytch in the service of Shasarak. Tanith, a young girl learning the ways of wytchcraft comes to your rescue. She helps you escape from the dungeons of Mother Magri and later sacrifices herself, calling the shadow demon, the Kleas<ch.aacute/>, against her to save you from its attack.</p>
180 <p>After many more adventures you come, at last, to the Azanam, the treetop home of the Kundi. They give you Urik the Wise, an old Kundi Shaman, to guide you to the Shadow Gate. The two of you cross the dangerous lands of the Shadakine Empire, pursuing Urik<ch.apos/>s vision which leads you, finally, to the Forbidden City of Gyanima in the Mountains of Morn. Beyond is Desolation Valley and there you find the Shadow Gate. However, it is guarded by one of Shasarak<ch.apos/>s many slaves, a demon Kleas<ch.aacute/>; in fact the very Kleas<ch.aacute/> that captured Tanith, who stands in the Gateway, eternal prisoner of Shasarak unless you can free her. Finally you discover a way of releasing the Kleas<ch.aacute/> and opening the Gate.</p>
181 <p>Bidding farewell to Urik, you prepare to enter the Gate.</p>
185 <section class="frontmatter" id="gamerulz">
187 <title>The Game Rules</title>
188 <link class="prev" idref="tssf" />
189 <link class="next" idref="powers" />
193 <footnote id="gamerulz-1-foot" idref="gamerulz-1"><p>This section of the rules implies that you must re-pick all three scores<ch.emdash/><typ class="attribute">COMBAT SKILL</typ>, <typ class="attribute">WILLPOWER</typ>, and <typ class="attribute">ENDURANCE</typ><ch.emdash/>even though you may have already completed a previous adventure. This is without precedent in other books and therefore appears to be a mistake. In order to preserve rule consistency among the books, you may choose to retain your <typ class="attribute">COMBAT SKILL</typ> and <typ class="attribute">ENDURANCE</typ> scores and only re-pick your <typ class="attribute">WILLPOWER</typ> score.</p></footnote>
194 <footnote id="gamerulz-2-foot" idref="gamerulz-2"><p>If you have completed <bookref series="gs" book="02tfc">Book Two</bookref> but not <bookref series="gs" book="01gstw">Book One</bookref>, it seems reasonable to add 25 to the number you picked.</p></footnote>
195 <footnote id="gamerulz-4-foot" idref="gamerulz-4"><p>There are sections in the <cite>Grey Star</cite> books that describe how you use a Magical Power and how many <typ class="attribute">WILLPOWER</typ> points you spend, without giving you a choice and without taking into account that you may not have the required number of <typ class="attribute">WILLPOWER</typ> points left. You may choose to simply subtract the specified number of <typ class="attribute">WILLPOWER</typ> points. This may leave you with a negative <typ class="attribute">WILLPOWER</typ> score, or if it was already negative, it will make your score become even more negative.</p>
196 <p>Alternatively, you may wish to use a method given in <bookref series="gs" book="04wotw" section="sect175">Section 175</bookref> of <bookref series="gs" book="04wotw"><cite>War of the Wizards</cite></bookref>, which contains one such case of mandated use of magic: If you do not have enough <typ class="attribute">WILLPOWER</typ> points, then you use <typ class="attribute">ENDURANCE</typ> points at a rate of 2 <typ class="attribute">ENDURANCE</typ> points for every 1 <typ class="attribute">WILLPOWER</typ> point you lack (i.e. 2 <typ class="attribute">ENDURANCE</typ> points = 1 <typ class="attribute">WILLPOWER</typ> point). If your <typ class="attribute">ENDURANCE</typ> score falls to zero or below, you are dead and the adventure is over.</p>
197 <p>Note that you may never <em>choose</em> to use a Magical Power or your Wizard<ch.apos/>s Staff if you do not have sufficient <typ class="attribute">WILLPOWER</typ> points. This method also cannot be used in cases where you lose <typ class="attribute">WILLPOWER</typ> points for a reason other than using magic, for instance as a result of mental or magical attacks. In these cases, you may end up with a negative <typ class="attribute">WILLPOWER</typ> score.</p></footnote>
198 <footnote id="gamerulz-3-foot" idref="gamerulz-3"><p>It is possible for your <typ class="attribute">WILLPOWER</typ> to fall below zero. For example, if you are the victim of an attack that drains your <typ class="attribute">WILLPOWER</typ>, your score may be forced below zero. If your <typ class="attribute">WILLPOWER</typ> falls to zero or below, you will not be able to cast spells or use the magical properties of your Wizard<ch.apos/>s Staff until your score is again above zero. You can still use your Wizard<ch.apos/>s Staff in combat as a normal weapon, but you must deduct 6 points from your <typ class="attribute">COMBAT SKILL</typ>.</p></footnote>
202 <p>To keep a record of your adventure, use the <a idref="action">Action Chart</a>.</p>
203 <p>Before you set off on your adventure, you must discover how well your Shianti masters have prepared you for your quest by determining your fighting prowess<ch.emdash/><typ class="attribute">COMBAT SKILL</typ><ch.emdash/>your state of mind<ch.emdash/><typ class="attribute">WILLPOWER</typ><ch.emdash/>and your physical stamina<ch.emdash/><typ class="attribute">ENDURANCE</typ>.<footref id="gamerulz-1" idref="gamerulz-1-foot"/> To do this take a pencil and, with eyes closed, point with the blunt end of it onto the <a idref="random">Random Number Table</a>. If you pick 0 it counts as zero.</p>
205 <p>The first number that you pick from the <a idref="random">Random Number Table</a> in this way represents your <typ class="attribute">COMBAT SKILL</typ>. Add 10 to the number you picked and write the total in the <typ class="attribute">COMBAT SKILL</typ> section of your <a idref="action">Action Chart</a> (e.g. if your pencil fell on the number 4 in the <a idref="random">Random Number Table</a> you would write in a <typ class="attribute">COMBAT SKILL</typ> of 14). When you fight, your <typ class="attribute">COMBAT SKILL</typ> will be pitted against that of your enemy. A high score in this section is therefore very desirable.</p>
207 <p>The second number that you pick from the <a idref="random">Random Number Table</a> represents your <typ class="attribute">WILLPOWER</typ>. Add 20 to this number if this is your first <cite>Grey Star</cite> adventure, 25 if you have completed book one successfully, 30 if you have also completed <bookref series="gs" book="02tfc">Book Two</bookref>.<footref id="gamerulz-2" idref="gamerulz-2-foot"/> Write the total in the <typ class="attribute">WILLPOWER</typ> section of your <a idref="action">Action Chart</a> (e.g. if your pencil fell on the number 6 in the <a idref="random">Random Number Table</a> and this is your first adventure, you would have a <typ class="attribute">WILLPOWER</typ> of 26). If you decide to use a spell or utilize the power of your Wizard<ch.apos/>s Staff, then you will lose <typ class="attribute">WILLPOWER</typ> points. If at any time your <typ class="attribute">WILLPOWER</typ> falls to zero or below, you may not use any of your spells<footref id="gamerulz-4" idref="gamerulz-4-foot"/> or your Wizard<ch.apos/>s Staff.<footref id="gamerulz-3" idref="gamerulz-3-foot"/> Lost <typ class="attribute">WILLPOWER</typ> points can be regained during the course of the adventure, and it is possible for your <typ class="attribute">WILLPOWER</typ> points to rise above the total with which you start your adventure.</p>
209 <p>The third number that you pick from the <a idref="random">Random Number Table</a> represents your powers of <typ class="attribute">ENDURANCE</typ>. Add 20 to this number and write the total in the <typ class="attribute">ENDURANCE</typ> section of your <a idref="action">Action Chart</a> (e.g. if your pencil fell on the number 6 on the <a idref="random">Random Number Table</a> you would have 26 <typ class="attribute">ENDURANCE</typ> points). If you are wounded in combat, you will lose <typ class="attribute">ENDURANCE</typ> points. If at any time your <typ class="attribute">ENDURANCE</typ> points fall to zero or below, you are dead and the adventure is over. Lost <typ class="attribute">ENDURANCE</typ> points can be regained during the course of the adventure but can never rise above the number with which you start your adventure.</p>
211 <section class="frontmatter-separate" id="powers">
213 <title>Magical Powers</title>
214 <link class="prev" idref="gamerulz" />
215 <link class="next" idref="equipmnt" />
219 <footnote id="powers-1-foot" idref="powers-1"><p>The wording of this section of the rules seems to indicate<ch.emdash/>if read literally<ch.emdash/>that you may choose your set of Powers again if you have completed a previous adventure. This is without precedent in other books. In order to preserve consistency with other books, you should not choose your Powers again. If you have completed at least one previous adventure, you may choose one additional Power from the list. If you choose Alchemy as your new Magical Power, you also receive a Herb Pouch with contents, as detailed in the <a idref="equipmnt">Equipment</a> section.</p></footnote>
220 <footnote id="powers-2-foot" idref="powers-2"><p>If your <typ class="attribute">WILLPOWER</typ> falls to zero or below, you will not be able to use the magical properties of your Wizard<ch.apos/>s Staff until your score is again above zero. You can still use your Wizard<ch.apos/>s Staff in combat as a normal weapon, but you must deduct 6 points from your <typ class="attribute">COMBAT SKILL</typ>.</p></footnote>
224 <p>If this is your first <cite>Grey Star</cite> adventure, your education in the ways of wizardry is incomplete: you have mastered only five of the seven Magical Powers that the Shianti call the Lesser Magicks. The choice of which five Powers these are is up to you. If you have completed either books one or two or both of the <cite>Grey Star</cite> adventures, you may choose six of the seven Magical Powers.<footref id="powers-1" idref="powers-1-foot"/> All of the Lesser Magicks may be of use to you at some point on your quest, so choose them with care. Your survival may depend on the correct use of a Magical Power at the right time.</p>
225 <p>The seven Magical Powers available to you are listed below. When you have chosen your five or six Powers, enter them in the Magical Powers section of your <a idref="action">Action Chart</a>.</p>
227 <section class="frontmatter" id="sorcery">
228 <meta><title>Sorcery</title></meta>
231 <illustration class="inline">
233 <creator>Paul Bonner</creator>
235 <instance class="html" src="sorcery.png" width="386" height="122" mime-type="image/png"/>
236 <instance class="html-compatible" src="sorcery.gif" width="386" height="122" mime-type="image/gif"/>
237 <instance class="pdf" src="sorcery.pdf" width="386" height="122" />
240 <illustration class="accent" id="sorcery-ill">
242 <creator>Christopher Lundgren</creator>
244 <instance class="html" src="sorcery.png" width="112" height="141" mime-type="image/png"/>
245 <instance class="html-compatible" src="sorcery.gif" width="112" height="141" mime-type="image/gif"/>
246 <instance class="pdf" src="sorcery.pdf" width="112" height="141" />
249 <p><a idref="sorcery-ill" class="accent-illustration" />This Power allows a wizard to transform his thoughts or desires into magical energy. By concentration of the will it is possible to create magical shields of force to bar doors or move objects. Sorcery drains more <typ class="attribute">WILLPOWER</typ> points than any other Magical Power, and is most effective when your <typ class="attribute">WILLPOWER</typ> points are high.</p>
250 <p>If you choose this Power, write <quote>Sorcery</quote> on your <a idref="action">Action Chart</a>.</p>
254 <section class="frontmatter" id="enchant">
255 <meta><title>Enchantment</title></meta>
258 <illustration class="inline">
260 <creator>Paul Bonner</creator>
262 <instance class="html" src="enchant.png" width="386" height="130" mime-type="image/png"/>
263 <instance class="html-compatible" src="enchant.gif" width="386" height="130" mime-type="image/gif"/>
264 <instance class="pdf" src="enchant.pdf" width="386" height="130" />
267 <illustration class="accent" id="enchant-ill">
269 <creator>Christopher Lundgren</creator>
271 <instance class="html" src="enchant.png" width="112" height="141" mime-type="image/png"/>
272 <instance class="html-compatible" src="enchant.gif" width="112" height="141" mime-type="image/gif"/>
273 <instance class="pdf" src="enchant.pdf" width="112" height="141" />
276 <p><a idref="enchant-ill" class="accent-illustration" />The Power of Enchantment enables a wizard to charm or beguile other creatures, and create illusions in the minds of others. He will be able to extract information from others, place thoughts and compulsions into another<ch.apos/>s mind, or cause them to believe that imaginary events are actually taking place. Some magical or highly intelligent beings may be immune to the powers of Enchantment.</p>
277 <p>If you choose this Power, write <quote>Enchantment</quote> on your <a idref="action">Action Chart</a>.</p>
281 <section class="frontmatter" id="elementl">
282 <meta><title>Elementalism</title></meta>
285 <illustration class="inline">
287 <creator>Paul Bonner</creator>
289 <instance class="html" src="elementl.png" width="386" height="118" mime-type="image/png"/>
290 <instance class="html-compatible" src="elementl.gif" width="386" height="118" mime-type="image/gif"/>
291 <instance class="pdf" src="elementl.pdf" width="386" height="118" />
294 <illustration class="accent" id="elementl-ill">
296 <creator>Christopher Lundgren</creator>
298 <instance class="html" src="elementl.png" width="112" height="141" mime-type="image/png"/>
299 <instance class="html-compatible" src="elementl.gif" width="112" height="141" mime-type="image/gif"/>
300 <instance class="pdf" src="elementl.pdf" width="112" height="141" />
303 <p><a idref="elementl-ill" class="accent-illustration" />The Power of elemental magic allows a wizard some control over the natural elements of Air, Fire, Earth, and Water. By entering a trance and chanting incantations, you may summon aid from the spirits of the Elemental Plane. Elementals have very little understanding of man, and for this reason a wizard can never be sure of the nature of the aid the Elementals may send.</p>
304 <p>If you choose this Power, write <quote>Elementalism</quote> on your <a idref="action">Action Chart</a>.</p>
308 <section class="frontmatter" id="alchemy">
309 <meta><title>Alchemy</title></meta>
312 <illustration class="inline">
314 <creator>Paul Bonner</creator>
316 <instance class="html" src="alchemy.png" width="386" height="121" mime-type="image/png"/>
317 <instance class="html-compatible" src="alchemy.gif" width="386" height="121" mime-type="image/gif"/>
318 <instance class="pdf" src="alchemy.pdf" width="386" height="121" />
321 <illustration class="accent" id="alchemy-ill">
323 <creator>Christopher Lundgren</creator>
325 <instance class="html" src="alchemy.png" width="112" height="141" mime-type="image/png"/>
326 <instance class="html-compatible" src="alchemy.gif" width="112" height="141" mime-type="image/gif"/>
327 <instance class="pdf" src="alchemy.pdf" width="112" height="141" />
330 <p><a idref="alchemy-ill" class="accent-illustration" />A wizard who possesses the Power of Alchemy is able, through the mixing of various substances, to create magical potions. Given the correct ingredients, a potion may restore lost energy (i.e. <typ class="attribute">ENDURANCE</typ> points, <typ class="attribute">WILLPOWER</typ>), or temporarily improve various abilities (e.g. <typ class="attribute">COMBAT SKILL</typ>). The use of Alchemy may also allow a wizard to alter the nature of substances (e.g. change lead into gold), but the necessary ingredients and the correct equipment (e.g. a pestle and mortar) must be at hand. The use of the Power of Alchemy drains no <typ class="attribute">WILLPOWER</typ>.</p>
331 <p>If you choose this Power write <quote>Alchemy</quote> on your <a idref="action">Action Chart</a>.</p>
335 <section class="frontmatter" id="prophecy">
336 <meta><title>Prophecy</title></meta>
339 <illustration class="inline">
341 <creator>Paul Bonner</creator>
343 <instance class="html" src="prophecy.png" width="386" height="123" mime-type="image/png"/>
344 <instance class="html-compatible" src="prophecy.gif" width="386" height="123" mime-type="image/gif"/>
345 <instance class="pdf" src="prophecy.pdf" width="386" height="123" />
348 <illustration class="accent" id="prophecy-ill">
350 <creator>Christopher Lundgren</creator>
352 <instance class="html" src="prophecy.png" width="112" height="141" mime-type="image/png"/>
353 <instance class="html-compatible" src="prophecy.gif" width="112" height="141" mime-type="image/gif"/>
354 <instance class="pdf" src="prophecy.pdf" width="112" height="141" />
357 <p><a idref="prophecy-ill" class="accent-illustration" />The Power of Prophecy allows a wizard to foretell the future through meditation. A meditative state will allow a wizard to make the correct decision when facing conflicting choices or difficult actions; to discover the whereabouts of a person he has once met, or an object he has once seen. It may also allow him to determine the true nature of a stranger or a strange object. Magical beings or objects are sometimes hidden from the Power of Prophecy.</p>
358 <p>If you choose this Power, write <quote>Prophecy</quote> on your <a idref="action">Action Chart</a>.</p>
362 <section class="frontmatter" id="psycmncy">
363 <meta><title>Psychomancy</title></meta>
366 <illustration class="inline">
368 <creator>Paul Bonner</creator>
370 <instance class="html" src="psycmncy.png" width="386" height="126" mime-type="image/png"/>
371 <instance class="html-compatible" src="psycmncy.gif" width="386" height="126" mime-type="image/gif"/>
372 <instance class="pdf" src="psycmncy.pdf" width="386" height="126" />
375 <illustration class="accent" id="psycmncy-ill">
377 <creator>Christopher Lundgren</creator>
379 <instance class="html" src="psycmncy.png" width="112" height="141" mime-type="image/png"/>
380 <instance class="html-compatible" src="psycmncy.gif" width="112" height="141" mime-type="image/gif"/>
381 <instance class="pdf" src="psycmncy.pdf" width="112" height="141" />
384 <p><a idref="psycmncy-ill" class="accent-illustration" />This Power bestows upon a wizard the ability to deduce facts about events by touching objects connected to them. Through deep concentration, a wizard may lay his hands upon any inanimate object and visualize scenes that have affected it. Visions brought about through the use of Psychomancy are often cryptic, taking the form of a riddle or puzzle. Some magic items are resistant to the use of Psychomancy and may, sometimes, impart misleading information.</p>
385 <p>If you choose this Power, write <quote>Psychomancy</quote> on your <a idref="action">Action Chart</a>.</p>
389 <section class="frontmatter" id="evcation">
390 <meta><title>Evocation</title></meta>
393 <illustration class="inline">
395 <creator>Paul Bonner</creator>
397 <instance class="html" src="evcation.png" width="386" height="131" mime-type="image/png"/>
398 <instance class="html-compatible" src="evcation.gif" width="386" height="131" mime-type="image/gif"/>
399 <instance class="pdf" src="evcation.pdf" width="386" height="131" />
402 <illustration class="accent" id="evcation-ill">
404 <creator>Christopher Lundgren</creator>
406 <instance class="html" src="evcation.png" width="112" height="141" mime-type="image/png"/>
407 <instance class="html-compatible" src="evcation.gif" width="112" height="141" mime-type="image/gif"/>
408 <instance class="pdf" src="evcation.pdf" width="112" height="141" />
411 <p><a idref="evcation-ill" class="accent-illustration" />Mastery of this Power permits contact with the spirit realm. A wizard wishing to speak with the dead, or to call up a form from the spirit world, must draw a magic pentacle and enter a trance, when the use of the correct spell-chant will reach out to the Spiritual Plane. Standing within the protection of a magic pentacle, a wizard may consider himself to be relatively safe from harm. If he wishes to speak with a corpse, especially one whose former life was good and righteous, then a wizard can expect help and advice. However, contact with those whose former lives were evil or selfish can be a perilous, and often fatal, experience. Evil spirits are reluctant to return to the realm of the dead and may try to trick a wizard into freeing them into the world of the living. All spirits, good and evil, will require some service of the wizard in return for their aid. Any failure to perform this task, however difficult may result in the wizard losing his life.</p>
412 <p>If you choose this Power, write <quote>Evocation</quote> on your <a idref="action">Action Chart</a>.</p>
416 <section class="frontmatter" id="staff">
417 <meta><title>Wizard<ch.apos/>s Staff</title></meta>
420 <illustration class="inline">
422 <creator>Paul Bonner</creator>
424 <instance class="html" src="staff.gif" width="386" height="120" mime-type="image/gif" />
425 <instance class="html" src="staff.png" width="386" height="120" mime-type="image/png"/>
426 <instance class="html-compatible" src="staff.gif" width="386" height="120" mime-type="image/gif"/>
427 <instance class="pdf" src="staff.pdf" width="386" height="120" />
430 <illustration class="accent" id="staff-ill">
432 <creator>Christopher Lundgren</creator>
434 <instance class="html" src="staff.png" width="112" height="141" mime-type="image/png"/>
435 <instance class="html-compatible" src="staff.gif" width="112" height="141" mime-type="image/gif"/>
436 <instance class="pdf" src="staff.pdf" width="112" height="141" />
439 <p><a idref="staff-ill" class="accent-illustration" />Your Staff is your most valuable possession. It looks and feels like an ordinary quarterstaff, yet it is stronger than any known metal. This is your main combat weapon, for you are untrained in the use of any other form of armed combat. It contains a potent force that is unleashed at will by the power of your mind, and causes a beam of destructive power to hurtle from its tip. Every time you unleash this power you must deduct 1 <typ class="attribute">WILLPOWER</typ> point.<footref id="powers-2" idref="powers-2-foot"/></p>
440 <p>In the event that your enemy survives such an attack or should you fall victim to a surprise attack, you will be forced to engage in close combat and must attempt to strike your enemy with the Staff. If your attack is successful, a bolt of energy will be released from the Staff that is capable of inflicting great physical harm. If you wish to increase the amount of damage that you inflict in this way, you must use more <typ class="attribute">WILLPOWER</typ> points and multiply the number of <typ class="attribute">ENDURANCE</typ> points lost by the enemy, accordingly. For example, if you chose to expend 3 <typ class="attribute">WILLPOWER</typ> points on your attack, all enemy <typ class="attribute">ENDURANCE</typ> point losses would be multiplied by three.</p>
441 <p>If you enter combat without your Staff, deduct 6 points from your <typ class="attribute">COMBAT SKILL</typ>. If you have no weapon at all, you must deduct 8 points from your <typ class="attribute">COMBAT SKILL</typ>.</p>
448 <section class="frontmatter-separate" id="equipmnt">
450 <title>Equipment</title>
451 <link class="prev" idref="powers" />
452 <link class="next" idref="cmbtrulz" />
456 <footnote id="equipmnt-1-foot" idref="equipmnt-1"><p>If you have completed a previous adventure, you keep all equipment you had at the end of that adventure. You do not receive any new equipment, unless you have just selected Alchemy as your sixth Magical Power, in which case you receive a Herb Pouch with contents as indicated in this section.</p></footnote>
457 <footnote id="equipmnt-2-foot" idref="equipmnt-2"><p>If you have mastered the Lesser Magick of Alchemy and therefore have a Herb Pouch, you may choose to keep potions, vials, or ingredients in either the Herb Pouch or your Backpack. All other Backpack Items must be kept in your Backpack.</p></footnote>
458 <footnote id="equipmnt-3-foot" idref="equipmnt-3">
459 <p>The Collector<ch.apos/>s Editions of the <cite>Lone Wolf</cite> books clarify that <quote>You may only use one Weapon at a time in combat.</quote></p>
465 <p>You wear the grey robe and hooded cloak of a Shianti Wizard. Your only weapon is your Wizard<ch.apos/>s Staff (note this on your <a idref="action">Action Chart</a> under Weapons). You wear a Backpack containing 4 Meals (note under Meals on your <a idref="action">Action Chart</a>), and you have been given a <a idref="map">map of the Shadakine Empire</a> (note under Special Items on your <a idref="action">Action Chart</a>), which you place inside your robe.<footref id="equipmnt-1" idref="equipmnt-1-foot"/></p>
466 <p>If you have chosen Alchemy as one of your Magical Powers, then you will have a leather pouch for herbs and potions hanging from your belt. The Herb Pouch contains the following:</p>
469 <li>2 empty Vials for carrying potions</li>
470 <li>1 Vial containing Saltpetre</li>
471 <li>1 Vial containing Sulphur</li>
474 <p>Mark these 4 items in your <a idref="action">Action Chart</a>.</p>
475 <p>Your Herb Pouch will carry a maximum of eight items.</p>
477 <section class="frontmatter" id="howcarry">
478 <meta><title>How to Carry Equipment</title></meta>
481 <p>Now that you have your equipment, the following list shows you how it is carried. You do not need to make notes, but you should refer back to this list in the course of your adventure.</p>
484 <li>Wizard<ch.apos/>s Staff<ch.emdash/>carried in the hand.</li>
485 <li>Backpack<ch.emdash/>slung over the shoulder.</li>
486 <li>Meals<ch.emdash/>carried in the Backpack.</li>
491 <section class="frontmatter" id="howmuch">
492 <meta><title>How Much Can You Carry?</title></meta>
495 <dl class="paragraphed">
497 <dd><p>The maximum number of weapons that you may carry is <em>two</em>. Your Wizard<ch.apos/>s Staff counts as one weapon.</p></dd>
499 <dt>Backpack Items</dt>
500 <dd><p>These must be stored in your Backpack. Because space is limited, you may only keep a maximum of eight articles, including Meals, in your Backpack at any one time.</p></dd>
502 <dt>Special Items</dt>
503 <dd><p>Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how to carry it.</p></dd>
505 <dt>Nobles (Shadakine currency)</dt>
506 <dd><p>These are carried in the pocket of your robe.</p></dd>
509 <dd><p>Food is carried in your Backpack. Each Meal counts as one item.</p></dd>
512 <p>Any item that may be of use and can be picked up on your adventure and entered on your <a idref="action">Action Chart</a> is given capital letters in the text. Unless you are told it is a Special Item, carry it in your Backpack.<footref id="equipmnt-2" idref="equipmnt-2-foot"/></p>
516 <section class="frontmatter" id="howuse">
517 <meta><title>How to Use Your Equipment</title></meta>
520 <dl class="paragraphed">
522 <dd><p>Your <typ class="attribute">COMBAT SKILL</typ> depends on your Wizard<ch.apos/>s Staff. If you do not possess your Staff when you enter combat you must deduct 6 points from your <typ class="attribute">COMBAT SKILL</typ>. If you enter a combat without a weapon, deduct 8 points from your <typ class="attribute">COMBAT SKILL</typ> and fight with your bare hands. If you find a weapon during the adventure, you may pick it up and use it. (Remember that you can only carry <em>two</em> Weapons at once.)<footref id="equipmnt-3" idref="equipmnt-3-foot"/></p></dd>
524 <dt>Backpack Items</dt>
525 <dd><p>During your travels you will discover various useful items which you may wish to keep. (Remember that you can only carry a maximum of eight items in your Backpack at any one time.) You may exchange or discard them at any point when you are not involved in combat.</p></dd>
527 <dt>Special Items</dt>
528 <dd><p>Each Special Item has a particular purpose or effect. You may be told this when the item is discovered, or it may be revealed to you as the adventure progresses.</p></dd>
531 <dd><p>The currency of the Shadakine Empire is the Noble, which is a small jade stone. The system of money is alien to the Shianti, and for this reason you begin your adventure with no money. Whenever you kill an enemy, you may take any Nobles belonging to him and keep them in the pocket of your robe.</p></dd>
534 <dd><p>You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 <typ class="attribute">ENDURANCE</typ> points.</p></dd>
541 <section class="frontmatter-separate" id="cmbtrulz">
543 <title>Rules for Combat</title>
544 <link class="prev" idref="equipmnt" />
545 <link class="next" idref="sage" />
549 <p>There will be occasions during your adventure when you have to fight an enemy. The enemy<ch.apos/>s <typ class="attribute">COMBAT SKILL</typ> and <typ class="attribute">ENDURANCE</typ> points are given in the text. Grey Star<ch.apos/>s aim during the combat is to kill the enemy by reducing his <typ class="attribute">ENDURANCE</typ> points to zero while at the same time losing as few <typ class="attribute">ENDURANCE</typ> points as possible himself.</p>
550 <p>At the start of a combat, enter Grey Star<ch.apos/>s <typ class="attribute">ENDURANCE</typ> and <typ class="attribute">WILLPOWER</typ> points and the enemy<ch.apos/>s <typ class="attribute">ENDURANCE</typ> points in the appropriate boxes on the Combat Record section of your <a idref="action">Action Chart</a>.</p>
551 <p>The sequence for combat is as follows:</p>
552 <ol class="paragraphed">
553 <li><p>Calculate your current <typ class="attribute">COMBAT SKILL</typ> total, based on the weapon you are using. (Remember, if you enter combat without your Staff, you must deduct 6 points from your <typ class="attribute">COMBAT SKILL</typ>. If you have no weapon at all, you must deduct 8 points.)</p></li>
554 <li><p>Subtract the <typ class="attribute">COMBAT SKILL</typ> of your enemy from this total. The result is your Combat Ratio. Enter it on the <a idref="action">Action Chart</a>.</p></li>
556 <p><a id="stage3">If you are using your Wizard<ch.apos/>s Staff</a>, decide how many <typ class="attribute">WILLPOWER</typ> points you wish to use. (Remember, you must expend at least 1 point.) Enter this number on your Combat Record in the box marked <typ class="attribute">WILLPOWER</typ>.</p>
558 <p>Grey Star (<typ class="attribute">COMBAT SKILL</typ> 15, <typ class="attribute">WILLPOWER</typ> 23) is ambushed by a Deathgaunt (<typ class="attribute">COMBAT SKILL</typ> 20). He is not given the opportunity to evade combat, but he can use his Wizard<ch.apos/>s Staff against the creature as it swoops down on him. He subtracts the Deathgaunt<ch.apos/>s <typ class="attribute">COMBAT SKILL</typ> from his own, giving a Combat Ratio of <ch.minus/>5. (15 <ch.minus/> 20 = <ch.minus/>5). <ch.minus/>5 is noted on the <a idref="action">Action Chart</a> as the Combat Ratio. Grey Star decides to use 2 <typ class="attribute">WILLPOWER</typ> points, which is noted on the <typ class="attribute">WILLPOWER</typ> box of the Combat Record.</p>
560 <li><p>When you have decided upon the number of <typ class="attribute">WILLPOWER</typ> points you wish to use and have determined your Combat Ratio, pick a number from the <a idref="random">Random Number Table</a>.</p></li>
562 <p>Turn to the <a idref="crtable">Combat Results Table</a>. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked. (The random numbers appear on the side of the chart.) You now have the number of <typ class="attribute">ENDURANCE</typ> points lost by Grey Star. To calculate the number lost by the enemy, multiply the number listed for the enemy by the number of <typ class="attribute">WILLPOWER</typ> points that Grey Star elected to use. Now you have the final number of <typ class="attribute">ENDURANCE</typ> points lost by both Grey Star and his enemy in this round of combat. (E represents points lost by the enemy; GS represents points lost by Grey Star.)</p>
564 <p>The Combat Ratio between Grey Star and the Deathgaunt has been established as <ch.minus/>5, and Grey Star<ch.apos/>s <typ class="attribute">WILLPOWER</typ> points used as 2. If the number taken from the <a idref="random">Random Number Table</a> is a 6, then the result of the first round of combat is:</p>
566 <li>Grey Star loses 4 <typ class="attribute">ENDURANCE</typ> points.</li>
567 <li>Deathgaunt loses 5 <typ class="attribute">ENDURANCE</typ> points, multiplied by 2 <typ class="attribute">WILLPOWER</typ> points, giving a total of 10 <typ class="attribute">ENDURANCE</typ> points lost in all.</li>
570 <li><p>On the <a idref="action">Action Chart</a>, mark the changes in <typ class="attribute">ENDURANCE</typ> points to the participants in the combat, and Grey Star<ch.apos/>s amended <typ class="attribute">WILLPOWER</typ> points total.</p></li>
571 <li><p>Unless otherwise instructed, or unless you have an option to evade, the next round of combat now starts.</p></li>
572 <li><p>Repeat the sequence from <a idref="stage3">Stage 3</a>.</p></li>
575 <p>This process of combat continues until the <typ class="attribute">ENDURANCE</typ> points of either the enemy or Grey Star are reduced to zero or below, at which point that combatant is declared dead. If Grey Star is dead, the adventure is over. If the enemy is dead, Grey Star proceeds but with his <typ class="attribute">ENDURANCE</typ> and <typ class="attribute">WILLPOWER</typ> points possibly reduced.</p>
576 <p>A <a idref="crsumary">summary of Combat Rules</a> appears in the back of this book.</p>
578 <section class="frontmatter" id="evasion">
580 <title>Evasion of Combat</title>
584 <p>During your adventure you may be given the chance to evade combat. If you have already engaged in a round of combat and decide to evade, calculate the combat for that round in the usual manner. All points lost by the enemy as a result of that round are ignored, and you make your escape. Only Grey Star may lose <typ class="attribute">ENDURANCE</typ> points during that round, but then that is the risk of running away! You may only evade if the text of the particular section allows you to do so.</p>
592 <section class="frontmatter" id="sage">
594 <title>Sage Advice</title>
595 <link class="prev" idref="cmbtrulz" />
596 <link class="next" idref="sect1" />
600 <p>You are about to begin a quest of utmost importance and terrible danger. Beware, for you enter a world quite different from the one you leave behind. Here, even the natural laws are strange and you will need all your wits and cunning to survive in this alien world.</p>
601 <p>You will find items that might be of assistance. Some Special Items will help you on your quest, others may be of no use at all. You must decide what to keep.</p>
602 <p>Be cautious in your use of <typ class="attribute">WILLPOWER</typ> points, as your <typ class="attribute">WILLPOWER</typ> is the energy source for your Magical Powers and your Wizard<ch.apos/>s Staff. A <typ class="attribute">WILLPOWER</typ> score of zero or below will leave you weak and vulnerable to attack, unable to offer effective resistance.</p>
603 <p>Follow the path of wisdom, Wizard Grey Star. The way of fools is the road to destruction!</p>
607 <section class="numbered" id="numbered">
608 <meta><title>Numbered Sections</title></meta>
612 <section class="numbered" id="sect1">
613 <meta><title>1</title></meta>
616 <p>Tanith takes you by the hand and you step forward into a tunnel of swirling mist. As the outline of the Shadow Gate fades behind you, you gaze at your new surroundings. Horrified, you perceive strange shapes and pale faces writhing within the tunnel wall. The faces stare at you vacantly, mouthing indistinguishable words, and you walk along the tunnel to a barrage of murmuring voices, muffled cries, moaning, and sobbing. Tanith looks at you but says nothing, the terror in her eyes mirroring your own. <quote>Such a place could drive a man insane,</quote> you say, quietly.</p>
617 <p>The two of you walk faster into the unknown, your hearts pounding with anticipation. Finally, the tunnel opens on to a vast plain of white cloud suspended beneath a sunless sky. Stepping onto this twilit plain, you notice that the light of the sky casts no shadow and disappears into absolute blackness above your head. Looking down, you can see no solid ground beneath the cloud, which somehow supports you. Like the Shadow Gate before, the tunnel of mists fades away and you find yourself staring out across the bleak silence of the Daziarn. Scanning the distant horizon, you sight the outline of a building. Tanith tugs your arm. <quote>Look!</quote> she says, pointing away to the left. You follow the direction of her outstretched arm to see the hunched figure of a man, gliding slowly across the plain.</p>
618 <choice idref="sect211">If you wish to head towards the distant building, <link-text>turn to 211</link-text>.</choice>
619 <choice idref="sect122">If you wish to question the man, <link-text>turn to 122</link-text>.</choice>
623 <section class="numbered" id="sect2">
624 <meta><title>2</title></meta>
627 <p>There are mirrors of every conceivable size and variety hanging both on the walls and the ceiling. You can see only one other exit from the room.</p>
628 <choice idref="sect198">If you wish to search the room, <link-text>turn to 198</link-text>.</choice>
629 <choice idref="sect221">If you wish to leave by the other exit, <link-text>turn to 221</link-text>.</choice>
633 <section class="numbered" id="sect3">
634 <meta><title>3</title></meta>
637 <p>Tanith takes a step towards Drear, her mind bewitched by his enchantment. You resist the power of his call, using the strength of your will but you expend 2 <typ class="attribute">WILLPOWER</typ> points before Drear<ch.apos/>s spell is completely banished from your mind.</p>
638 <p>With an anguished cry, Drear suddenly vanishes and Tanith regains her senses with a start. <quote>I was almost his to command,</quote> she comments, breathless and frightened.</p>
639 <p><quote>Come,</quote> you reply, <quote>to the Crystal Tower. We are sure to learn something of the Moonstone there.</quote></p>
640 <choice idref="sect50"><link-text>Turn to 50</link-text>.</choice>
644 <section class="numbered" id="sect4">
645 <meta><title>4</title></meta>
648 <p>Carefully you set down the heavy statue and a sigh of relief escapes the Elessi<ch.apos/>s lips. <thought>I am the Guardian of the Screaming God,</thought> he says in a clear, musical tone. <thought>Before you continue this madness, let me tell you of that which you seek to steal.</thought></p>
649 <choice idref="sect115">If you agree to the Guardian<ch.apos/>s request, <link-text>turn to 115</link-text>.</choice>
650 <p>If you do not agree to the Guardian<ch.apos/>s request and wish to take up the statue and continue, pick a number from the <a idref="random">Random Number Table</a> and add to it your current <typ class="attribute">ENDURANCE</typ> points total.</p>
651 <choice idref="sect59">If your total is now 20 or more, <link-text>turn to 59</link-text>.</choice>
652 <choice idref="sect65">If your total is now less than 20, <link-text>turn to 65</link-text>.</choice>
656 <section class="numbered" id="sect5">
657 <meta><title>5</title></meta>
660 <p>The Academicians gave you a detailed description of the Threnogem and, at the cost of 1 <typ class="attribute">WILLPOWER</typ> point, you search for it with your mind. It is very near. To your surprise, you sense no magical presence or power; whatever power the Threnogem might possess, it is now inactive. Your vision leads you to a long avenue paved with crystal stones. At the end of the avenue stands a magnificent palace. The Threnogem awaits you there.</p>
661 <choice idref="sect262"><link-text>Turn to 262</link-text>.</choice>
665 <section class="numbered" id="sect6">
666 <meta><title>6</title></meta>
669 <p>Suddenly you raise your Staff and hurl a bolt of magical fire at the nearest Elessi. He falls to the ground and his companions recoil in horror.</p>
670 <p>Pick a number from the <a idref="random">Random Number Table</a> and add this number to your current <typ class="attribute">COMBAT SKILL</typ> total.</p>
671 <choice idref="sect248">If your total is now 15 or more, <link-text>turn to 248</link-text>.</choice>
672 <choice idref="sect93">If it is less than 15, <link-text>turn to 93</link-text>.</choice>
676 <section class="numbered" id="sect7">
677 <meta><title>7</title></meta>
680 <p>You take one step forward and instantly a sword drops from above, fatally skewering your head.</p>
681 <deadend>Your life and your quest end here.</deadend>
685 <section class="numbered" id="sect8">
686 <meta><title>8</title></meta>
689 <p>You are looking into a large, circular room full of mirrors. It is completely empty.</p>
690 <choice idref="sect2">If you wish to enter the room, <link-text>turn to 2</link-text>.</choice>
691 <choice idref="sect149">If you have the Magical Power of Prophecy and wish to use it, <link-text>turn to 149</link-text>.</choice>
695 <section class="numbered" id="sect9">
696 <meta><title>9</title></meta>
699 <p>At the expense of 1 <typ class="attribute">WILLPOWER</typ> point, you search the future to help you make the correct decision. Your vision tells you that the Elessi is able to read your mind and, indeed, has already done so. The truth alone will suffice here; you must trust the Elessi to understand that you were forced by others to commit your action.</p>
700 <choice idref="sect259"><link-text>Turn to 259</link-text>.</choice>
704 <section class="numbered" id="sect10">
705 <meta><title>10</title></meta>
708 <p>You study the inscription again, only to find that the words have changed once more. Tanith reads the inscription aloud:</p>
711 <line><ch.lsquot/>Ware the hunters, beasts of prey,</line>
712 <line>Five in number, feared by name:</line>
713 <line>The widow woman, patient weaver;</line>
714 <line>The tireless runner, shadow-seeker;</line>
715 <line>Bird of fire, the treasure lover;</line>
716 <line>Arrow-swift, his keen-eyed brother;</line>
717 <line>But only he who walks without feet</line>
718 <line>May pass this door of mystery.<ch.rsquot/></line>
721 <choice idref="sect240">If you wish to try the Serpent Key, <link-text>turn to 240</link-text>.</choice>
722 <choice idref="sect227">If you wish to try the Eagle Key, <link-text>turn to 227</link-text>.</choice>
723 <choice idref="sect235">If you wish to try the Wolf Key, <link-text>turn to 235</link-text>.</choice>
724 <choice idref="sect252">If you wish to try the Spider Key, <link-text>turn to 252</link-text>.</choice>
725 <choice idref="sect277">If you wish to try the Dragon Key, <link-text>turn to 277</link-text>.</choice>
726 <choice idref="sect97">If you wish to strike the door with your Wizard<ch.apos/>s Staff, <link-text>turn to 97</link-text>.</choice>
727 <choice idref="sect161">If you have the Magical Power of Prophecy and wish to use it, <link-text>turn to 161</link-text>.</choice>
728 <choice idref="sect193">If you have the Magical Power of Psychomancy and wish to use it, <link-text>turn to 193</link-text>.</choice>
732 <section class="numbered" id="sect11">
733 <meta><title>11</title></meta>
736 <p>You are now close to the foot of the stairs.</p>
737 <choice idref="sect42">If you wish to walk to the one-sword flagstone directly at the base of the stairs, <link-text>turn to 42</link-text>.</choice>
738 <choice idref="sect349">If you wish to step onto the two-sword flagstone next to it, <link-text>turn to 349</link-text>.</choice>
739 <choice idref="sect40">If you wish to step onto the two-sword flagstone that lies directly behind the foot of the stairs, <link-text>turn to 40</link-text>.</choice>
740 <choice idref="sect7">If you wish to move in the direction of the main entrance and onto the two-sword flagstone behind you, <link-text>turn to 7</link-text>.</choice>
741 <choice idref="sect311">If you wish to step onto the centre stone that bears just one sword, <link-text>turn to 311</link-text>.</choice>
745 <section class="numbered" id="sect12">
746 <meta><title>12</title></meta>
749 <p>You find Oz-na-Mun sitting before his shack, staring at a tall mass of moist, red clay before him. His gaunt face is full of sorrow and he does not even look up when you approach. <quote>So you have come,</quote> he says, flatly.</p>
750 <illustration class="float">
752 <creator>Paul Bonner</creator>
753 <description>Oz-na-Mun is sitting before his shack, staring at a mass of red clay.</description>
755 <instance class="html" src="ill1.png" width="386" height="643" mime-type="image/png"/>
756 <instance class="html-compatible" src="ill1.gif" width="386" height="643" mime-type="image/gif"/>
757 <instance class="pdf" src="ill1.pdf" width="386" height="643" />
759 <p><quote>You knew I was coming?</quote> you reply, surprised.</p>
760 <p><quote>He has been here; your shadow brother, your dark self. There was a girl with him also.</quote></p>
761 <p><quote>I seek the Moonstone of the Shianti,</quote> you state. <quote>Do you know where it is and how it may be found?</quote></p>
762 <p>The sad-eyed man looks at you solemnly. <quote>There is a mountain, the Moaning Mountain it is called. In the side of the mountain is a cavern and at the end of the cavern is a Gate from this realm to the next, a place known as the Vale of Peace. The people of the Vale are wise and friendly; they will show you the way to the hidden realm of the Moonstone. Here, take this map of the Moaning Mountain.</quote> He gives you a cloth map showing the location of the cavern. Mark this as a Special Item on your <a idref="action">Action Chart</a> and carry it in a small pocket inside your robe.</p>
763 <p><quote>But first you must leave this realm and save the girl.</quote> You nod your head. <quote>You will have to bargain with the Master.</quote> You look puzzled and the man explains: <quote>All who come to the Realm of Paradox may ask for a gift from the god and, if it is within his power, he must give it. But beware his bargains. He has many cruel gifts: gifts such as these.</quote> Oz-na-Mun raises his hands and you look at them with horror. They are the hands of a giant and are grossly out of proportion with the rest of his body.</p>
764 <p><quote>Once, I was a great sculptor and in my home realm of Meledor I was respected by all. But I hungered for greater success. I took up the company of a mage and one night we summoned the Chaos-master together. His spirit came easily, for the realm of Meledor and the Realm of Paradox are joined. I told him that I desired the greatest hands in the world that I might make the greatest sculptures in the world. He said he could grant me my wish on condition that I remain in his realm until completion of my first work. I agreed and as soon as I was brought here, I discovered that my hands had been transformed. However, they were not as I had wished: they were clumsy, rough, fit only for digging clay not shaping it. I have never made another piece.</quote> He curls a huge hand into a fist and punches the shapeless mass before him. <quote>Beware the bargains of the Chaos-master. He is a malevolent god.</quote></p>
765 <p><quote>What does he want with the girl, Tanith?</quote> you ask.</p>
766 <p><quote>He will bargain with her, also.</quote> He tells you that you can summon the Chaos-master by calling to him for audience. <quote>But beware! The bargains of the Chaos-master are in keeping with the law of Paradox: opposites and contradictions.</quote></p>
767 <p><quote>There is no other way of saving Tanith,</quote> you reply, sadly. <quote>I must summon the Chaos-master.</quote></p>
768 <choice idref="sect94"><link-text>Turn to 94</link-text>.</choice>
772 <section class="numbered" id="sect13">
773 <meta><title>13</title></meta>
776 <p>You manage to control the craft but make such a bumpy landing that you are hurled from the machine. You lose 2 <typ class="attribute">ENDURANCE</typ> points due to injuries sustained in the fall. The Ethetron grinds to a noisy, juddering halt but fortunately, like yourself, it has survived the impact.</p>
777 <choice idref="sect26"><link-text>Turn to 26</link-text>.</choice>
781 <section class="numbered" id="sect14">
782 <meta><title>14</title></meta>
785 <p>You perceive that the realm you have entered harbours many illusions: the waters of a blue ocean, rippling with foam-crested waves, roll above your head where the sky should be; below, green hills undulate between mountains balanced upon their peaks; a huge fist rises up, poised to smash down upon you but you pass through it as if it were a phantom. All around is the sound of crazed laughter. A man who believed in the reality of these illusions would stand at the threshold of madness. With the strength of your will you challenge the illusions that surround you; instantly the nightmare vision disappears.</p>
786 <illustration class="inline">
788 <creator>Paul Bonner</creator>
790 <instance class="html" src="small9.png" width="386" height="150" mime-type="image/png"/>
791 <instance class="html-compatible" src="small9.gif" width="386" height="150" mime-type="image/gif"/>
792 <instance class="pdf" src="small9.pdf" width="386" height="150" />
794 <choice idref="sect187"><link-text>Turn to 187</link-text>.</choice>
798 <section class="numbered" id="sect15">
799 <meta><title>15</title></meta>
802 <p>Drear is working a subtle magic on your mind. Closing your eyes, you concentrate the power of your will, and, at the cost of 1 <typ class="attribute">WILLPOWER</typ> point, summon the magical energy of the Astral Plane. But your Power of Sorcery appears to have no effect. Perhaps Drear<ch.apos/>s magic does not obey the same laws as your own and is beyond your control?</p>
803 <choice idref="sect36">If you wish to attack Drear with your Wizard<ch.apos/>s Staff, <link-text>turn to 36</link-text>.</choice>
804 <choice idref="sect3">If you wish to resist Drear<ch.apos/>s call without the aid of magic, <link-text>turn to 3</link-text>.</choice>
808 <section class="numbered" id="sect16">
809 <meta><title>16</title></meta>
812 <p>You must act quickly, before he can pronounce sentence, for you are sure that the sentence can only be death.</p>
813 <choice idref="sect57">If you wish to rush at the man and attempt to fight him bare-handed, <link-text>turn to 57</link-text>.</choice>
814 <choice idref="sect25">If you have the Magical Power of Sorcery and wish to use it to create a shield around yourself, <link-text>turn to 25</link-text>.</choice>
815 <choice idref="sect49">If you have the Magical Power of Sorcery and wish to use it to summon your Staff into your hand, <link-text>turn to 49</link-text>.</choice>
816 <choice idref="sect37">If you have a Mind Gem and wish to use its power, <link-text>turn to 37</link-text>.</choice>
817 <choice idref="sect69">If you possess a silver Elessi Pipe and wish to use it, <link-text>turn to 69</link-text>.</choice>
821 <section class="numbered" id="sect17">
822 <meta><title>17</title></meta>
825 <p>You are standing on the battlements of the Crystal Tower. You see a skylight and, with Tanith following, you enter a dark room. Two cold, black eyes watch your every move as, cautiously, you advance into the room. A slight sound from above causes you to glance at the ceiling, where a hideous, leathery-winged creature is preparing to attack. There is no time to evade; you must fight this creature to the death.</p>
826 <combat><enemy>Daemonak</enemy><enemy-attribute class="combatskill">21</enemy-attribute><enemy-attribute class="endurance">28</enemy-attribute></combat>
827 <choice idref="sect250">If you win the combat, <link-text>turn to 250</link-text>.</choice>
831 <section class="numbered" id="sect18">
832 <meta><title>18</title></meta>
835 <p>The Elessi stops playing his strange, silver pipe and, at long last, the terrible pain in your head ceases. The Elessin guards drag you to your feet. Your brain reels from the assault of the pipes and you are powerless to resist them. With a guard holding each arm, you are marched to a massive palace that lies at the very heart of the city.</p>
836 <choice idref="sect191"><link-text>Turn to 191</link-text>.</choice>
840 <section class="numbered" id="sect19">
841 <meta><title>19</title></meta>
844 <p>Pulling back the steering lever, you draw more power and coax the flying machine to climb. Soon, the Crystal Tower is nothing but a speck on a barren grey landscape. Taking out the Gyronome, you discover that you are travelling in the right direction. Presumably, there is more than one route that leads from the Neverness. The sound of the Gyronome grows louder as you climb higher into the featureless sky.</p>
845 <p>Suddenly, the craft lurches forwards and you are pitched to the floor. You feel a tingling sensation throughout your body and, as you stagger to your feet, you gaze upon a wondrous sight. You are flying through a clear, sunlit sky. The wind is rushing past your face and, below, the land is fresh and green.</p>
846 <p>You have passed through an invisible barrier or Gate that connects the Neverness with this realm. In the distance you can see a city, gleaming brightly beneath the sun: it is the Singing City of the Elessin.</p>
847 <p>You sway as the wind buffets the ship. You struggle to regain control as the Ethetron violently bucks and reels. You are disoriented by the sudden change and, clumsily, you try to make a landing.</p>
848 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess the Talisman of the Shianti, add 2 to the number you have picked.</p>
849 <choice idref="sect13">If your total is now 0<ch.endash/>3, <link-text>turn to 13</link-text>.</choice>
850 <choice idref="sect77">If your total is now 4<ch.endash/>11, <link-text>turn to 77</link-text>.</choice>
854 <section class="numbered" id="sect20">
855 <meta><title>20</title></meta>
858 <p>The Chaos-master agrees to your request and Tanith comes running towards you. She looks at the Jahksa uncertainly, disturbed by his awesome presence. The Jahksa sneers at Tanith and looks back with eyes that burn with hatred.</p>
859 <p>Now the Master tells you his terms. He demands that your request to be reunited with Tanith be extended to include the Jahksa. For the Jahksa is named <quote>Grey Star</quote>, too. It bows, a sly smile playing across its lips.</p>
860 <choice idref="sect249"><link-text>Turn to 249</link-text>.</choice>
864 <section class="numbered" id="sect21">
865 <meta><title>21</title></meta>
868 <p>You shrug off the grasp of the Elessi and raise your Staff to strike. Owing to the surprise of your attack, a few well-aimed blows are all that is required to dispatch the Elessin; your attack costs you 3 <typ class="attribute">WILLPOWER</typ> points. Only one Elessi remains. He backs away and places a small, silver pipe to his lips. Immediately, a terrible screaming fills your head and you gasp with pain as the shriek of the pipe claws at your mind.</p>
869 <p>Add together your current <typ class="attribute">WILLPOWER</typ> and <typ class="attribute">ENDURANCE</typ> scores.</p>
870 <choice idref="sect271">If they total 20 or less, <link-text>turn to 271</link-text>.</choice>
871 <choice idref="sect284">If they total more than 20, <link-text>turn to 284</link-text>.</choice>
875 <section class="numbered" id="sect22">
876 <meta><title>22</title></meta>
879 <p>Pick a number from the <a idref="random">Random Number Table</a> and add this number to your current <typ class="attribute">ENDURANCE</typ> points total.</p>
880 <choice idref="sect59">If your total is now 20 or more, <link-text>turn to 59</link-text>.</choice>
881 <choice idref="sect65">If your total is less than 20, <link-text>turn to 65</link-text>.</choice>
885 <section class="numbered" id="sect23">
886 <meta><title>23</title></meta>
889 <p>Carefully, you pick your way around the tower, but you are unable to find a door and soon find yourself back where you started. Bemused, you sigh and frown in puzzlement. <quote>If someone bothered to write that inscription, they must have bothered to make a door,</quote> you say to Tanith.</p>
890 <p><quote>It must be hidden,</quote> she replies. With a shrug, you turn back and stare at the Crystal Tower once more.</p>
891 <choice idref="sect132">If you wish to read the inscription again, <link-text>turn to 132</link-text>.</choice>
892 <choice idref="sect143">If you wish to search for a door on the left side of the tower, <link-text>turn to 143</link-text>.</choice>
893 <choice idref="sect206">If you wish to search for a door on the right side of the tower, <link-text>turn to 206</link-text>.</choice>
894 <choice idref="sect347">If you have the Magical Power of Prophecy and wish to use it, <link-text>turn to 347</link-text>.</choice>
895 <choice idref="sect70">If you have the Magical Power of Psychomancy and wish to use it, <link-text>turn to 70</link-text>.</choice>
899 <section class="numbered" id="sect24">
900 <meta><title>24</title></meta>
903 <p>You sense that the Jahksa has summoned an Elemental wind against you. He must be unconcerned for his own safety and bent on your destruction whatever the cost. The use of this Power has cost you 1 <typ class="attribute">WILLPOWER</typ> point.</p>
904 <choice idref="sect27">If you have the Magical Power of Elementalism and wish to use it, <link-text>turn to 27</link-text>.</choice>
905 <choice idref="sect165">If you do not possess this Power, or if you do not wish to use it, <link-text>turn to 165</link-text>.</choice>
906 <choice idref="sect148">If you wish to attack the Jahksa, <link-text>turn to 148</link-text>.</choice>
910 <section class="numbered" id="sect25">
911 <meta><title>25</title></meta>
914 <p>At the cost of 2 <typ class="attribute">WILLPOWER</typ> points, you weave a shimmering wall of sorcery around yourself. The Elessi raises his jewelled crozier and carries out the sentence. Nothing happens. The Elessi looks at you in amazement; the power he sought to bring to bear on you has failed.</p>
915 <choice idref="sect322"><link-text>Turn to 322</link-text>.</choice>
919 <section class="numbered" id="sect26">
920 <meta><title>26</title></meta>
923 <p>You have landed in a large field. In the distance you see the hazy outline of a city, gleaming in the sunlight. You take out the Gyronome and its tone confirms that you are in the Realm of the Singing City. Several people are running towards you from the city; they are fair haired, have strange, circular ears, and are dressed in short, white togas. They are calling to you in a language you do not understand.</p>
924 <illustration class="inline">
926 <creator>Paul Bonner</creator>
928 <instance class="html" src="small5.png" width="386" height="150" mime-type="image/png"/>
929 <instance class="html-compatible" src="small5.gif" width="386" height="150" mime-type="image/gif"/>
930 <instance class="pdf" src="small5.pdf" width="386" height="150" />
932 <p>They soon reach you and chatter enthusiastically as they point excitedly at both the Ethetron and the sky. You smile and nod and try to communicate with them the best you can. Their soft voices have a flute-like sound and their language, incomprehensible though it is, possesses a lilting, musical quality that is pleasing to the ear. They are Elessin and they are asking you to accompany them.</p>
933 <choice idref="sect45">If you wish to go with the Elessin, <link-text>turn to 45</link-text>.</choice>
934 <choice idref="sect66">If you decide that it would be wiser to refuse, <link-text>turn to 66</link-text>.</choice>
938 <section class="numbered" id="sect27">
939 <meta><title>27</title></meta>
942 <p>Immediately ahead, the bank of rolling cloud is fast transforming into a violent storm. Quickly, it surrounds the Ethetron. The Jahksa has summoned against you the Elementals that have served you so well in the past. You close your eyes and call out in the sibilant tongue of the Elemental spirits.</p>
943 <p>Within the depths of your trance, four figures stand before you representing the principal Elements of Earth, Air, Fire, and Water.</p>
944 <choice idref="sect41">If you desire the aid of the Fire Elemental, <link-text>turn to 41</link-text>.</choice>
945 <choice idref="sect54">If you desire the aid of the Water Elemental, <link-text>turn to 54</link-text>.</choice>
946 <choice idref="sect73">If you desire the aid of the Earth Elemental, <link-text>turn to 73</link-text>.</choice>
947 <choice idref="sect88">If you desire the aid of the Air Elemental, <link-text>turn to 88</link-text>.</choice>
951 <section class="numbered" id="sect28">
952 <meta><title>28</title></meta>
955 <p>The sentence is death. Before you can react, the Elessi lifts his jewelled crozier and a searing pain fills your head. The terrible noise drills into your brain, bursting your ear drums and hurling you to the floor in agony.</p>
956 <deadend>Your life and your adventure end here.</deadend>
960 <section class="numbered" id="sect29">
961 <meta><title>29</title></meta>
964 <p>You bend down and examine the inscription and read:</p>
967 <line><ch.lsquot/>A life that<ch.apos/>s spent at odds with death,</line>
968 <line>Can dull the mind<ch.emdash/>the broadsword<ch.apos/>s edge.</line>
969 <line>But even-tempered swords and heads,</line>
970 <line>Fall easy where the foolish tread.<ch.rsquot/></line>
974 <p>While crouching, you catch sight of the ceiling. A dense mass of swords are suspended, points downward, in the air above your head. You feel sure that there is a connection between these swords and those inscribed in the flagstones.</p>
975 <choice idref="sect349">If you wish to step on the flagstone directly ahead of you that bears two swords, <link-text>turn to 349</link-text>.</choice>
976 <choice idref="sect318">If you wish to step on the flagstone to the left that bears one sword, <link-text>turn to 318</link-text>.</choice>
977 <choice idref="sect234">If you decide to step on the flagstone ahead and slightly to the right that bears one sword, <link-text>turn to 234</link-text>.</choice>
981 <section class="numbered" id="sect30">
982 <meta><title>30</title></meta>
985 <p>There are many crevices and projections in the wall and you climb it with little difficulty. Unfortunately, the other side of the wall is smooth and falls sheer, twenty feet to the ground below.</p>
986 <choice idref="sect58">If you possess a Rope and wish to use it, <link-text>turn to 58</link-text>.</choice>
987 <choice idref="sect155">If you decide to jump, <link-text>turn to 155</link-text>.</choice>
991 <section class="numbered" id="sect31">
992 <meta><title>31</title></meta>
995 <p>At the cost of 2 <typ class="attribute">WILLPOWER</typ> points, you hurl a flaming bolt at the screeching eagle that is rushing towards you. Your attack devastates the bird in an explosion of golden feathers and magical flame but somehow the eagle manages to stay airborne. You raise your Staff and prepare to engage the eagle in close combat.</p>
996 <p><quote>Wait, Grey Star,</quote> says Tanith, her voice hard and forceful. <quote>I can handle this.</quote></p>
997 <choice idref="sect150">If you wish to allow Tanith to deal with the eagle, <link-text>turn to 150</link-text>.</choice>
998 <choice idref="sect137">If you decide to ignore her command, <link-text>turn to 137</link-text>.</choice>
1002 <section class="numbered" id="sect32">
1003 <meta><title>32</title></meta>
1006 <p>Above your head, where the sky should be, the blue waters of an ocean roll, rippling with foam-crested waves. Below, green hills and fields shift and move like water. The Ethetron rocks violently. You are no longer able to choose between up and down, left or right. Mountains stand upon their peaks; towns and cities drift past; night becomes day, and day becomes night in quick succession; a huge fist rears up, poised to strike, and then passes through you like a phantom. All around you is the sound of crazed laughter.</p>
1007 <illustration class="inline">
1009 <creator>Paul Bonner</creator>
1011 <instance class="html" src="small9.png" width="386" height="150" mime-type="image/png"/>
1012 <instance class="html-compatible" src="small9.gif" width="386" height="150" mime-type="image/gif"/>
1013 <instance class="pdf" src="small9.pdf" width="386" height="150" />
1015 <choice idref="sect67">If your current <typ class="attribute">WILLPOWER</typ> score is 12 or more, <link-text>turn to 67</link-text>.</choice>
1016 <choice idref="sect104">If your <typ class="attribute">WILLPOWER</typ> score is less than 12, <link-text>turn to 104</link-text>.</choice>
1020 <section class="numbered" id="sect33">
1021 <meta><title>33</title></meta>
1024 <p>Anxiously you search around but there is no indication that this realm contains any peculiar features. Then a strange symmetrical shape, quite unlike a star, catches your eye. You steer the crippled Ethetron towards the object and, when you are close enough to recognize it, you give a gasp of joy. It is a Trianon, a creation of the Shianti; instinctively you know that this must be the place where the Moonstone is hidden.</p>
1025 <p>Suddenly, a fearsome shriek distracts your attention from the ancient Shianti tomb. The starlit sky is now full of terrible creatures.</p>
1026 <choice idref="sect75"><link-text>Turn to 75</link-text>.</choice>
1030 <section class="numbered" id="sect34">
1031 <meta><title>34</title></meta>
1034 <p>At the expense of 1 <typ class="attribute">WILLPOWER</typ> point you cause the tip of your Wizard<ch.apos/>s Staff to glow with a dull light. The feeble light merely confirms that you are in the midst of an impenetrable blackness, devoid of all sound and movement but at least the light holds your terror at bay.</p>
1035 <choice idref="sect60"><link-text>Turn to 60</link-text>.</choice>
1039 <section class="numbered" id="sect35">
1040 <meta><title>35</title></meta>
1043 <p>Tanith takes out the Dragon Key and begins to chant. The Jahksa realizes what she is doing and aims a blow at her. With a lightning reflex you are able to jolt his arm and spoil his aim. A cloud of magical fire explodes a few feet from Tanith but she does not flinch as she nears completion of her spell. The sound of leathery wings and the looming shadow of a dragon now threaten your dark twin. He curses and swiftly his body becomes transparent.</p>
1044 <choice idref="sect273"><link-text>Turn to 273</link-text>.</choice>
1048 <section class="numbered" id="sect36">
1049 <meta><title>36</title></meta>
1052 <p>You raise your Staff. Drear makes no attempt to defend himself, and you strike him with a mighty blow that costs you 1 <typ class="attribute">WILLPOWER</typ> point. As the magical fire of your attack breaks the silence of the Neverness, Drear vanishes without a trace. Tanith regains her senses abruptly and shakes her head to clear her mind. <quote>I was almost his to command,</quote> she says with shocked disbelief.</p>
1053 <p><quote>Come,</quote> you reply, <quote>to the Crystal Tower. We are sure to learn something of the Moonstone there.</quote></p>
1054 <choice idref="sect50"><link-text>Turn to 50</link-text>.</choice>
1058 <section class="numbered" id="sect37">
1059 <meta><title>37</title></meta>
1062 <p>Quickly, you draw out the Mind Gem and attempt to master the Elessi, but he is a powerful telepath and easily resists your power. Unperturbed, he carries out the sentence.</p>
1063 <choice idref="sect28"><link-text>Turn to 28</link-text>.</choice>
1067 <section class="numbered" id="sect38">
1068 <meta><title>38</title></meta>
1071 <p>With a curt nod you keep walking, praying all the time that your bluff will work. The guard says nothing more and, with a sigh of relief, you walk unhindered into the city.</p>
1072 <choice idref="sect175"><link-text>Turn to 175</link-text>.</choice>
1076 <section class="numbered" id="sect39">
1077 <meta><title>39</title></meta>
1080 <p>You reach out and touch the statue. To your surprise, it feels warm and life-like. You concentrate your Power of Psychomancy (at the cost of 1 <typ class="attribute">WILLPOWER</typ> point) and, as you focus your power upon the statue, a violent surge shudders through your body and a terrible, inhuman scream echoes momentarily in your brain. The force of the blast throws you backwards to the floor and you lose 1 <typ class="attribute">ENDURANCE</typ> point.</p>
1081 <p>You stare at the statue with a mixture of horror and loathing: it is alive!</p>
1082 <choice idref="sect346"><link-text>Turn to 346</link-text>.</choice>
1086 <section class="numbered" id="sect40">
1087 <meta><title>40</title></meta>
1090 <p>You are walking forwards when suddenly a sword falls from the ceiling and skewers you from head to toe. You keel over in an ever-widening pool of blood.</p>
1091 <deadend>Your life and your adventure end here.</deadend>
1095 <section class="numbered" id="sect41">
1096 <meta><title>41</title></meta>
1099 <p>Fortunately, the Fire Sprites realize that you do not wish to set fire to the Ethetron, but as there is little else to burn, they do not come to your aid. The use of this Magical Power has cost you 1 <typ class="attribute">WILLPOWER</typ> point. If you wish, you may maintain this trance state and seek the aid of one of the other Elements.</p>
1100 <choice idref="sect73">If you desire the aid of the Earth Elemental, <link-text>turn to 73</link-text>.</choice>
1101 <choice idref="sect54">If you desire the aid of the Water Elemental, <link-text>turn to 54</link-text>.</choice>
1102 <choice idref="sect88">If you desire the aid of the Air Elemental, <link-text>turn to 88</link-text>.</choice>
1103 <choice idref="sect165">If you wish to cease using Elemental Magic, <link-text>turn to 165</link-text>.</choice>
1107 <section class="numbered" id="sect42">
1108 <meta><title>42</title></meta>
1111 <p>You make it to the foot of the stairs without injury. Tanith traces out a similar course and, still alert and ready to act, you ascend the stairs.</p>
1112 <p>At the top of the stairs there is a narrow landing from which there is only one exit through a very heavy door. You try the handle and, to your delight, discover that it is open.</p>
1113 <choice idref="sect110">If you wish to rush into the room beyond, <link-text>turn to 110</link-text>.</choice>
1114 <choice idref="sect8">If you wish to open the door just a crack and peer in, <link-text>turn to 8</link-text>.</choice>
1115 <choice idref="sect149">If you have the Magical Power of Prophecy and wish to use it, <link-text>turn to 149</link-text>.</choice>
1119 <section class="numbered" id="sect43">
1120 <meta><title>43</title></meta>
1123 <p>Taking Tanith by the arm, you make to move away. Drear is working a subtle magic, an enchantment that is hard to resist, and Tanith has already succumbed to his power.</p>
1124 <choice idref="sect36">If you wish to attack Drear with your Wizard<ch.apos/>s Staff, <link-text>turn to 36</link-text>.</choice>
1125 <choice idref="sect15">If you wish to use the Magical Power of Sorcery, <link-text>turn to 15</link-text>.</choice>
1126 <choice idref="sect3">If you wish to resist Drear<ch.apos/>s call without the aid of magic, <link-text>turn to 3</link-text>.</choice>
1130 <section class="numbered" id="sect44">
1131 <meta><title>44</title></meta>
1134 <p>You stagger through the palace entrance. The Elessin follow but keep a respectful distance. You view the long flight of steps leading down from the palace with trepidation. You dare not discard the statue for you are sure that it is only the Elessin<ch.apos/>s fear of it that keeps them from attacking you.</p>
1135 <p>Pick a number from the <a idref="random">Random Number Table</a>. Add this number to your current <typ class="attribute">ENDURANCE</typ> points total.</p>
1136 <choice idref="sect59">If your total is now 20 or more, <link-text>turn to 59</link-text>.</choice>
1137 <choice idref="sect65">If your total is now less than 20, <link-text>turn to 65</link-text>.</choice>
1141 <section class="numbered" id="sect45">
1142 <meta><title>45</title></meta>
1145 <p>With smiling faces and much laughter, the Elessin lead you to their home. As you draw closer to the Singing City, you gaze in wonder upon the dazzling display of glass and fragmented light that gleams beneath the bright sun. Rainbows of colour splash from the delicate spires and splendid ivory towers that point towards the sky. Like the distant ringing of a million tiny bells, the music of the city reaches your ears. You hear the warm resonance of a shifting bass accompanied by pure, whispering harmonies as delicate as a breeze, and you are awestruck by the magnificence of the city. The Academicians told you that the Elessin are cruel creatures, but their city suggests a purity of spirit beyond any mortal imagining.</p>
1146 <illustration class="float">
1148 <creator>Paul Bonner</creator>
1149 <description>The Singing City with its delicate spires and splendid ivory towers.</description>
1151 <instance class="html" src="ill2.png" width="386" height="610" mime-type="image/png"/>
1152 <instance class="html-compatible" src="ill2.gif" width="386" height="610" mime-type="image/gif"/>
1153 <instance class="pdf" src="ill2.pdf" width="386" height="610" />
1155 <p>You pass through the arched gateway of the city and walk along a long avenue of crystal paving stones.</p>
1156 <choice idref="sect238"><link-text>Turn to 238</link-text>.</choice>
1160 <section class="numbered" id="sect46">
1161 <meta><title>46</title></meta>
1164 <p>In the lonely terror of the absolute darkness your voice is swallowed up by the fathomless void. However, the chant conjures fond memories of your gentle Shianti masters and your fear swiftly subsides. You are gratified that even here, in this terrible limbo, the power and wisdom of the Shianti is still within your grasp. You regain 1 <typ class="attribute">WILLPOWER</typ> point.</p>
1165 <choice idref="sect60"><link-text>Turn to 60</link-text>.</choice>
1169 <section class="numbered" id="sect47">
1170 <meta><title>47</title></meta>
1173 <p>You enter a door. To your surprise, you and Tanith find yourselves standing in a circular chamber filled with a milky-white light. Your heart lifts when you recognize that the source of the light is the Moonstone itself. <quote>So you found it at last,</quote> says a voice behind you. It is the Jahksa.</p>
1174 <illustration class="float">
1176 <creator>Paul Bonner</creator>
1177 <description>You and Tanith find yourselves in a circular chamber filled with milky-white light.</description>
1179 <instance class="html" src="ill3.png" width="386" height="644" mime-type="image/png"/>
1180 <instance class="html-compatible" src="ill3.gif" width="386" height="644" mime-type="image/gif"/>
1181 <instance class="pdf" src="ill3.pdf" width="386" height="644" />
1183 <choice idref="sect275"><link-text>Turn to 275</link-text>.</choice>
1187 <section class="numbered" id="sect48">
1188 <meta><title>48</title></meta>
1191 <p>The wall has many crevices and projections and the foliage makes climbing easy. However, when you reach the top, you look down to see that the other side of the wall is smooth with a sheer drop to the ground of at least twenty feet.</p>
1192 <choice idref="sect244">If you possess a Rope and wish to use it, <link-text>turn to 244</link-text>.</choice>
1193 <choice idref="sect212">If you do not have a Rope, <link-text>turn to 212</link-text>.</choice>
1197 <section class="numbered" id="sect49">
1198 <meta><title>49</title></meta>
1201 <p>The Elessi raises the jewelled crozier and prepares to carry out his sentence. At the expense of 3 <typ class="attribute">WILLPOWER</typ> points, you wrench your Wizard<ch.apos/>s Staff from his hand and draw it towards you. The Elessi watches amazed.</p>
1202 <choice idref="sect340">If you wish to fire a long-range attack at the Elessi, <link-text>turn to 340</link-text>.</choice>
1203 <choice idref="sect322">If you wish to try to engage the Elessi in close combat, <link-text>turn to 322</link-text>.</choice>
1207 <section class="numbered" id="sect50">
1208 <meta><title>50</title></meta>
1211 <p>Hastily, you walk across the plain of clouds, crossing the Neverness and gaining on the Crystal Tower, which gleams faintly with a strange light. The tower is built from great shards of black crystal, and its design is entirely alien to your eyes.</p>
1212 <illustration class="float">
1214 <creator>Paul Bonner</creator>
1215 <description>The Crystal Tower gleams faintly with a strange light.</description>
1217 <instance class="html" src="ill4.png" width="386" height="638" mime-type="image/png"/>
1218 <instance class="html-compatible" src="ill4.gif" width="386" height="638" mime-type="image/gif"/>
1219 <instance class="pdf" src="ill4.pdf" width="386" height="638" />
1221 <choice idref="sect167"><link-text>Turn to 167</link-text>.</choice>
1225 <section class="numbered" id="sect51">
1226 <meta><title>51</title></meta>
1229 <p>You are still losing height as the greyish mist contained in the glass dome seeps from the Ethetron. Swerving like a tiny insect to avoid the weird creatures, you battle for control but the ship is becoming harder and harder to steer. Then, suddenly, they are no longer there.</p>
1230 <choice idref="sect33"><link-text>Turn to 33</link-text>.</choice>
1234 <section class="numbered" id="sect52">
1235 <meta><title>52</title></meta>
1238 <p>You shake your head and the guard looks at you with a puzzled frown. He directs a stream of unintelligible phrases at you and you curse under your breath. Now you<ch.apos/>re really in trouble!</p>
1239 <choice idref="sect184">If you wish to make a run for it, <link-text>turn to 184</link-text>.</choice>
1240 <choice idref="sect232">If you wish to nod your head, <link-text>turn to 232</link-text>.</choice>
1241 <choice idref="sect254">If you wish to shake your head and continue, <link-text>turn to 254</link-text>.</choice>
1245 <section class="numbered" id="sect53">
1246 <meta><title>53</title></meta>
1249 <p>You have not taken more than a few steps when Tanith<ch.apos/>s scream causes you to look up. A sword hurtles towards you and slices cleanly through your chest, inflicting a fatal wound.</p>
1250 <deadend>Your life and your adventure end here.</deadend>
1254 <section class="numbered" id="sect54">
1255 <meta><title>54</title></meta>
1258 <p>The only available source of water is from within the storm clouds that surround you and, to the howling delight of the Jahksa, it begins to rain heavily. The use of this spell has cost you 1 <typ class="attribute">WILLPOWER</typ> point. You may maintain this trance state if you wish and seek the aid of another Elemental spirit.</p>
1259 <choice idref="sect41">If you desire the aid of the Fire Elemental, <link-text>turn to 41</link-text>.</choice>
1260 <choice idref="sect73">If you desire the aid of the Earth Elemental, <link-text>turn to 73</link-text>.</choice>
1261 <choice idref="sect88">If you desire the aid of the Air Elemental, <link-text>turn to 88</link-text>.</choice>
1262 <choice idref="sect165">If you wish to stop using Elemental Magic, <link-text>turn to 165</link-text>.</choice>
1266 <section class="numbered" id="sect55">
1267 <meta><title>55</title></meta>
1270 <p>At the cost of 1 <typ class="attribute">WILLPOWER</typ> point, you reach out with your mind, seeking guidance from the future. You sense an imminent catastrophe if you take the Threnogem from the statue<ch.apos/>s mouth. The statue is a source of evil power and it is only the Threnogem that keeps this evil at bay.</p>
1271 <choice idref="sect346"><link-text>Turn to 346</link-text>.</choice>
1275 <section class="numbered" id="sect56">
1276 <meta><title>56</title></meta>
1279 <p>Soon you are back where you started, having completed a circuit of the Crystal Tower. To your immense surprise, however, there is now a door beneath the metal plate. Tanith has an incredulous look upon her face. <quote>There is strange sorcery at work here,</quote> she comments.</p>
1280 <p>The iron-shod door is tall and uninviting. You try the handle but the door is locked. You notice a keyhole and five Keys hanging on five hooks by the door. Each Key has been shaped into the likeness of a beast.</p>
1281 <illustration class="float">
1283 <creator>Paul Bonner</creator>
1284 <description>The iron-shod door is locked and five keys are hanging by it.</description>
1286 <instance class="html" src="ill5.png" width="386" height="640" mime-type="image/png"/>
1287 <instance class="html-compatible" src="ill5.gif" width="386" height="640" mime-type="image/gif"/>
1288 <instance class="pdf" src="ill5.pdf" width="386" height="640" />
1290 <choice idref="sect240">If you wish to use the Serpent Key, <link-text>turn to 240</link-text>.</choice>
1291 <choice idref="sect227">If you wish to use the Eagle Key, <link-text>turn to 227</link-text>.</choice>
1292 <choice idref="sect235">If you wish to use the Wolf Key, <link-text>turn to 235</link-text>.</choice>
1293 <choice idref="sect252">If you wish to use the Spider Key, <link-text>turn to 252</link-text>.</choice>
1294 <choice idref="sect277">If you wish to try the Dragon Key, <link-text>turn to 277</link-text>.</choice>
1295 <choice idref="sect10">If you wish to read the inscription above the door, <link-text>turn to 10</link-text>.</choice>
1296 <choice idref="sect97">If you wish to strike the door with your Wizard<ch.apos/>s Staff, <link-text>turn to 97</link-text>.</choice>
1297 <choice idref="sect161">If you have the Magical Power of Prophecy and wish to use it, <link-text>turn to 161</link-text>.</choice>
1298 <choice idref="sect193">If you have the Magical Power of Psychomancy and wish to use it, <link-text>turn to 193</link-text>.</choice>
1302 <section class="numbered" id="sect57">
1303 <meta><title>57</title></meta>
1306 <p>With a brave cry you launch yourself at the Elessi. He is surprised by your bold move and you are able to drag him to the ground. Amidst a tangle of thrashing limbs, you attempt to wrestle him into submission. As you are fighting without a weapon, you must deduct 8 points from your <typ class="attribute">COMBAT SKILL</typ> total for the duration of the fight, unless you possess a Jewelled Dagger, in which case, deduct only 6 points from your <typ class="attribute">COMBAT SKILL</typ> total.</p>
1307 <combat><enemy>Elessi Leader</enemy><enemy-attribute class="combatskill">12</enemy-attribute><enemy-attribute class="endurance">25</enemy-attribute></combat>
1308 <choice idref="sect99">If you are still fighting the Elessi after three rounds of combat but have the higher <typ class="attribute">ENDURANCE</typ> total, and wish to cease fighting, <link-text>turn to 99</link-text>.</choice>
1309 <choice idref="sect107">Otherwise, if you have already killed the Elessi after three rounds, or if you continue on and win the combat, <link-text>turn to 107</link-text>.</choice>
1313 <section class="numbered" id="sect58">
1314 <meta><title>58</title></meta>
1317 <p>You fasten the Rope around a glass gargoyle and slide down to the street below. The Rope is still fastened to the top of the wall and you must leave it there. (Remember to delete the Rope from your <a idref="action">Action Chart</a>. ) You turn and head down the street. You have only gone a short way when you are alerted by a shout: an Elessi is calling to you. Without hesitation, you run away from him but the Elessi calls for the aid of others and soon a crowd of Elessin are in hot pursuit. You turn the first corner that you come to and find yourself running across a lawn of blue grass. You can see no hiding place. The cries of the Elessin draw closer as you reach an ornate fountain in the centre of the lawn.</p>
1318 <choice idref="sect225">If you wish to jump into the fountain, <link-text>turn to 225</link-text>.</choice>
1319 <choice idref="sect335">If you wish to keep running, <link-text>turn to 335</link-text>.</choice>
1323 <section class="numbered" id="sect59">
1324 <meta><title>59</title></meta>
1327 <p>You work your way down the steps of the palace and enter the avenue of crystal that leads from the Singing City. Moving at a painfully slow pace, you finally reach the grove of trees where your flying machine is hidden. You drag the statue on board and turn to the controls. The Ethetron rises up into the air and, using the Gyronome to guide you once more, you soon feel the strange tingling sensation that indicates that you are crossing the realms of the Daziarn.</p>
1328 <illustration class="inline">
1330 <creator>Paul Bonner</creator>
1332 <instance class="html" src="small10.png" width="386" height="150" mime-type="image/png"/>
1333 <instance class="html-compatible" src="small10.gif" width="386" height="150" mime-type="image/gif"/>
1334 <instance class="pdf" src="small10.pdf" width="386" height="150" />
1336 <choice idref="sect278"><link-text>Turn to 278</link-text>.</choice>
1340 <section class="numbered" id="sect60">
1341 <meta><title>60</title></meta>
1344 <p>You take out the Gyronome. To your surprise it is still emitting its familiar, high-pitched note. You are further confused when you discover that the device continues to sound at the same volume wherever you point it. You depress the foot bar. The mist within the glass dome begins to swirl and its ghostly light grows brighter, but there is no sensation of movement, even with the bar pressed all the way down to the floor. You fear that you are stranded<ch.emdash/>becalmed upon an alien sea.</p>
1345 <p>A thread-like line of white light in the distance gives you fresh hope. Your flesh begins to tingle<ch.emdash/>an unpleasant sensation that seems to be drawing the strength from your body (lose 2 <typ class="attribute">ENDURANCE</typ> points). The horizon of white light thickens until it splits the darkness in two, and yawns like an infernal chasm. Terrified, you hurtle towards the momentous shaft at an incredible speed.</p>
1346 <illustration class="float">
1348 <creator>Paul Bonner</creator>
1349 <description>The horizon of white light splits the darkness in two.</description>
1351 <instance class="html" src="ill6.png" width="386" height="622" mime-type="image/png"/>
1352 <instance class="html-compatible" src="ill6.gif" width="386" height="622" mime-type="image/gif"/>
1353 <instance class="pdf" src="ill6.pdf" width="386" height="622" />
1355 <choice idref="sect74">If you wish to try to slow your pace, <link-text>turn to 74</link-text>.</choice>
1356 <choice idref="sect310">If you wish to continue at the same speed, <link-text>turn to 310</link-text>.</choice>
1360 <section class="numbered" id="sect61">
1361 <meta><title>61</title></meta>
1364 <p>You are wasting valuable <typ class="attribute">WILLPOWER</typ> points assaulting the door and decide to return your attention to the five Keys.</p>
1365 <choice idref="sect240">If you wish to try the Serpent Key, <link-text>turn to 240</link-text>.</choice>
1366 <choice idref="sect227">If you wish to try the Eagle Key, <link-text>turn to 227</link-text>.</choice>
1367 <choice idref="sect235">If you wish to try the Wolf Key, <link-text>turn to 235</link-text>.</choice>
1368 <choice idref="sect252">If you wish to try the Spider Key, <link-text>turn to 252</link-text>.</choice>
1369 <choice idref="sect277">If you wish to try the Dragon Key, <link-text>turn to 277</link-text>.</choice>
1373 <section class="numbered" id="sect62">
1374 <meta><title>62</title></meta>
1377 <p>The Master explains the route you must take towards a place called the Moaning Mountain. He goes on to reveal that in the side of the Moaning Mountain is a cavern and at the end of the cavern there is a Gate out of the realm that leads to a place called the Vale of Peace. The people of the Vale are wise and friendly and will show you how to reach the Realm of the Moonstone.</p>
1378 <p>He then returns Tanith to you, but your joy is subdued when the Master demands his terms: you may only leave the realm if the Jahksa accompanies you.</p>
1379 <choice idref="sect249"><link-text>Turn to 249</link-text>.</choice>
1383 <section class="numbered" id="sect63">
1384 <meta><title>63</title></meta>
1387 <p>Once more you begin the arduous climb. The decorations carved upon the crystal surface of the tower wall have become more intricate and difficult to negotiate. You pray that your luck will hold but it is not enough to save you. With a cry, you slip and fall, crashing to the ground far below.</p>
1388 <deadend>Your life and quest end here.</deadend>
1392 <section class="numbered" id="sect64">
1393 <meta><title>64</title></meta>
1396 <p>At the cost of 2 <typ class="attribute">WILLPOWER</typ> points, you fire at the leading bird. Your aim is good. With a distraught cry, the bird drops from the sky, streaming smoke behind it in a coiling plume.</p>
1397 <p>The remaining creatures appear undaunted by their fellow<ch.apos/>s plight and soon fall upon you. Clinging to the rail of the Ethetron, they strain their long necks to peck at you. The damaged Ethetron can barely support their weight and slowly but surely you are being dragged into the swirling mist below. One of the birds swoops in attack.</p>
1398 <combat><enemy>Chaos-bird</enemy><enemy-attribute class="combatskill">20</enemy-attribute><enemy-attribute class="endurance">24</enemy-attribute></combat>
1399 <choice idref="sect133">If you win the combat, <link-text>turn to 133</link-text>.</choice>
1403 <section class="numbered" id="sect65">
1404 <meta><title>65</title></meta>
1407 <p>Gingerly, you set one foot on the first of the palace steps. Your muscles are screaming with the strain of carrying the statue. Suddenly, you trip and fall. You hear the terrified shouts of the Elessin gathered around as you and the statue tumble down the stairs.</p>
1408 <p>The statue hits the bottom with a resounding <onomatopoeia>crash</onomatopoeia> and the Threnogem rolls out from its mouth. With dismay you watch it rolling away. The Elessin scream in terror.</p>
1409 <choice idref="sect270"><link-text>Turn to 270</link-text>.</choice>
1413 <section class="numbered" id="sect66">
1414 <meta><title>66</title></meta>
1417 <p>Shaking your head, you convey to them that you do not wish to accompany them. They become gently insistent and one takes hold of your arm and gestures towards the city. The laughter subsides. The Elessin are unarmed but you are unsure of their intentions.</p>
1418 <choice idref="sect45">If you wish to go with the Elessin, <link-text>turn to 45</link-text>.</choice>
1419 <choice idref="sect72">If you wish to continue to refuse them, <link-text>turn to 72</link-text>.</choice>
1420 <choice idref="sect21">If you prefer to attack the Elessin with your Wizard<ch.apos/>s Staff and possess 4 <typ class="attribute">WILLPOWER</typ> points or more, <link-text>turn to 21</link-text>.</choice>
1424 <section class="numbered" id="sect67">
1425 <meta><title>67</title></meta>
1428 <p><quote>Welcome to the realm of the impossible, Paradox, land of contradictions!</quote> booms a voice from overhead. <quote>What gift do you seek from the Chaos-master?</quote></p>
1429 <p><quote>I seek a girl; her name is Tanith,</quote> you cry, <quote>and one who is named Oz-na-Mun.</quote></p>
1430 <p><quote>So be it!</quote> replies the Chaos-master. <quote>The bargain is struck. These things you shall have and then you must return to me and make payment.</quote></p>
1431 <p>Before you can ask the nature of this <quote>payment</quote>, you find yourself standing upon firm ground, looking out across a vast quarry of red soil. Your Ethetron lies close at hand. On the other side of the quarry you can see smoke rising from a rough wooden shack. You push the nightmare visions from your brain and head towards the shack.</p>
1432 <illustration class="inline">
1434 <creator>Paul Bonner</creator>
1436 <instance class="html" src="small6.png" width="386" height="150" mime-type="image/png"/>
1437 <instance class="html-compatible" src="small6.gif" width="386" height="150" mime-type="image/gif"/>
1438 <instance class="pdf" src="small6.pdf" width="386" height="150" />
1440 <choice idref="sect127"><link-text>Turn to 127</link-text>.</choice>
1444 <section class="numbered" id="sect68">
1445 <meta><title>68</title></meta>
1448 <p>The Chaos-birds wheel around the becalmed Ethetron as Tanith chants over the Key. They move to attack, but are thrown suddenly into a panic by the sight of a giant golden eagle, winging towards them.</p>
1449 <p>The fight is terrible to behold as the eagle tears and claws a bloody path through the Chaos-birds. Suddenly, the lifeless corpse of a dead Chaos-bird hurtles towards the craft.</p>
1450 <choice idref="sect290"><link-text>Turn to 290</link-text>.</choice>
1454 <section class="numbered" id="sect69">
1455 <meta><title>69</title></meta>
1458 <p>You take out the Pipe, place it to your lips, and blow. The Elessi laughs<ch.emdash/>he is protected against the effects of the weapon. Unaffected, he carries out his sentence.</p>
1459 <choice idref="sect28"><link-text>Turn to 28</link-text>.</choice>
1463 <section class="numbered" id="sect70">
1464 <meta><title>70</title></meta>
1467 <p>You approach the wall of the tower and lay your hands upon its smooth surface. You concentrate and, eventually, a verse appears in your mind:</p>
1470 <line><ch.lsquot/>There is no door. You must climb the tower,</line>
1471 <line>Or smite the wall with a Wizard<ch.apos/>s power.<ch.rsquot/></line>
1474 <choice idref="sect264">If you wish to try to climb the tower, <link-text>turn to 264</link-text>.</choice>
1475 <choice idref="sect206">If you wish to search for a door on the right side of the tower, <link-text>turn to 206</link-text>.</choice>
1476 <choice idref="sect56">If you wish to search for a door on the left side of the tower, <link-text>turn to 56</link-text>.</choice>
1477 <choice idref="sect223">If you wish to examine the crystal wall immediately below the metal plate that bears the inscription, <link-text>turn to 223</link-text>.</choice>
1478 <choice idref="sect339">If you wish to attack the crystal wall with your Staff, <link-text>turn to 339</link-text>.</choice>
1479 <choice idref="sect347">If you have the Magical Power of Prophecy and wish to use it, <link-text>turn to 347</link-text>.</choice>
1483 <section class="numbered" id="sect71">
1484 <meta><title>71</title></meta>
1487 <p>You reach out and pluck the jewel from the statue<ch.apos/>s mouth. Swiftly, you turn, ready to run but before you can escape, a distant sound reaches your ears. Quiet at first, it develops into a scream and begins to fill the palace. The awful sound is coming from the mouth of the statue and freezes you where you stand.</p>
1488 <p>The ground begins to tremble and cracks appear in the glass walls. You can hear the tinkling of shattering crystal. The hideous wail grows in volume and soon you cannot block out the sound even when you cover your ears.</p>
1489 <p>Within seconds you are crushed beneath shards of broken glass and debris. You have released the Screaming God and the Singing City is doomed.</p>
1490 <deadend>Your quest and your life end here.</deadend>
1494 <section class="numbered" id="sect72">
1495 <meta><title>72</title></meta>
1498 <p>Again you refuse but they will not accept your refusal. Two of the Elessin grab at your arms, obviously intending to force you to accompany them.</p>
1499 <choice idref="sect45">If you wish to go with the Elessin, <link-text>turn to 45</link-text>.</choice>
1500 <choice idref="sect326">If you wish to fight off the Elessin, <link-text>turn to 326</link-text>.</choice>
1504 <section class="numbered" id="sect73">
1505 <meta><title>73</title></meta>
1508 <p>As you are flying high in the air, there is very little chance that an earthbound spirit will be able to help you. The use of this Magical Power has cost you 1 <typ class="attribute">WILLPOWER</typ> point. If you wish, you may maintain your trance state and seek aid from one of the other Elemental spirits.</p>
1509 <choice idref="sect41">If you desire the aid of the Fire Elemental, <link-text>turn to 41</link-text>.</choice>
1510 <choice idref="sect54">If you desire the aid of the Water Elemental, <link-text>turn to 54</link-text>.</choice>
1511 <choice idref="sect88">If you desire the aid of the Air Elemental, <link-text>turn to 88</link-text>.</choice>
1512 <choice idref="sect165">If you wish to cease using Elemental Magic, <link-text>turn to 165</link-text>.</choice>
1516 <section class="numbered" id="sect74">
1517 <meta><title>74</title></meta>
1520 <p>You lift your foot, decreasing the pressure on the bar and, hopefully, slowing the Ethetron. The white light is blinding; your head is swimming, your brain reeling, and your body trembling; lose a further 2 <typ class="attribute">ENDURANCE</typ> points.</p>
1521 <choice idref="sect310"><link-text>Turn to 310</link-text>.</choice>
1525 <section class="numbered" id="sect75">
1526 <meta><title>75</title></meta>
1529 <p>At first they are distant specks but they are moving towards you at high speed and soon you are able to distinguish details. You give an involuntary gasp: the creatures have oily, purple-black skins with slickly matted feathers; their eyes protrude like two swollen bruises from the sides of their heads and their cry is hoarse like the ringing of a cracked bell. The Ethetron moves sluggishly as the very last of the grey mist seeps from its dome. You turn the ship towards the Trianon but the malformed birds (if birds they are) are gaining on you.</p>
1530 <illustration class="float">
1532 <creator>Paul Bonner</creator>
1533 <description>The creatures have oily, purple-black skins with slickly matted feathers.</description>
1535 <instance class="html" src="ill7.png" width="386" height="599" mime-type="image/png"/>
1536 <instance class="html-compatible" src="ill7.gif" width="386" height="599" mime-type="image/gif"/>
1537 <instance class="pdf" src="ill7.pdf" width="386" height="599" />
1539 <choice idref="sect64">If you wish to attack one of the Chaos-birds at long range with your Wizard<ch.apos/>s Staff, <link-text>turn to 64</link-text>.</choice>
1540 <choice idref="sect108">If you wish to wait for the Chaos-birds to draw nearer, <link-text>turn to 108</link-text>.</choice>
1541 <choice idref="sect78">If you have the Magical Power of Elementalism and wish to use it, <link-text>turn to 78</link-text>.</choice>
1545 <section class="numbered" id="sect76">
1546 <meta><title>76</title></meta>
1549 <p>Aimlessly you wander through the city streets. After observing the Elessin for some time, you realize that your disguise is some sort of uniform. The whole city is very peaceful and the constant music very soothing but soon you notice that the music is changing.</p>
1550 <choice idref="sect79"><link-text>Turn to 79</link-text>.</choice>
1554 <section class="numbered" id="sect77">
1555 <meta><title>77</title></meta>
1558 <p>As you regain control of the flying machine you begin to slow down. You make a rather bumpy landing in a field but both you and your craft survive it unharmed. You take out the Gyronome and its shrill call confirms that you are now in the Realm of the Singing City. Away to your left and in the distance the city glints beneath the warm sunlight. Suddenly you notice several figures heading in your direction, though they are still far off.</p>
1559 <illustration class="inline">
1561 <creator>Paul Bonner</creator>
1563 <instance class="html" src="small5.png" width="386" height="150" mime-type="image/png"/>
1564 <instance class="html-compatible" src="small5.gif" width="386" height="150" mime-type="image/gif"/>
1565 <instance class="pdf" src="small5.pdf" width="386" height="150" />
1567 <choice idref="sect85">If you wish to hide yourself and the Ethetron, <link-text>turn to 85</link-text>.</choice>
1568 <choice idref="sect214">If you wish to wait where you are, <link-text>turn to 214</link-text>.</choice>
1572 <section class="numbered" id="sect78">
1573 <meta><title>78</title></meta>
1576 <footnote id="sect78-1-foot" idref="sect78-1"><p>As you are using your Power of Elementalism against the Chaos-birds, you should deduct 1 <typ class="attribute">WILLPOWER</typ> point.</p></footnote>
1580 <p>You close your eyes and send out the power of your thought to the Elemental Plane.<footref id="sect78-1" idref="sect78-1-foot"/> A raging wind blows around you, whipping the birds into confusion so that they are unable to attack. Unfortunately, you are now unable to manipulate the damaged craft and find yourself affected as badly as the Chaos-birds. A sudden gust sends you hurtling into the side of the Trianon and the sound of a collision fills your ears.</p>
1581 <p>Pick a number from the <a idref="random">Random Number Table</a>. Add the number you have picked to your current <typ class="attribute">WILLPOWER</typ> score.</p>
1582 <choice idref="sect304">If the total is 9 or more, <link-text>turn to 304</link-text>.</choice>
1583 <choice idref="sect83">If the total is less than 9, <link-text>turn to 83</link-text>.</choice>
1587 <section class="numbered" id="sect79">
1588 <meta><title>79</title></meta>
1591 <p>The music of the Singing City has changed, and is now a rhythmic accompaniment to the sound of many voices, singing and chanting. You follow the sound and come to a long avenue, paved with crystal stones. At the end of the avenue stands a gigantic palace, and at the foot of its grand staircase, are amassed a large crowd of Elessin, all singing in perfect unison. Standing before them is a man, robed in white and gold, with golden hair and blue eyes. In his left hand he holds a jewelled crozier. He seems to be conducting a religious ceremony or ritual. You guess that the Threnogem lies within the palace.</p>
1592 <p>Transfixed by the beauty of the Elessin<ch.apos/>s music, you wait for the ceremony to end, and at length, the crowd disperses and the man with the golden hair returns into the palace.</p>
1593 <choice idref="sect208">If you wish to mount the steps and enter the palace, <link-text>turn to 208</link-text>.</choice>
1594 <choice idref="sect121">If you wish to wait for nightfall, that you might investigate the palace in secret, <link-text>turn to 121</link-text>.</choice>
1598 <section class="numbered" id="sect80">
1599 <meta><title>80</title></meta>
1602 <p>The Elessin guards do not attack you immediately. Several fall dead under fire of your Wizard<ch.apos/>s Staff as you move like a whirlwind among their ranks. Soon, however, they overcome their awe and many place silver pipes to their lips and blow. Suddenly, a terrible pain fills your head as the sound of the Elessin pipes tears at your mind. With an anguished cry you fall to the ground and slip into unconsciousness.</p>
1603 <deadend>Your life and your quest end here.</deadend>
1607 <section class="numbered" id="sect81">
1608 <meta><title>81</title></meta>
1611 <p>Drear has worked a subtle magic on your mind and soon you are totally under his control. He is an insane wanderer, an astral vagrant devoted to a purposeless life of journeying. Casting aside your Staff and Backpack you trek after Drear, doomed to follow in his nomadic footsteps forever.</p>
1612 <deadend>Your quest ends here.</deadend>
1616 <section class="numbered" id="sect82">
1617 <meta><title>82</title></meta>
1620 <p>Tanith takes the Eagle Key and begins to chant. The Jahksa makes to attack but once more you successfully fend off his blows, for though he possesses a supernatural strength, you possess far greater fighting skill, aided by your Wizard<ch.apos/>s Staff. Before the Jahksa can attack again, an eagle<ch.apos/>s cry fills the air. It screams towards him and a look of panic contorts his face. The eagle is an awesome enemy and the Jahksa chooses not to fight it. Rapidly, his body grows transparent.</p>
1621 <choice idref="sect273"><link-text>Turn to 273</link-text>.</choice>
1625 <section class="numbered" id="sect83">
1626 <meta><title>83</title></meta>
1629 <p>The Ethetron is thrown from the sky, flinging you and Tanith to your deaths.</p>
1630 <deadend>Your life and your quest end here.</deadend>
1634 <section class="numbered" id="sect84">
1635 <meta><title>84</title></meta>
1638 <p>The Ethetron rocks and lurches as you try to steer her in tight curves and turns to evade the looming creatures of the mist. It is hard to control and the cracked glass dome of the craft glows feebly.</p>
1639 <p>Miraculously you pass beyond the monsters. You look back to see them disappearing into the mist and you realize that they are more like plants, fixed and rooted but able to attack anything within range.</p>
1640 <choice idref="sect33"><link-text>Turn to 33</link-text>.</choice>
1644 <section class="numbered" id="sect85">
1645 <meta><title>85</title></meta>
1648 <p>You spot a grove of trees nearby and drag the Ethetron into it, covering the craft with twisted deadwood and branches. Then you crouch within the grove and wait. Peering out, you watch as four people approach. Each is dressed in a short, white toga; their hair is blonde and they have strange, circular ears. They are laughing and talking in a language you cannot understand but you cannot help but notice the soft, flute-like quality of their light, musical voices.</p>
1649 <p>These people are Elessin, citizens of the Singing City. They are searching methodically and thoroughly, without hurrying, and, as they draw closer to the grove, you realize that they will soon discover your hiding place.</p>
1650 <choice idref="sect103">If you have the Magical Power of Enchantment and wish to use it, <link-text>turn to 103</link-text>.</choice>
1651 <choice idref="sect220">If you have 4 or more <typ class="attribute">WILLPOWER</typ> points remaining and wish to ambush the Elessin and attack them with your Wizard<ch.apos/>s Staff, <link-text>turn to 220</link-text>.</choice>
1652 <choice idref="sect260">If you wish to wait and do nothing, <link-text>turn to 260</link-text>.</choice>
1656 <section class="numbered" id="sect86">
1657 <meta><title>86</title></meta>
1660 <p>You fly through the mind-numbing visions shifting constantly around your craft. Eventually, the unrestrained madness of the sky gives way to a more sober panorama as a vast sea unfolds beneath you. The multi-coloured waters writhe and roll and monstrous half-shapes pierce its oily surface.</p>
1661 <choice idref="sect345">If you have the Magical Power of Prophecy and wish to use it, <link-text>turn to 345</link-text>.</choice>
1662 <choice idref="sect327">If you do not have this Power, or if you do not wish to use it, <link-text>turn to 327</link-text>.</choice>
1666 <section class="numbered" id="sect87">
1667 <meta><title>87</title></meta>
1670 <p>With your Staff held in both hands, you brace yourself for the eagle<ch.apos/>s first strike as it swoops down at an incredible speed. The golden bird crashes into you with a force that knocks you off your feet. In a terrifying confusion of slashing talons, flapping wings, and the crazed pecking of its hooked beak, you struggle desperately to fend off the giant bird.</p>
1671 <combat><enemy>Giant Eagle</enemy><enemy-attribute class="combatskill">30</enemy-attribute><enemy-attribute class="endurance">30</enemy-attribute></combat>
1672 <choice idref="sect150">If you are still alive after three rounds of combat, <link-text>turn to 150</link-text>.</choice>
1676 <section class="numbered" id="sect88">
1677 <meta><title>88</title></meta>
1680 <p>You can feel the presence of the Air Elementals that the Jahksa has already summoned as they twist and coil around you. You must choose between summoning more winds to blow against the magical storm, or trying to master those that surround you.</p>
1681 <choice idref="sect96">If you wish to master the winds that surround you, <link-text>turn to 96</link-text>.</choice>
1682 <choice idref="sect101">If you wish to summon your own powers of the air, <link-text>turn to 101</link-text>.</choice>
1686 <section class="numbered" id="sect89">
1687 <meta><title>89</title></meta>
1690 <p>You step on the flagstone and, to your relief, no sword drops. The stairway is ahead and to the left, the tower entrance is behind, and the small doorway is to the left and behind.</p>
1691 <choice idref="sect42">If you wish to step on the flagstone that is ahead and to the left of you and bears one sword, <link-text>turn to 42</link-text>.</choice>
1692 <choice idref="sect349">If you wish to step forward onto a flagstone bearing two swords, <link-text>turn to 349</link-text>.</choice>
1693 <choice idref="sect118">If you wish to step on the flagstone that is diagonally behind you in front of the small door and bears one sword, <link-text>turn to 118</link-text>.</choice>
1697 <section class="numbered" id="sect90">
1698 <meta><title>90</title></meta>
1701 <p>You take out the Copper Coin and give it to the guard who regards it closely. Thinking that you have successfully bribed the Elessi, you turn to walk away. Immediately the Elessi guard grabs your arm. Your heart misses a beat but the Elessi is smiling as he returns the Copper Coin to you. You realize that the coin is not the currency of the Singing City but a kind of pass key or identity disc.</p>
1702 <p>Anxious to place as much distance as possible between you and the guard, you turn and walk into the city at a brisk pace.</p>
1703 <choice idref="sect175"><link-text>Turn to 175</link-text>.</choice>
1707 <section class="numbered" id="sect91">
1708 <meta><title>91</title></meta>
1711 <p>You begin the arduous climb once again. There are many intricate decorations carved on the crystal wall of the tower that make your climb harder but your skill is great and your luck good and, with a sigh of relief, you eventually reach the top. Pausing for only a moment to catch your breath and rest your aching limbs, you then begin to haul on the Rope as Tanith scrambles towards you and she is soon at your side. You turn to survey your new surroundings.</p>
1712 <choice idref="sect17"><link-text>Turn to 17</link-text>.</choice>
1716 <section class="numbered" id="sect92">
1717 <meta><title>92</title></meta>
1720 <p>You take up the heavy statue. Terrified, the Elessin fall back, looking at you with outrage and fear in their eyes. Staggering beneath the weight of the statue, you pick your way slowly across the hall. The Elessin do not try to stop you; they fear the statue.</p>
1721 <choice idref="sect283">If your current <typ class="attribute">ENDURANCE</typ> points total is 16 or less, <link-text>turn to 283</link-text>.</choice>
1722 <choice idref="sect44">If your current <typ class="attribute">ENDURANCE</typ> points total is more than 16, <link-text>turn to 44</link-text>.</choice>
1726 <section class="numbered" id="sect93">
1727 <meta><title>93</title></meta>
1730 <p>The three remaining Elessin each take silver pipes and place them between their lips. They blow in unison and a terrible screaming sound tears into your brain. You gasp with pain and fall to the ground, covering your ears in a desperate attempt to block out the terrible noise.</p>
1731 <choice idref="sect271"><link-text>Turn to 271</link-text>.</choice>
1735 <section class="numbered" id="sect94">
1736 <meta><title>94</title></meta>
1739 <p>Immediately, you are standing in the court of the Chaos-master. The high walls ripple with light as the strange architecture of the Master<ch.apos/>s hall changes constantly. In the centre of the hall, upon an obsidian throne, is seated the Chaos-master himself, ruler of the Realm of the Paradox. He makes a disturbing sight: a giant over thirty feet in height, his facial features and characteristics are in a state of constant flux, continually melting into new and hideous guises. You glimpse dark and loathsome creatures, beasts, and beings of indescribable horror, writhing within this awesome god.</p>
1740 <illustration class="float">
1742 <creator>Paul Bonner</creator>
1743 <description>The Chaos-master continually melts into new and hideous guises.</description>
1745 <instance class="html" src="ill8.png" width="386" height="646" mime-type="image/png"/>
1746 <instance class="html-compatible" src="ill8.gif" width="386" height="646" mime-type="image/gif"/>
1747 <instance class="pdf" src="ill8.pdf" width="386" height="646" />
1749 <p><quote>Welcome to the Master<ch.apos/>s court!</quote> he bellows. <quote>Allow me to introduce my guests.</quote></p>
1750 <p>Slowly a dark-robed figure walks into the hall. He wears a hood and carries a black staff. Following immediately behind is Tanith. She gives you a brave smile.</p>
1751 <p><quote>May I present the Wizard, Grey Star.</quote></p>
1752 <p>A deep dread stirs in your heart. Suddenly, the robed figure pulls back his hood to reveal your own face staring at you. <quote>Welcome, brother,</quote> says your twin. <quote>I have long looked forward to this meeting.</quote></p>
1753 <choice idref="sect309"><link-text>Turn to 309</link-text>.</choice>
1757 <section class="numbered" id="sect95">
1758 <meta><title>95</title></meta>
1761 <p>You point back through the gate in the direction you have just come. He gives you a puzzled look and utters a string of unintelligible phrases. You stand frozen to the spot, mouth agape. He reaches out his hand and speaks again and suddenly you realize that he is asking you for something. His voice becomes harsh as he is forced to repeat himself and he fixes you with a suspicious glare.</p>
1762 <choice idref="sect267">If you wish to show him the Glass Rod, <link-text>turn to 267</link-text>.</choice>
1763 <choice idref="sect289">If you wish to show him the Parchment, <link-text>turn to 289</link-text>.</choice>
1764 <choice idref="sect333">If you wish to show him the Gold Coin, <link-text>turn to 333</link-text>.</choice>
1765 <choice idref="sect348">If you wish to show him the Silver Coin, <link-text>turn to 348</link-text>.</choice>
1766 <choice idref="sect90">If you wish to show him the Copper Coin, <link-text>turn to 90</link-text>.</choice>
1770 <section class="numbered" id="sect96">
1771 <meta><title>96</title></meta>
1774 <p>At the cost of 1 <typ class="attribute">WILLPOWER</typ> point, you try to wrest control of the winds from the Jahksa. Rigidly, he stands at the far end of the craft, testing his power against yours. The storm howls and the little craft shakes and swerves wildly. The ferocious winds carry the ship along but the Jahksa still exerts control over the storm.</p>
1775 <choice idref="sect138">If you wish to expend another <typ class="attribute">WILLPOWER</typ> point, <link-text>turn to 138</link-text>.</choice>
1776 <choice idref="sect142">If you wish to cease your struggle for control of the storm, <link-text>turn to 142</link-text>.</choice>
1777 <choice idref="sect148">If you wish to attack the Jahksa with your Staff, <link-text>turn to 148</link-text>.</choice>
1781 <section class="numbered" id="sect97">
1782 <meta><title>97</title></meta>
1785 <p>To break down the door with the might of your Wizard<ch.apos/>s Staff, follow the usual rules of combat, consulting the <a idref="crtable">Combat Results Table</a> as if the door were an opponent. Disregard any <typ class="attribute">ENDURANCE</typ> points lost by yourself.</p>
1786 <combat><enemy>Tower Door</enemy><enemy-attribute class="combatskill">30</enemy-attribute><enemy-attribute class="endurance">45</enemy-attribute></combat>
1787 <choice idref="sect61">You may cease attacking the door at any time; <link-text>turn to 61</link-text>.</choice>
1788 <choice idref="sect124">If you continue and break down the door, <link-text>turn to 124</link-text>.</choice>
1792 <section class="numbered" id="sect98">
1793 <meta><title>98</title></meta>
1796 <p>The Chaos-birds circle ominously overhead. Tanith chants over the key. She summons up a small, furry spider no bigger than her hand and gives you a desperate and helpless glance. Swiftly the birds attack.</p>
1797 <choice idref="sect83"><link-text>Turn to 83</link-text>.</choice>
1801 <section class="numbered" id="sect99">
1802 <meta><title>99</title></meta>
1805 <p>You take up your Wizard<ch.apos/>s Staff and hold it poised above the Elessi leader<ch.apos/>s head. You have beaten him into submission. The palace is full of Elessin guards, but they stay back fearful to act while their leader is threatened.</p>
1806 <choice idref="sect71">If you wish to take the Threnogem from the statue<ch.apos/>s mouth, <link-text>turn to 71</link-text>.</choice>
1807 <choice idref="sect107">If you wish to slay the Elessi leader, <link-text>turn to 107</link-text>.</choice>
1808 <choice idref="sect80">If you wish to attack the Elessin guards, <link-text>turn to 80</link-text>.</choice>
1809 <choice idref="sect209">If you wish to make a grab for the statue, <link-text>turn to 209</link-text>.</choice>
1813 <section class="numbered" id="sect100">
1814 <meta><title>100</title></meta>
1817 <p>Cautiously, you approach the Crystal Tower. You can see no door but, a little above head height, there is a metal plate. Inscribed upon the plate is some writing but the letters are unfamiliar.</p>
1818 <p><quote>Can you read it?</quote> asks Tanith.</p>
1819 <p><quote>No,</quote> you reply. Yet, as you speak, the lettering is slowly transforming and soon you find that you can read the inscription:</p>
1822 <line><ch.lsquot/>From south of here, to west, and north,</line>
1823 <line>Then east and south once more,</line>
1824 <line>A circle<ch.apos/>s motion rings the charm</line>
1825 <line>That finds the Vanishing Door.<ch.rsquot/></line>
1828 <p>You ponder the strange words and try to unravel their meaning. <quote>A riddle?</quote> queries Tanith.</p>
1829 <choice idref="sect56">If you wish to search for a door on the left side of the tower, <link-text>turn to 56</link-text>.</choice>
1830 <choice idref="sect23">If you wish to search for a door on the right side of the tower, <link-text>turn to 23</link-text>.</choice>
1831 <choice idref="sect70">If you have the Magical Power of Psychomancy and wish to use it, <link-text>turn to 70</link-text>.</choice>
1832 <choice idref="sect347">If you have the Magical Power of Prophecy and wish to use it, <link-text>turn to 347</link-text>.</choice>
1836 <section class="numbered" id="sect101">
1837 <meta><title>101</title></meta>
1840 <p>At the cost of 1 <typ class="attribute">WILLPOWER</typ> point, you summon up a mage wind of your own. The increased turbulence causes the craft to rock crazily from side to side but has little effect on the Elementals summoned by the Jahksa.</p>
1841 <choice idref="sect142">If you wish to call a halt to your spell of Elementalism, <link-text>turn to 142</link-text>.</choice>
1842 <choice idref="sect165">If you wish to increase the power of your spell, <link-text>turn to 165</link-text>.</choice>
1846 <section class="numbered" id="sect102">
1847 <meta><title>102</title></meta>
1850 <p>You draw out the red jewel and focus your power upon it. The Gem begins to glow and, at the cost of 1 <typ class="attribute">WILLPOWER</typ> point, you reach out and close the Elessi guard<ch.apos/>s senses. As he stares blankly ahead, you steal past him and into the palace unseen.</p>
1851 <choice idref="sect230"><link-text>Turn to 230</link-text>.</choice>
1855 <section class="numbered" id="sect103">
1856 <meta><title>103</title></meta>
1859 <p>With your eyes closed you concentrate and create an enchantment to place in the minds of the Elessin. You convince them that they have completed their search and suggest that they return to their city. Unaware that they have been charmed, they obey. The use of this spell has cost you 2 <typ class="attribute">WILLPOWER</typ> points.</p>
1860 <choice idref="sect320"><link-text>Turn to 320</link-text>.</choice>
1864 <section class="numbered" id="sect104">
1865 <meta><title>104</title></meta>
1868 <p>The maddening chaos surrounding you is too much to bear; your mind lacks the strength of will to resist the distorted reality. In a short time you lose control of your mind and the Ethetron plunges into the undulating hills below.</p>
1869 <deadend>Your adventure is over. Your quest and your life end here.</deadend>
1873 <section class="numbered" id="sect105">
1874 <meta><title>105</title></meta>
1877 <p>You are led to a high-ceilinged chamber lit by a curious, pulsing light. The room is filled with strange, ornate machines of gleaming metal. Lights flicker and you hear a throbbing hum and a continual, metallic, mechanical ring. Several Academicians tend the machines, pushing buttons and pulling levers, though to what purpose you cannot guess.</p>
1878 <p><quote>Grey Star, Tanith<ch.emdash/>allow me to introduce you to Crabkey, one of our greatest and most ingenious inventors.</quote></p>
1879 <illustration class="float">
1881 <creator>Paul Bonner</creator>
1882 <description><quote>Allow me to introduce Crabkey, one of our most ingenious inventors.</quote></description>
1884 <instance class="html" src="ill9.png" width="386" height="644" mime-type="image/png"/>
1885 <instance class="html-compatible" src="ill9.gif" width="386" height="644" mime-type="image/gif"/>
1886 <instance class="pdf" src="ill9.pdf" width="386" height="644" />
1888 <p>You recognize the shabby man who turns to greet you; he was the man who sat in the armchair when you first entered the chamber of the Academicians. In the strange lurid glow of the laboratory his shadowed, bulging eyes make him appear even more sinister than before. <quote>We meet again,</quote> you say uncomfortably.</p>
1889 <p>Crabkey stares at you without speaking. Spittlethrift breaks the silence: <quote>Mr Crabkey is the inventor of the machine that will enable you to journey to the Realm of the Singing City, aren<ch.apos/>t you, Crabkey, old chap?</quote> Crabkey continues to stare at you insolently. With a slow blink of his huge eyes, he makes an unintelligible sound in the back of his throat and nods.</p>
1890 <p><quote>Yes, yes,</quote> says Spittlethrift half to himself. <quote>Come now, young Wizard and pretty mistress Tanith, come see his wonderful creation.</quote> Mounted on a small dais in the centre of the laboratory is a most unusual machine. <quote>This,</quote> says Spittlethrift proudly, <quote>is the Ethetron, the flying machine that will carry young Grey Star through the realms of the Daziarn, and to the Singing City to fetch our prize.</quote></p>
1891 <p><quote>Grey Star,</quote> says Tanith suddenly, <quote>and what of me?</quote></p>
1892 <p>Spittlethrift falters and emits an embarrassed cough, <quote>Ah, yes<ch.ellips/>well<ch.ellips/></quote></p>
1893 <p><quote>Yes, what of Tanith?</quote> you demand angrily.</p>
1894 <p><quote>The girl stays here,</quote> says Crabkey, speaking for the first time in a harsh, rasping voice, <quote>to make sure you keep your part of the bargain and do not fail to return.</quote></p>
1895 <p><quote>She will be perfectly safe, I assure you,</quote> says Spittlethrift, apologetically. <quote>But surely you understand our position. What is to stop you flying away and never returning?</quote></p>
1896 <p><quote>And if I refuse?</quote> you snap at Spittlethrift.</p>
1897 <p><quote>We will not allow you to use the Ethetron or show you how to fly it,</quote> retorts Crabkey. <quote>You will be doomed to remain within the Neverness for all eternity. You will<ch.emdash/></quote></p>
1898 <p><quote>You will, on the other hand,</quote> Spittlethrift interjects hastily, <quote>receive the Ethetron as a gift from us when you return<ch.emdash/></quote></p>
1899 <p><quote>With the Threnogem,</quote> Crabkey interrupts once more, ignoring a glare of warning from Spittlethrift, who has now begun to sweat profusely. <quote>And we will return Mistress Tanith to you, of course,</quote> he finishes. Tanith clenches her fists and glares furiously at the two little men. Both step back a little from her fiery gaze. <quote>Know this, little man,</quote> she hisses, prodding Spittlethrift in the chest with one, long-nailed finger. <quote>I am not without power. If you seek to deceive us<ch.ellips/>I<ch.apos/>ll crush you like the toad that you are! I am a Shadakine Wytch, not a mere girl to be hoarded or bartered like a piece of spare luggage!</quote></p>
1900 <p><quote>Yes, yes, of course,</quote> says Spittlethrift, wiping his brow with the back of his shaking hand. <quote>I understand.</quote></p>
1901 <p>You smile quietly to yourself. Tanith<ch.apos/>s angry bluff has shaken both Spittlethrift and Crabkey. Though Tanith does possess many uncanny powers taught to her while in the service of Mother Magri, a powerful Wytch in the service of the Shadakine Empire, her skills lie chiefly in her mastery of animals and nature and in a bravery that surpasses many warriors of greater stature. Tanith turns to you, the fire dying in her wild, green eyes. <quote>Accept their offer, Grey Star,</quote> she says. <quote>I do not fear this over-fed worm, or that slinking weasel.</quote></p>
1902 <p>You sense that Tanith is far more afraid than she admits but the success of the quest is as important to her as it is to you and without the Ethetron it is unlikely that you will succeed. <quote>Very well,</quote> you say. <quote>Show me how the machine works. What must I do?</quote></p>
1903 <p>Sullenly, Crabkey shows you the machine. Spittlethrift, pale and perspiring, remains silent, his chubby hands fluttering nervously at his side.</p>
1904 <choice idref="sect116"><link-text>Turn to 116.</link-text>.</choice>
1908 <section class="numbered" id="sect106">
1909 <meta><title>106</title></meta>
1912 <footnote id="sect106-1-foot" idref="sect106-1"><p>You may only choose a Key that you have not already tried.</p></footnote>
1916 <p>The ferocious wolf falls dead at your feet, magical fire still blazing from the fatal wound that you have inflicted.</p>
1917 <p>To enter the Crystal Tower you must choose from the remaining Keys.<footref id="sect106-1" idref="sect106-1-foot"/></p>
1918 <choice idref="sect252">If you choose the Spider Key, <link-text>turn to 252</link-text>.</choice>
1919 <choice idref="sect227">If you choose the Eagle Key, <link-text>turn to 227</link-text>.</choice>
1920 <choice idref="sect240">If you choose the Serpent Key, <link-text>turn to 240</link-text>.</choice>
1921 <choice idref="sect277">If you choose the Dragon Key, <link-text>turn to 277</link-text>.</choice>
1925 <section class="numbered" id="sect107">
1926 <meta><title>107</title></meta>
1929 <footnote id="sect107-1-foot" idref="sect107-1"><p>If the Elessi leader has been holding your Wizard<ch.apos/>s Staff until now, you can now take it back.</p></footnote>
1933 <p>The Elessi leader lies dead at your feet.<footref id="sect107-1" idref="sect107-1-foot"/> Stunned by the unexpected loss of their leader, the guards look on in horror. You must act quickly.</p>
1934 <choice idref="sect80">If you wish to attack the Elessin guards, <link-text>turn to 80</link-text>.</choice>
1935 <choice idref="sect71">If you wish to take the Threnogem from the statue<ch.apos/>s mouth, <link-text>turn to 71</link-text>.</choice>
1936 <choice idref="sect92">If you wish to pick up the statue, <link-text>turn to 92</link-text>.</choice>
1940 <section class="numbered" id="sect108">
1941 <meta><title>108</title></meta>
1944 <p>Immediately the Chaos-birds swarm towards you. The first flies at Tanith and instinctively you rush to protect her.</p>
1945 <combat><enemy>Chaos-bird</enemy><enemy-attribute class="combatskill">20</enemy-attribute><enemy-attribute class="endurance">25</enemy-attribute></combat>
1946 <choice idref="sect133">If you win, <link-text>turn to 133</link-text>.</choice>
1950 <section class="numbered" id="sect109">
1951 <meta><title>109</title></meta>
1954 <p>As you touch the ground, the flying machine shatters and disintegrates. The impact kills you and your torn and broken body is thrown with the other shattered fragments across the cloud plain of the Neverness.</p>
1955 <deadend>Your life and your quest end here.</deadend>
1959 <section class="numbered" id="sect110">
1960 <meta><title>110</title></meta>
1963 <p>Ready for combat and eager to maintain the element of surprise, you burst into the room. You enter a room full of mirrors and devoid of life.</p>
1964 <choice idref="sect2"><link-text>Turn to 2</link-text>.</choice>
1968 <section class="numbered" id="sect111">
1969 <meta><title>111</title></meta>
1972 <p>You close your eyes and concentrate and, at the cost of 1 <typ class="attribute">WILLPOWER</typ> point, you create your illusion. A shout attracts the guard<ch.apos/>s attention and quickly he descends the palace stairway to investigate. Silently, you ascend the stairs and enter the palace before the guard returns to his post.</p>
1973 <choice idref="sect230"><link-text>Turn to 230</link-text>.</choice>
1977 <section class="numbered" id="sect112">
1978 <meta><title>112</title></meta>
1981 <p>Summoning all your strength, and, at the cost of 2 <typ class="attribute">WILLPOWER</typ> points, you hurl a powerful blast at the Crystal Tower. The white light of your Staff hits the wall squarely but its magical fire is scattered by the wall<ch.apos/>s resistance.</p>
1982 <p><quote>This is hopeless,</quote> says Tanith. <quote>There must be some other way into the tower.</quote></p>
1983 <choice idref="sect264">If you wish to try to climb the tower, <link-text>turn to 264</link-text>.</choice>
1984 <choice idref="sect285">If you prefer to examine one of the many black holes in the cloud plain, <link-text>turn to 285</link-text>.</choice>
1985 <choice idref="sect181">If you wish to examine the section of the wall immediately below the metal plate that bears the inscription, <link-text>turn to 181</link-text>.</choice>
1989 <section class="numbered" id="sect113">
1990 <meta><title>113</title></meta>
1993 <p>You walk to the end of the corridor and through an archway of incandescent light. You are momentarily blinded and when you can see again you find yourself facing the door once more. The Jahksa roars with laughter. <quote>The great Shianti Wizard<ch.ellips/>fooled by a Shianti illusion, hah!</quote></p>
1994 <p>Again you try to enter but again you find yourself outside the door.</p>
1995 <choice idref="sect192">If you wish to attack the Jahksa, <link-text>turn to 192</link-text>.</choice>
1996 <choice idref="sect47">If you wish to enter one of the doors along the corridor, <link-text>turn to 47</link-text>.</choice>
1997 <choice idref="sect185">If you have the Magical Power of Sorcery and wish to expend 2 <typ class="attribute">WILLPOWER</typ> points on the formation of a magical shield, <link-text>turn to 185</link-text>.</choice>
2001 <section class="numbered" id="sect114">
2002 <meta><title>114</title></meta>
2005 <p>You walk to the other end of the avenue and arrive at the foot of a large stairway that leads into the glass palace. It is the most impressive building in the city and you are puzzled to find it completely empty. You wonder if it is a temple, where people gather only at certain times, or perhaps it is a sacred place and only a select few are allowed within its walls. Your instincts tell you that you are sure to discover the Threnogem here.</p>
2006 <choice idref="sect208">If you wish to mount the steps and enter the palace, <link-text>turn to 208</link-text>.</choice>
2007 <choice idref="sect121">If you wish to wait for nightfall, so that you might investigate the palace unseen, <link-text>turn to 121</link-text>.</choice>
2011 <section class="numbered" id="sect115">
2012 <meta><title>115</title></meta>
2015 <p><thought>This was once the realm of the Demon, Steth-Amon, a master of sound,</thought> the Guardian recounts. <thought>We, the Elessin, were created his slave singers, a choir of the damned. His was the music of dissonance; it could drive men insane or lure them and possess their minds. Long we laboured in his service. However, we sought the beauty of harmonious music, the melody of accord and we conceived of a plan to overthrow our lord. We created the Threnogem, a tool of silence, for without silence music has no meaning. Then, while he slumbered, we dropped the Threnogem into his open mouth and silenced him, robbing him of his power over us. He froze in the position you see him now, for the statue is Steth-Amon, mastered by the silence of the Threnogem. That you seek to take the statue from our realm is pleasing to us, for all our power has been devoted to giving life to the Threnogem and keeping Steth-Amon silent. If the Threnogem is removed from his mouth the demon will be released. All we ask is that you do not remove the Threnogem while you are in our domain. If you wish, we will help you carry the statue to your flying machine.</thought></p>
2016 <p>You agree to the Guardian<ch.apos/>s offer.</p>
2017 <choice idref="sect182"><link-text>Turn to 182</link-text>.</choice>
2021 <section class="numbered" id="sect116">
2022 <meta><title>116</title></meta>
2025 <p>The Ethetron is quite unlike anything you have seen before. It has a railed platform, and is shaped like a saucer, except that its stern is pointed like a lizard<ch.apos/>s tail. It bears a large glass dome in its centre. Passing through the top of the dome is a single black shaft like the mast of a sailing ship. The single sail resembles a giant bat<ch.apos/>s wings and is made of a strange material that shimmers like water and looks like metal but is like fabric to the touch. A closer inspection of the glass dome reveals that it contains a swirling, grey-white mist.</p>
2026 <illustration class="float">
2028 <creator>Paul Bonner</creator>
2029 <description>The Ethetron<ch.apos/>s tail is like a lizard<ch.apos/>s, its sails like bats<ch.apos/> wings.</description>
2031 <instance class="html" src="ill10.png" width="386" height="628" mime-type="image/png"/>
2032 <instance class="html-compatible" src="ill10.gif" width="386" height="628" mime-type="image/gif"/>
2033 <instance class="pdf" src="ill10.pdf" width="386" height="628" />
2035 <p><quote>It is the raw stuff of the Daziarn, unformed power for the craft,</quote> explains Crabkey. <quote>Without it, the craft would fall from the sky. To steer,</quote> he continues, <quote>you must operate this lever<ch.emdash/>pull to climb, push to dive, left and right as normal. To draw more power from the glass dome you must press this metal bar at your feet; to slow down, release it. If you apply no pressure, the craft will remain where it is; if you push the lever to the left or right without power, the craft will spin on its axis. Beware, these controls are very sensitive. You need apply very little pressure to make the craft change its course.</quote></p>
2036 <p>When Crabkey is satisfied that you understand the controls, he introduces you to another Academician, Slypate, who hands you a shining sphere of red and yellow metal. <quote>This is a Gyronome. There is no north, east, west, or south in the plane of the Daziarn, nor is there time as you perceive it,</quote> says Slypate. <quote>The only way of finding the Singing City is with the aid of this device. When you draw it out, it will emit a sound if you are heading for the Singing City. The louder the note, the surer your course. To return to the Crystal Tower, the Gyronome must be absolutely silent. It is very accurate: I invented it myself,</quote> he says with pride. You take the Special Item and place it in your pocket. (Remember to mark the Gyronome on your <a idref="action">Action Chart</a>.)</p>
2037 <p>Soon you are ready to leave. The Academicians offer you the choice of the following items to aid you in your quest. (Remember that you may carry only two Weapons and a maximum of eight items in your Backpack.)</p>
2039 <li>Short Sword (carried in a sheath worn at your belt)</li>
2040 <li>Length of strong Rope (Backpack Item)</li>
2041 <li>Potion of Healing (restores 4 <typ class="attribute">ENDURANCE</typ> points when swallowed; carried in Backpack)</li>
2043 <li>Spear (carried in the hand)</li>
2045 <p>As you climb into the Ethetron, the massive double windows of the laboratory are drawn open. The restraining ropes are untied and the glass dome of the flying machine glows with a ghostly light. You coax the Ethetron forwards and you glide gently through the open windows and out of the Crystal Tower. You look out across the bleak, featureless expanse of the Neverness with its strange, sunless sky and vast plain of unending cloud. You press lightly on the foot bar and the machine gathers speed. You take out the Gyronome. It is silent at first; then as your machine speeds away from the Crystal Tower it begins to emit a tone. You move the instrument around in the air and find, to your surprise, that its tone becomes louder when you point it towards your feet.</p>
2046 <choice idref="sect135">If you wish to fly at a lower altitude, <link-text>turn to 135</link-text>.</choice>
2047 <choice idref="sect147">If you have the Magical Power of Prophecy and wish to use it to guide you, <link-text>turn to 147</link-text>.</choice>
2048 <choice idref="sect152">If you have the Magical Power of Psychomancy and wish to use it on the Gyronome, <link-text>turn to 152</link-text>.</choice>
2052 <section class="numbered" id="sect117">
2053 <meta><title>117</title></meta>
2056 <p>There is a lull in the fighting and the Jahksa steps back. Poised to place the killing blow, you look on in frustration as the dark twin swiftly fades, his body becoming ever more transparent.</p>
2057 <choice idref="sect273"><link-text>Turn to 273</link-text>.</choice>
2061 <section class="numbered" id="sect118">
2062 <meta><title>118</title></meta>
2065 <footnote id="sect118-1-foot" idref="sect118-1"><p>If you have already opened this door, you do not need to do it again. If you have opened the door but chosen <em>not</em> to step through it, you can now choose to do so (turn to <a idref="sect125">125</a>), or to walk back to the large stairway (turn to <a idref="sect239">239</a>). If you have both opened and ventured inside the door, you must turn to <a idref="sect239">239</a>.</p></footnote>
2069 <p>You step on the flagstone: nothing happens. You are now standing before the wooden door. You try the handle and find that the door is locked.<footref id="sect118-1" idref="sect118-1-foot"/></p>
2070 <choice idref="sect261">If you wish to blast the door with your Wizard<ch.apos/>s Staff, <link-text>turn to 261</link-text>.</choice>
2071 <choice idref="sect312">If you have a prepared Vial of Ezeran Acid, <link-text>turn to 312</link-text>.</choice>
2072 <choice idref="sect319">If you have the Magical Power of Alchemy and possess some Ezeran Salts, Sulphur, Saltpetre, and a Pestle and Mortar, <link-text>turn to 319</link-text>.</choice>
2073 <choice idref="sect173">If you have the Magical Power of Sorcery and wish to use it to open the door, <link-text>turn to 173</link-text>.</choice>
2077 <section class="numbered" id="sect119">
2078 <meta><title>119</title></meta>
2081 <p>Both you and Tanith make your way to another of the strange gaps in the cloud plain only to discover that the many holes in the plain are alike, differing only in size.</p>
2082 <choice idref="sect269">If you wish to enter one of these black holes, <link-text>turn to 269</link-text>.</choice>
2083 <choice idref="sect100">If you wish to continue towards the Crystal Tower, <link-text>turn to 100</link-text>.</choice>
2087 <section class="numbered" id="sect120">
2088 <meta><title>120</title></meta>
2091 <p>At the cost of 2 <typ class="attribute">WILLPOWER</typ> points, you hurl a bolt of magical flame at the guard that illuminates the night. With a scream of pain, the guard falls dead. Without hesitation, you make a dash for the palace entrance as distant shouts reveal that the alarm is being raised.</p>
2092 <choice idref="sect222"><link-text>Turn to 222</link-text>.</choice>
2096 <section class="numbered" id="sect121">
2097 <meta><title>121</title></meta>
2100 <p>You wander the city until it grows dark and then make your way back to the palace. Hiding in the shadows, you observe the palace guard.</p>
2101 <choice idref="sect120">If you wish to attack the guard at long range with your Wizard<ch.apos/>s Staff, <link-text>turn to 120</link-text>.</choice>
2102 <choice idref="sect102">If you have a Mind Gem and wish to use it, <link-text>turn to 102</link-text>.</choice>
2103 <choice idref="sect111">If you have the Magical Power of Enchantment and wish to use it, <link-text>turn to 111</link-text>.</choice>
2104 <p>Otherwise, you will have to try to sneak up behind the guard. Pick a number from the <a idref="random">Random Number Table</a>.</p>
2105 <choice idref="sect139">If the number you have picked is 0<ch.endash/>5, <link-text>turn to 139</link-text>.</choice>
2106 <choice idref="sect145">If the number you have picked is 6<ch.endash/>9, <link-text>turn to 145</link-text>.</choice>
2110 <section class="numbered" id="sect122">
2111 <meta><title>122</title></meta>
2114 <p>You head across the cloud plain towards the hunched figure. The man turns and looks at you, apparently unsurprised by your sudden appearance. He is dressed in grey, tattered rags and, with a start, you see that the flesh of his hands and face is almost transparent, revealing the veins, bones, and tissue that lie beneath his skin.</p>
2115 <illustration class="float">
2117 <creator>Paul Bonner</creator>
2118 <description>The hunched figure is dressed in grey rags and the flesh of his hands and face is almost transparent.</description>
2120 <instance class="html" src="ill11.png" width="386" height="635" mime-type="image/png"/>
2121 <instance class="html-compatible" src="ill11.gif" width="386" height="635" mime-type="image/gif"/>
2122 <instance class="pdf" src="ill11.pdf" width="386" height="635" />
2124 <p><quote>No peace. No peace,</quote> he mutters to himself. <quote>So many interruptions<ch.ellips/>the passage of strangers, asking directions and breaking the silence.</quote> He gazes at you with a sad but steady stare. <quote>I am Drear, wanderer between worlds,</quote> he says, as if reciting a litany. <quote>Sailor upon pointless seas, traveller of timeless lands, born of a world grown old and tired. You are in the Neverness, my children, the unformed and unclaimed void of the Daziarn, where no one yet resides.</quote></p>
2125 <p><quote>What of yonder building?</quote> you ask.</p>
2126 <p><quote>The Crystal Tower, home of the Academicians, scientists and scholars from another plane. They are mad, my friend. Do not waste your time with them. Instead, follow me and find peace in the calm of wandering; shed all purpose and responsibility. Come, follow! I seek the salvation of silence, the tranquillity of endlessness.</quote></p>
2127 <p>He beckons insistently and, with a glazed expression, Tanith steps forward. Persuasive, inviting, and increasingly irresistible, Drear<ch.apos/>s hypnotic voice pulls at your mind.</p>
2128 <choice idref="sect81">If you wish to follow Drear, <link-text>turn to 81</link-text>.</choice>
2129 <choice idref="sect43">If you wish to turn away, <link-text>turn to 43</link-text>.</choice>
2133 <section class="numbered" id="sect123">
2134 <meta><title>123</title></meta>
2137 <p>With a flurry of savage blows you engage the Jahksa.</p>
2138 <combat><enemy>Jahksa</enemy><enemy-attribute class="combatskill">30</enemy-attribute><enemy-attribute class="endurance">30</enemy-attribute></combat>
2139 <choice idref="sect117">If you are still alive after three rounds of combat, <link-text>turn to 117</link-text>.</choice>
2143 <section class="numbered" id="sect124">
2144 <meta><title>124</title></meta>
2147 <p>The door disintegrates. With Tanith by your side, you enter a large, circular room. A wide, ornate stairway ascends at the far side of the room. The only other visible exit is a door to your left. On the walls are hung many strange paintings and the flagstones of this gloomy hall bear many strange designs; the one on which you are standing bears an inscription.</p>
2148 <choice idref="sect7">If you wish to look at the paintings, <link-text>turn to 7</link-text>.</choice>
2149 <choice idref="sect29">If you wish to examine the floor, <link-text>turn to 29</link-text>.</choice>
2150 <choice idref="sect40">If you wish to climb the stairway, <link-text>turn to 40</link-text>.</choice>
2151 <choice idref="sect53">If you wish to enter the door on your left, <link-text>turn to 53</link-text>.</choice>
2155 <section class="numbered" id="sect125">
2156 <meta><title>125</title></meta>
2159 <p>You walk down the stairs into a dimly lit cellar full of rusty armour. You have entered the tower<ch.apos/>s store room and the weapons of countless adventurers lie corroding at your feet. A tangle of cobwebs brushes against your face as your attention is caught by the glint of new metal. A closer examination reveals a large Bunch of Keys. If you wish to keep the Bunch of Keys, mark it on your <a idref="action">Action Chart</a> as a Special Item.</p>
2160 <p>You climb back up the stairs.</p>
2161 <choice idref="sect239"><link-text>Turn to 239</link-text>.</choice>
2165 <section class="numbered" id="sect126">
2166 <meta><title>126</title></meta>
2169 <p>You call down to Tanith, who nods that she is ready. Your muscles are tired from the exertions of your climb and, panting heavily, you begin to pull on the Rope. Tanith is already overburdened by the added weight of your Backpack and her climb up the tower is made more difficult by the swinging of your Wizard<ch.apos/>s Staff. Suddenly, she gives a terrible scream and falls away from the tower. Her abrupt departure from the Rope jerks you from the ledge and you plummet to the ground after her. Neither of you survives the fall.</p>
2170 <deadend>Your quest has failed and your adventure is over.</deadend>
2174 <section class="numbered" id="sect127">
2175 <meta><title>127</title></meta>
2178 <p>You peer into the gloom of the wooden hut. Two figures are sitting in the centre of the room: a gaunt-faced man in rags and Tanith. Your heart leaps with joy. <quote>At last!</quote> you cry. <quote>I<ch.apos/>ve found you!</quote> Tanith and the gaunt-faced man turn and look at you with grief-stricken faces. They edge back to a corner of the room as you approach.</p>
2179 <p><quote>Get back!</quote> Tanith screams. <quote>Go away; leave me alone.</quote></p>
2180 <p><quote>But<ch.ellips/>Tanith<ch.ellips/></quote> you falter, <quote>it<ch.apos/>s me, Grey Star, your friend.</quote></p>
2181 <p><quote>You<ch.apos/>re no friend of mine, evil one!</quote> she spits. <quote>You serve Shasarak now. You told me that yourself in the Crystal Tower.</quote> She and the man huddle together, cowering in fear. <quote>Get out! Get out!</quote> she screams hysterically, throwing a cup at your head.</p>
2182 <p>She believes that the Black Wizard, who bears your likeness, is truly you and that you have fallen into the service of evil. No matter how hard you try to explain, she will not understand. You feel sure that her fear is unnatural; for even if she does believe you have turned to evil, you have never before known her to exhibit such fear. She must have been placed under a powerful spell.</p>
2183 <choice idref="sect199">If you wish to speak to the Chaos-master, <link-text>turn to 199</link-text>.</choice>
2184 <choice idref="sect219">If you possess a Mind Gem and wish to use it, <link-text>turn to 219</link-text>.</choice>
2185 <choice idref="sect207">If you have the Magical Power of Prophecy and wish to use it, <link-text>turn to 207</link-text>.</choice>
2186 <choice idref="sect213">If you have the Magical Power of Enchantment and wish to try to rid Tanith of the enchantment which holds her, <link-text>turn to 213</link-text>.</choice>
2190 <section class="numbered" id="sect128">
2191 <meta><title>128</title></meta>
2194 <p>You continue down the long passage, your footsteps ringing on the marble floor. You can feel another<ch.apos/>s presence nearby but can see no one. A milky glow emanates from the end of the corridor.</p>
2195 <choice idref="sect47">If you wish to enter one of the rooms at the side of the passage, <link-text>turn to 47</link-text>.</choice>
2196 <choice idref="sect162">If you wish to continue along the corridor, <link-text>turn to 162</link-text>.</choice>
2197 <choice idref="sect146">If you have the Magical Power of Prophecy and wish to use it, <link-text>turn to 146</link-text>.</choice>
2201 <section class="numbered" id="sect129">
2202 <meta><title>129</title></meta>
2205 <p>Suddenly the Ethetron is torn from the air by a strange, eyeless creature. Its huge, razor-sharp teeth close around the flying machine.</p>
2206 <deadend>Your quest and your life end here.</deadend>
2210 <section class="numbered" id="sect130">
2211 <meta><title>130</title></meta>
2214 <p>Skilfully, you manoeuvre the Ethetron and align it with the nearest black hole. Taking a deep breath, your heart beating with anticipation, you plunge into the darkness of the unknown.</p>
2215 <p>First there is silence, then fear. You fight back a rising wave of panic in the absolute blackness, absolute silence, absolute stillness. You cannot return the way you came.</p>
2216 <choice idref="sect34">If you wish to try to cast a light with your Wizard<ch.apos/>s Staff, <link-text>turn to 34</link-text>.</choice>
2217 <choice idref="sect46">If you wish to chant the Shianti prayer of mind discipline to beat back the rising wave of madness that you feel engulfing your reason, <link-text>turn to 46</link-text>.</choice>
2218 <choice idref="sect60">If you wish to take out the Gyronome, <link-text>turn to 60</link-text>.</choice>
2222 <section class="numbered" id="sect131">
2223 <meta><title>131</title></meta>
2226 <p>You step back and cease fighting. You sense that the Jahksa is trying to wear you out. He smiles a knowing smile that makes your flesh creep.</p>
2227 <p><quote>Won<ch.apos/>t fight, eh?</quote> he says and, with a sudden flick of his staff, he sends an arc of fire pluming towards Tanith. She throws herself to the ground, escaping injury. The Jahksa is doing all he can to delay and divert you from your quest.</p>
2228 <choice idref="sect82">If you possess the Eagle Key of the Crystal Tower, or if you have given it to Tanith to carry, <link-text>turn to 82</link-text>.</choice>
2229 <choice idref="sect141">If you possess the Wolf Key, or if you have given it to Tanith to carry, <link-text>turn to 141</link-text>.</choice>
2230 <choice idref="sect35">If you possess the Dragon Key, or if you have given it to Tanith to carry, <link-text>turn to 35</link-text>.</choice>
2231 <choice idref="sect123">If you do not have any of these Keys, or if you do not wish to use them, you are forced to fight the Jahksa. <link-text>Turn to 123</link-text>.</choice>
2235 <section class="numbered" id="sect132">
2236 <meta><title>132</title></meta>
2239 <p>You examine the inscription once again, certain that it contains the secret of the missing door.</p>
2242 <line><ch.lsquot/>From south of here, to west, and north,</line>
2243 <line>Then east and south once more,</line>
2244 <line>A circle<ch.apos/>s motion rings the charm</line>
2245 <line>That finds the Vanishing Door.<ch.rsquot/></line>
2248 <choice idref="sect56">If you wish to search for a door on the left side of the tower, <link-text>turn to 56</link-text>.</choice>
2249 <choice idref="sect206">If you wish to search for a door on the right side of the tower, <link-text>turn to 206</link-text>.</choice>
2250 <choice idref="sect223">If you decide to examine the crystal wall immediately below the metal plate that bears the inscription, <link-text>turn to 223</link-text>.</choice>
2251 <choice idref="sect347">If you have the Magical Power of Prophecy and wish to use it, <link-text>turn to 347</link-text>.</choice>
2252 <choice idref="sect70">If you have the Magical Power of Psychomancy and wish to use it, <link-text>turn to 70</link-text>.</choice>
2256 <section class="numbered" id="sect133">
2257 <meta><title>133</title></meta>
2260 <p>A final blow with your Staff and the creature falls dead at your feet. But there are many more of them swooping around your head and dragging at the Ethetron.</p>
2261 <p>Tanith stands by your side. If you have a weapon, you may give it to Tanith to help her defend herself. If you do, you may add 2 to your <typ class="attribute">COMBAT SKILL</typ> for the remainder of your combats against the Chaos-birds.</p>
2262 <choice idref="sect78">If you have the Magical Power of Elementalism and wish to use it, <link-text>turn to 78</link-text>.</choice>
2263 <choice idref="sect188">If not, <link-text>turn to 188</link-text>.</choice>
2267 <section class="numbered" id="sect134">
2268 <meta><title>134</title></meta>
2271 <p><quote>I ask no favour and will pay no price,</quote> you tell the Chaos-master.</p>
2272 <p><quote>So be it. But you will never leave this realm until you pay the price.</quote></p>
2273 <p>There is silence. Where once there were myriad illusions and visions there is now only a vast sea, which stretches endlessly below; multi-coloured, writhing and rolling, it conceals fearsome half-shapes. And there is no horizon.</p>
2274 <choice idref="sect345">If you have the Magical Power of Prophecy and wish to use it, <link-text>turn to 345</link-text>.</choice>
2275 <choice idref="sect327">If you do not have this Power, or if you do not wish to use it, <link-text>turn to 327</link-text>.</choice>
2279 <section class="numbered" id="sect135">
2280 <meta><title>135</title></meta>
2283 <p>You push the steering lever forward but, due to your inexperience, you push too hard and suddenly the flying machine lurches into a dive. Your stomach knots with fear as you plummet towards the ground with increasing speed. The shrill tone of the Gyronome becomes a shrieking in your ears.</p>
2284 <choice idref="sect140">If you wish to pull back the steering lever and increase the pressure on the foot bar, drawing more power, <link-text>turn to 140</link-text>.</choice>
2285 <choice idref="sect164">If you wish to pull back the steering lever and decrease the pressure on the foot bar, using less power, <link-text>turn to 164</link-text>.</choice>
2286 <choice idref="sect168">If you wish to pull the lever left, <link-text>turn to 168</link-text>.</choice>
2287 <choice idref="sect189">If you wish to pull the lever right, <link-text>turn to 189</link-text>.</choice>
2288 <choice idref="sect203">If you wish to continue heading in the direction indicated by the Gyronome, <link-text>turn to 203</link-text>.</choice>
2292 <section class="numbered" id="sect136">
2293 <meta><title>136</title></meta>
2296 <p>The Elessi guard takes the Silver Coin. He returns it with a shrug, says something, and then returns to his post at the entrance to the palace.</p>
2297 <choice idref="sect151">If you have a Copper Coin and wish to show it to the guard, <link-text>turn to 151</link-text>.</choice>
2298 <choice idref="sect166">If you have a Parchment and wish to show it to the guard, <link-text>turn to 166</link-text>.</choice>
2299 <choice idref="sect196">If you have a Glass Rod and wish to show it to the guard, <link-text>turn to 196</link-text>.</choice>
2303 <section class="numbered" id="sect137">
2304 <meta><title>137</title></meta>
2307 <p>The eagle is severely injured by the flame of your Wizard<ch.apos/>s Staff but it remains determined to fight you. Making an abrupt turn in mid-air, the gigantic bird falls upon you in a flurry of clawing talons, flapping wings, and wildly incessant pecking. Desperately, you try to fend off the attack with your Staff.</p>
2308 <combat><enemy>Wounded Eagle</enemy><enemy-attribute class="combatskill">30</enemy-attribute><enemy-attribute class="endurance">25</enemy-attribute></combat>
2309 <choice idref="sect186">If you win the combat, <link-text>turn to 186</link-text>.</choice>
2313 <section class="numbered" id="sect138">
2314 <meta><title>138</title></meta>
2317 <p>You use another <typ class="attribute">WILLPOWER</typ> point but this time you feel the balance of power shift in your favour. Before your enemy is able to pour extra force into his counterspell you order the wind spirits away. At the abrupt change in the force of the wind the Ethetron lurches violently and, as you struggle with the controls, the Jahksa staggers backwards. Tanith seizes her chance and, rushing furiously, she runs headlong into the Jahksa and heaves him over the rails. You both give a triumphant shout of joy and you quickly bring the Ethetron under control.</p>
2318 <p>As you draw closer to the Moaning Mountain you soon locate the cavern in its side and, with some skilful manoeuvring, you line up the ship with the yawning cavern mouth.</p>
2319 <illustration class="float">
2321 <creator>Paul Bonner</creator>
2322 <description>You soon locate the cavern in the side of the Moaning Mountain.</description>
2324 <instance class="html" src="ill12.png" width="386" height="643" mime-type="image/png"/>
2325 <instance class="html-compatible" src="ill12.gif" width="386" height="643" mime-type="image/gif"/>
2326 <instance class="pdf" src="ill12.pdf" width="386" height="643" />
2328 <choice idref="sect300"><link-text>Turn to 300</link-text>.</choice>
2332 <section class="numbered" id="sect139">
2333 <meta><title>139</title></meta>
2336 <p>Your pounding heart beats so loud that you fear the Elessi will hear it. He does not and, with capable ease, you strike the guard a blow to the base of his skull that renders him unconscious. You chance a cautious glance into the darkness before running into the palace.</p>
2337 <choice idref="sect230"><link-text>Turn to 230</link-text>.</choice>
2341 <section class="numbered" id="sect140">
2342 <meta><title>140</title></meta>
2345 <p>Though dangerously close to the ground, the craft glides smoothly out of its dive as you pull back on the lever. Your heart is pounding and, still shaken, you ease back the foot bar once the Ethetron is level once again. You are perhaps less than twenty feet above the ground and you notice that the Gyronome is piping even more loudly now that you are flying so low.</p>
2346 <p>In the distance looms the shadow of the Crystal Tower surrounded by black holes<ch.emdash/>the result of the Academicians<ch.apos/> mining of the raw material of the Neverness. How are you to reach the Realm of the Singing City? Should you fly into the ground as the Gyronome suggests, or through one of the black holes of the cloud plain?</p>
2347 <choice idref="sect130">If you wish to enter a black hole, <link-text>turn to 130</link-text>.</choice>
2348 <choice idref="sect109">If you wish to fly into the ground, <link-text>turn to 109</link-text>.</choice>
2349 <choice idref="sect19">If you wish to gain altitude, <link-text>turn to 19</link-text>.</choice>
2353 <section class="numbered" id="sect141">
2354 <meta><title>141</title></meta>
2357 <p>Tanith is summoning the creature of the Key from the Crystal Tower. Before the Jahksa can act, the spirit of the giant wolf leaps at him, throwing him to the ground. But even as he falls his body becomes transparent as he escapes from this realm.</p>
2358 <choice idref="sect273"><link-text>Turn to 273</link-text>.</choice>
2362 <section class="numbered" id="sect142">
2363 <meta><title>142</title></meta>
2366 <p>As you release your grip on the storm the craft lurches violently. The wind is so powerful that it carries the Ethetron along in its wake but the little craft will not take much more of this punishment.</p>
2367 <choice idref="sect148">If you wish to attack the Jahksa, <link-text>turn to 148</link-text>.</choice>
2368 <choice idref="sect165">If you do not, <link-text>turn to 165</link-text>.</choice>
2372 <section class="numbered" id="sect143">
2373 <meta><title>143</title></meta>
2376 <p>You walk around the tower and soon find yourself back where you started. To your surprise, there now stands a door where before there was only a blank section of wall. Tanith looks at you, incredulous. <quote>Strange sorcery is at work here,</quote> she says. You nod in agreement.</p>
2377 <p>The large, iron-shod door stands tall and uninviting. You try the handle and find, as you expected, that the door is locked. You notice that there is a keyhole and, hanging on five hooks alongside the door, are five Keys. Each Key is fashioned in the shape of a beast.</p>
2378 <choice idref="sect240">If you wish to try the Serpent Key, <link-text>turn to 240</link-text>.</choice>
2379 <choice idref="sect227">If you wish to try the Eagle Key, <link-text>turn to 227</link-text>.</choice>
2380 <choice idref="sect235">If you wish to try the Wolf Key, <link-text>turn to 235</link-text>.</choice>
2381 <choice idref="sect252">If you wish to try the Spider Key, <link-text>turn to 252</link-text>.</choice>
2382 <choice idref="sect277">If you wish to try the Dragon Key, <link-text>turn to 277</link-text>.</choice>
2383 <choice idref="sect10">If you wish to read the inscription above the door, <link-text>turn to 10</link-text>.</choice>
2384 <choice idref="sect97">If you wish to strike the door with your Wizard<ch.apos/>s Staff, <link-text>turn to 97</link-text>.</choice>
2385 <choice idref="sect161">If you have the Magical Power of Prophecy and wish to use it, <link-text>turn to 161</link-text>.</choice>
2386 <choice idref="sect193">If you have the Magical Power of Psychomancy and wish to use it, <link-text>turn to 193</link-text>.</choice>
2390 <section class="numbered" id="sect144">
2391 <meta><title>144</title></meta>
2394 <footnote id="sect144-1-foot" idref="sect144-1"><p>There is no choice that leads to this section of the book. This appears to be an oversight which is not easily correctable.</p></footnote>
2398 <p><footref id="sect144-1" idref="sect144-1-foot"/>As you pick your way through the rubble and scorched timber you see an old woman kneeling in the ashes searching for items that have survived the fire. As you walk over to her, she looks up with a start, her face contorted with fear.</p>
2399 <p><quote>You<ch.ellips/>you<ch.ellips/>have come back,</quote> she whimpers, and scrambles to her feet and rushes away. You wander through the village for some time, generating the same response in all you meet. You decide to move on and find another village.</p>
2400 <choice idref="sect160"><link-text>Turn to 160</link-text>.</choice>
2404 <section class="numbered" id="sect145">
2405 <meta><title>145</title></meta>
2408 <p>Quietly you stalk the guard, but his keen ears detect a movement and he whirls round and spies you creeping in the shadows. Instantly he raises a silver pipe to his lips and blows.</p>
2409 <choice idref="sect271"><link-text>Turn to 271</link-text>.</choice>
2413 <section class="numbered" id="sect146">
2414 <meta><title>146</title></meta>
2417 <p>At the cost of 1 <typ class="attribute">WILLPOWER</typ> point you call up your Power of Prophecy. The Jahksa is in the Trianon. You spin round to see him leaning against one of the walls, the familiar sneer playing across his features<ch.emdash/>your features.</p>
2418 <choice idref="sect176"><link-text>Turn to 176</link-text>.</choice>
2422 <section class="numbered" id="sect147">
2423 <meta><title>147</title></meta>
2426 <p>The Gyronome does not lie, but your Power of Prophecy is unable to reveal anything else from the realm you inhabit. Probing into the near future, you see little more than your attempt to reach ground level. Have you foreseen your own death? The use of this Magical Power cost you 1 <typ class="attribute">WILLPOWER</typ> point.</p>
2427 <choice idref="sect135">If you wish to fly lower, <link-text>turn to 135</link-text>.</choice>
2428 <choice idref="sect152">If you have the Magical Power of Psychomancy and wish to use it on the Gyronome, <link-text>turn to 152</link-text>.</choice>
2432 <section class="numbered" id="sect148">
2433 <meta><title>148</title></meta>
2436 <footnote id="sect148-1-foot" idref="sect148-1"><p>As you are using your Wizard<ch.apos/>s Staff against the Jahksa, you should deduct 2 <typ class="attribute">WILLPOWER</typ> points.</p></footnote>
2440 <p>The raging wind helps the Ethetron to stay airborne without power and, while the Jahksa is in a trance state communing with the Elementals, you take up your Staff. It is difficult to take accurate aim because of the violent movements of the craft and yet, with remarkable calmness and precision, you fire a direct hit into the Jahksa<ch.apos/>s chest.<footref id="sect148-1" idref="sect148-1-foot"/> He leaps back and, with magical flames still smouldering in the remains of his robe, he staggers towards you. Without hesitation, Tanith rushes at the Jahksa and thrusts him over the rail. She gives you a look of triumph and you cannot resist a cheer.</p>
2441 <p>The storm blows itself out and quickly you bring the Ethetron back on course. You soon reach the Moaning Mountain and locate the cavern. With some skilful manoeuvring, you line up the ship with the opening and enter.</p>
2442 <choice idref="sect300"><link-text>Turn to 300</link-text>.</choice>
2446 <section class="numbered" id="sect149">
2447 <meta><title>149</title></meta>
2450 <p>You close your eyes and concentrate on the near future. There is no immediate danger in the room of mirrors; it is what lies beyond that should cause you to be wary. The use of this Magical Power has cost you 1 <typ class="attribute">WILLPOWER</typ> point.</p>
2451 <choice idref="sect2"><link-text>Turn to 2</link-text>.</choice>
2455 <section class="numbered" id="sect150">
2456 <meta><title>150</title></meta>
2459 <footnote id="sect150-1-foot" idref="sect150-1"><p>You may only choose a Key that you have not already tried.</p></footnote>
2463 <p>You are already familiar with Tanith<ch.apos/>s power over beasts, learned when she served Mother Magri, the Shadakine Wytch. You pray that the alien nature of the Daziarn does not hamper her skill. As the giant eagle attacks you, she steps forward and calls out with a shrill voice, <foreign xml:lang="x-shadakine"><quote>Katta sheen, suono kow!</quote></foreign></p>
2464 <p>With a cry of frustration, the eagle releases its grip.</p>
2465 <p>You let out a sigh of relief as it climbs into the featureless sky and disappears from view.</p>
2466 <p>If you now wish to keep the Eagle Key, mark it as a Special Item on your <a idref="action">Action Chart</a>. You must choose from the remaining Keys; only one will open the door to the Crystal Tower.<footref id="sect150-1" idref="sect150-1-foot"/></p>
2467 <choice idref="sect252">If you choose the Spider Key, <link-text>turn to 252</link-text>.</choice>
2468 <choice idref="sect235">If you choose the Wolf Key, <link-text>turn to 235</link-text>.</choice>
2469 <choice idref="sect240">If you choose the Serpent Key, <link-text>turn to 240</link-text>.</choice>
2470 <choice idref="sect277">If you choose the Dragon Key, <link-text>turn to 277</link-text>.</choice>
2474 <section class="numbered" id="sect151">
2475 <meta><title>151</title></meta>
2478 <p>With a frown, the Elessi guard returns the Copper Coin and ushers you down the steps, away from the palace. You decide it would be prudent to wait until nightfall before trying to slip into the palace unseen.</p>
2479 <choice idref="sect121"><link-text>Turn to 121</link-text>.</choice>
2483 <section class="numbered" id="sect152">
2484 <meta><title>152</title></meta>
2487 <p>At the cost of 1 <typ class="attribute">WILLPOWER</typ> point, you touch the Gyronome with your mind. The device is not magical but mechanical. Reaching out for a trace of its previous owner, Slypate, you see a vision of the old Academician working on his invention with loving care. There is nothing evil about the device. Why then does the Gyronome point to the ground?</p>
2488 <choice idref="sect135">If you wish to fly lower, <link-text>turn to 135</link-text>.</choice>
2489 <choice idref="sect147">If you have the Magical Power of Prophecy and wish to use it, <link-text>turn to 147</link-text>.</choice>
2493 <section class="numbered" id="sect153">
2494 <meta><title>153</title></meta>
2497 <p>The beast roars and speeds towards you at an alarming pace. It rears its large horned head and bares its yellow fangs, preparing to blast dragon-fire at you. The penetrating stare of its old, veined eyes fills you with dread.</p>
2498 <p>Suddenly, Tanith steps forward. <foreign xml:lang="x-shadakine"><quote>Katta sai, juno keese,</quote></foreign> she shouts, speaking the words of command that give mastery over all beasts to the Wytches of Shadaki. The dragon slows in mid-flight, hovers, and finally settles its great bulk on the ground. It bows its huge head meekly to Tanith and makes to leave.</p>
2499 <choice idref="sect242">If you wish to speak with the dragon, <link-text>turn to 242</link-text>.</choice>
2500 <choice idref="sect197">If you do not, <link-text>turn to 197</link-text>.</choice>
2504 <section class="numbered" id="sect154">
2505 <meta><title>154</title></meta>
2508 <p>You take careful aim and fire at the Jahksa, using 2 <typ class="attribute">WILLPOWER</typ> points. However, he has seen you and raises his staff to fend off the bolt of flame.</p>
2509 <p><quote>Many thanks, brother,</quote> he shouts, <quote>for feeding the fire.</quote></p>
2510 <p>You realize the truth of what he says. He is tricking you into behaving like an enemy of the Vale people. Without their help you will never find the Gate that leads to the realm of the Moonstone. It is important that you show these people that you are their friend.</p>
2511 <choice idref="sect169">If you have the Magical Power of Elementalism and wish to use it, <link-text>turn to 169</link-text>.</choice>
2512 <choice idref="sect159">If you wish to engage the Jahksa in personal combat, <link-text>turn to 159</link-text>.</choice>
2516 <section class="numbered" id="sect155">
2517 <meta><title>155</title></meta>
2520 <p>Gulping a deep breath, you jump to the ground. You land heavily and a stab of pain runs up your leg: lose 2 <typ class="attribute">ENDURANCE</typ> points. Fortunately, the injury is not serious and you find you are able to walk with little difficulty. You enter a busy street and mix with a crowd of Elessin. Your disguise ensures that you are not challenged as you walk through the city, searching for a clue to the whereabouts of the Threnogem.</p>
2521 <choice idref="sect5">If you have the Magical Power of Prophecy and wish to use it, <link-text>turn to 5</link-text>.</choice>
2522 <choice idref="sect79">If you do not have this Power, or if you do not wish to use it, <link-text>turn to 79</link-text>.</choice>
2526 <section class="numbered" id="sect156">
2527 <meta><title>156</title></meta>
2530 <p>You are already well versed in the ways of illusions and enchantments and, although half the strange, chaotic sights are enough to drive a man insane, you are able to challenge the illusion and dispel it.</p>
2531 <choice idref="sect187"><link-text>Turn to 187</link-text>.</choice>
2535 <section class="numbered" id="sect157">
2536 <meta><title>157</title></meta>
2539 <p>With your heart thumping against your ribs you rush past the guard. He shouts some kind of insult at your back but does nothing. You breathe a sigh of relief and enter the city.</p>
2540 <choice idref="sect175"><link-text>Turn to 175</link-text>.</choice>
2544 <section class="numbered" id="sect158">
2545 <meta><title>158</title></meta>
2548 <p>At last you come to the Moaning Mountain. You find the cavern and, after some careful manoeuvring, you edge the flying machine forward into the depths of the lonely peak.</p>
2549 <choice idref="sect300"><link-text>Turn to 300</link-text>.</choice>
2553 <section class="numbered" id="sect159">
2554 <meta><title>159</title></meta>
2557 <p>Heedless of the flames, you climb onto the rooftop close to where the Jahksa stands. <quote>So!</quote> he exclaims. <quote>It<ch.apos/>s sport you want.</quote></p>
2558 <p>He whirls his staff around his head and, with a blood-curdling yell, aims straight for your legs as you balance on the narrow roof. Swiftly, you parry, incandescent sparks flying where your staves make impact. The Jahksa is beginning to weaken and a powerful blow sends him reeling back along the roof.</p>
2559 <choice idref="sect343"><link-text>Turn to 343</link-text>.</choice>
2563 <section class="numbered" id="sect160">
2564 <meta><title>160</title></meta>
2567 <p>You pick up the road out of sight of the poor survivors and follow it to the next village. This village is also ablaze. No one attempts to put out the fire; instead, everyone stares at a figure dancing maniacally on the roof of a house. It is a familiar and disturbing sight: Jahksa. Even now he is hurling bolts of magical flame into the thatched and wooden roofs of the village houses.</p>
2568 <illustration class="float">
2570 <creator>Paul Bonner</creator>
2571 <description>Everyone stares at a figure dancing maniacally on the roof of the house.</description>
2573 <instance class="html" src="ill13.png" width="386" height="641" mime-type="image/png"/>
2574 <instance class="html-compatible" src="ill13.gif" width="386" height="641" mime-type="image/gif"/>
2575 <instance class="pdf" src="ill13.pdf" width="386" height="641" />
2577 <choice idref="sect154">If you wish to attack the Jahksa at long range, <link-text>turn to 154</link-text>.</choice>
2578 <choice idref="sect169">If you have the Magical Power of Elementalism and wish to use it, <link-text>turn to 169</link-text>.</choice>
2582 <section class="numbered" id="sect161">
2583 <meta><title>161</title></meta>
2586 <p>Unsure of the correct decision and hopeful that the future will offer you some guidance, you decide to use your Power of Prophecy. At the cost of 1 <typ class="attribute">WILLPOWER</typ> point, you send your thoughts forward in time. You sense that there is great danger in the Keys, though you are unable to determine its exact nature. The wrong choice could be fatal. A vision of the metal plate above the door forms in your mind; a vital clue lies hidden in the words inscribed upon it. You break your trance to consider your next course of action.</p>
2587 <choice idref="sect240">If you wish to try the Serpent Key, <link-text>turn to 240</link-text>.</choice>
2588 <choice idref="sect227">If you wish to try the Eagle Key, <link-text>turn to 227</link-text>.</choice>
2589 <choice idref="sect235">If you wish to try the Wolf Key, <link-text>turn to 235</link-text>.</choice>
2590 <choice idref="sect252">If you wish to try the Spider Key, <link-text>turn to 252</link-text>.</choice>
2591 <choice idref="sect277">If you wish to try the Dragon Key, <link-text>turn to 277</link-text>.</choice>
2592 <choice idref="sect10">If you wish to read the inscription above the door, <link-text>turn to 10</link-text>.</choice>
2593 <choice idref="sect97">If you wish to strike the door with your Wizard<ch.apos/>s Staff, <link-text>turn to 97</link-text>.</choice>
2594 <choice idref="sect193">If you have the Magical Power of Psychomancy and wish to use it, <link-text>turn to 193</link-text>.</choice>
2598 <section class="numbered" id="sect162">
2599 <meta><title>162</title></meta>
2602 <p><quote>Grey Star, look!</quote> cries Tanith, anxiously. You spin round to see the Jahksa leaning against the wall. A sly smirk creases the face that is also your face.</p>
2603 <choice idref="sect192">If you wish to attack your double and have at least 2 <typ class="attribute">WILLPOWER</typ> points remaining, <link-text>turn to 192</link-text>.</choice>
2604 <choice idref="sect113">If you wish to walk to the end of the corridor, where you can see a glowing, milky-white light, <link-text>turn to 113</link-text>.</choice>
2605 <choice idref="sect185">If you have the Magical Power of Sorcery and wish to expend 2 <typ class="attribute">WILLPOWER</typ> points on the formation of a magical shield, <link-text>turn to 185</link-text>.</choice>
2609 <section class="numbered" id="sect163">
2610 <meta><title>163</title></meta>
2613 <p>Awareness suddenly glimmers in Tanith<ch.apos/>s face. Slowly she comes to her senses as if awakening from a deep sleep. <quote>Grey Star,</quote> she says, quietly. <quote>Is it really you?</quote></p>
2614 <p><quote>Yes, it<ch.apos/>s really me,</quote> you reply, with a warm smile.</p>
2615 <p><quote>I thought<ch.ellips/></quote> she says with a dry sob. <quote>It was in my mind<ch.ellips/>the Black Wizard, he had your face. He took me from the Crystal Tower and brought me here. By the time I realized it wasn<ch.apos/>t you, the Chaos-master had asked me what gift I desired. I asked for you, Grey Star, and the Chaos-master told me that the Black Wizard was you. Then my mind was full of fear and loathing. I<ch.emdash/></quote></p>
2616 <p><quote>You don<ch.apos/>t have to explain. It<ch.apos/>s all right. I understand.</quote></p>
2617 <p>Outside, a strange, yet familiar voice sends a chill down your spine. <quote>How touching; how noble. Such understanding,</quote> it sneers. You rush outside to see a hooded figure dressed all in black. Slowly, deliberately, the hood is pulled aside to reveal your own face staring back at you. <quote>Greetings, brother,</quote> says your voice. <quote>We meet at last.</quote></p>
2618 <illustration class="inline">
2620 <creator>Paul Bonner</creator>
2622 <instance class="html" src="small7.png" width="386" height="150" mime-type="image/png"/>
2623 <instance class="html-compatible" src="small7.gif" width="386" height="150" mime-type="image/gif"/>
2624 <instance class="pdf" src="small7.pdf" width="386" height="150" />
2626 <choice idref="sect291"><link-text>Turn to 291</link-text>.</choice>
2630 <section class="numbered" id="sect164">
2631 <meta><title>164</title></meta>
2634 <p>You pull the lever back as far as it will go in an attempt to bring the craft out of its dive but now you lack power and the machine continues to gain downward momentum. You are too close to the ground to save yourself and the Ethetron crashes, killing you instantly.</p>
2635 <deadend>Your quest and your adventure end here.</deadend>
2639 <section class="numbered" id="sect165">
2640 <meta><title>165</title></meta>
2643 <p>A violent gust tears into the craft and, with a resounding <onomatopoeia>crack</onomatopoeia>, the mast snaps. The Ethetron flips out of control and falls at a startling speed. There is no time to save yourself before the Ethetron explodes into the ground. There are no survivors.</p>
2644 <deadend>Your life is over; your quest ends here.</deadend>
2648 <section class="numbered" id="sect166">
2649 <meta><title>166</title></meta>
2652 <p>You draw out the Parchment stolen earlier from the dead Elessi and hand it to the guard. He eyes it suspiciously. Having read the Parchment, he hands it back and stands aside. He says something and you nod. The guard seems satisfied and you enter the palace.</p>
2653 <p>The sight takes your breath away. The interior comprises just a single hall. The high ceiling is supported by hundreds of transparent columns filled with a coloured liquid that stirs sluggishly within. But it is the glittering column of light at the far end of the hall that draws your attention as it changes colour and swirls like a lazy shining whirlpool. You walk towards it and, as you grow nearer, something else attracts your attention. The pillar is illuminating a grotesque but life-like statue of an infant child sat cross-legged on the floor, its face that of an old man. The statue is about three feet high and in its open, upturned mouth rests the Threnogem.</p>
2654 <choice idref="sect71">If you wish to take the Threnogem from the statue<ch.apos/>s mouth, <link-text>turn to 71</link-text>.</choice>
2655 <choice idref="sect39">If you have the Magical Power of Psychomancy and wish to use it, <link-text>turn to 39</link-text>.</choice>
2656 <choice idref="sect55">If you have the Magical Power of Prophecy and wish to use it, <link-text>turn to 55</link-text>.</choice>
2660 <section class="numbered" id="sect167">
2661 <meta><title>167</title></meta>
2664 <p>The Crystal Tower looms larger as you draw nearer; its buttresses, balustrades, and cornices jutting at impossible angles. Some of the tower<ch.apos/>s ornamentation seems to disappear completely when looked at from certain directions, as if parts of the tower do not belong to this dimension at all. You also notice that, with growing frequency, the cloud plain is perforated with black holes of varying sizes.</p>
2665 <choice idref="sect257">If you wish to investigate one of these holes, <link-text>turn to 257</link-text>.</choice>
2666 <choice idref="sect302">If you prefer to press on without any delay, <link-text>turn to 302</link-text>.</choice>
2670 <section class="numbered" id="sect168">
2671 <meta><title>168</title></meta>
2674 <p>The craft spins, spiralling downwards at great speed. You pull and push on the lever and the foot bar but the machine<ch.apos/>s crazy descent soon throws you from the craft into mid-air. There is no time for defensive action as you hurtle to the ground, smashing into it seconds after the Ethetron.</p>
2675 <deadend>Your life and your quest end here.</deadend>
2679 <section class="numbered" id="sect169">
2680 <meta><title>169</title></meta>
2683 <p>You close your eyes and begin to chant. The Vale villagers flinch visibly, convinced that you mean to hurt them. You carry on regardless. At the cost of 1 <typ class="attribute">WILLPOWER</typ> point you cause it to rain. The fire is raging quite heavily and you are doubtful that the shower you have raised is of sufficient intensity to quench the fire. You prepare to throw another <typ class="attribute">WILLPOWER</typ> point into the spell but stop suddenly as the villagers give a great gasp. A cold evil throbs at your back.</p>
2684 <p>You spin round to face the Jahksa. <quote>Why do you waste your energies so?</quote> the Jahksa enquires. <quote>On these simpletons and peasants.</quote></p>
2685 <p><quote>And why have you shown yourself?</quote> you ask. <quote>These people now know that I did not burn their village. Surely you hoped that they would cast me out without telling me where the Gate to the next realm can be found?</quote></p>
2686 <p><quote>Your unimpressive display of weather-working has sufficed,</quote> he snorts, derisively. <quote>You have saved the people and all live happily ever after,</quote> he sneers, sarcastically. <quote>But other dangers await <em>you</em>.</quote> So saying, the Jahksa disappears.</p>
2687 <choice idref="sect330"><link-text>Turn to 330</link-text>.</choice>
2691 <section class="numbered" id="sect170">
2692 <meta><title>170</title></meta>
2695 <p>You show the Gold Coin to the guard. He takes it and inspects it closely. With a nod he hands it back and then speaks to you once more. Apparently he requires something else before he will allow you into the palace.</p>
2696 <choice idref="sect136">If you have a Silver Coin and wish to give it to the guard, <link-text>turn to 136</link-text>.</choice>
2697 <choice idref="sect151">If you have a Copper Coin and wish to give it to the guard, <link-text>turn to 151</link-text>.</choice>
2698 <choice idref="sect166">If you have a Parchment and wish to show it to the guard, <link-text>turn to 166</link-text>.</choice>
2699 <choice idref="sect196">If you have a Glass Rod and wish to show it to the guard, <link-text>turn to 196</link-text>.</choice>
2703 <section class="numbered" id="sect171">
2704 <meta><title>171</title></meta>
2707 <p>The greyish mist in the Ethetron<ch.apos/>s glass dome is slowly seeping through the crack in the glass. The creatures of the mist writhe and gyre in their hunger and you struggle desperately with the controls as the ship sinks lower and lower, becoming an easier target for the hideous beasts. You swerve amongst them like a tiny insect flying through a forest of swaying trees. Add together your <typ class="attribute">COMBAT SKILL</typ> and <typ class="attribute">WILLPOWER</typ> points.</p>
2708 <choice idref="sect84">If the total is 16 or more, <link-text>turn to 84</link-text>.</choice>
2709 <choice idref="sect129">If the total is less than 16, <link-text>turn to 129</link-text>.</choice>
2713 <section class="numbered" id="sect172">
2714 <meta><title>172</title></meta>
2717 <p>You shout down to Tanith and she prepares to climb. Taking a deep breath, you haul on the Rope, dragging Tanith towards you. She does her best to scramble up the tower but the weight of your Backpack and the encumbrance of your Wizard<ch.apos/>s Staff make climbing very difficult for her. Soon, she is on the ledge beside you. Another fifty feet remain to be climbed and you must repeat the process to reach the top of the tower.</p>
2718 <p>Pick a number from the <a idref="random">Random Number Table</a>. If you possess the Silver Charm of Jnana the Wise, you may add 1 to this number. If you have the magical Talisman of the Shianti, you may add a further 1 to this number.</p>
2719 <choice idref="sect63">If your total is now 0<ch.endash/>5, <link-text>turn to 63</link-text>.</choice>
2720 <choice idref="sect91">If your total is now 6<ch.endash/>11, <link-text>turn to 91</link-text>.</choice>
2724 <section class="numbered" id="sect173">
2725 <meta><title>173</title></meta>
2728 <p>You exert the power of your mind upon the lock. At the cost of 2 <typ class="attribute">WILLPOWER</typ> points you turn the tumbler of the lock mechanism. The door swings open to reveal a narrow flight of stairs, leading downwards.</p>
2729 <choice idref="sect125">If you wish to step forward, <link-text>turn to 125</link-text>.</choice>
2730 <choice idref="sect239">If you wish to go back to the large stairway, <link-text>turn to 239</link-text>.</choice>
2734 <section class="numbered" id="sect174">
2735 <meta><title>174</title></meta>
2738 <p>A sky-blue sea with foam-crested waves rolls where the sky should be. Green hills and fields ripple and undulate like an ebb tide and the Ethetron begins to rock violently. Mountains stand on their peaks and towns and cities float haphazardly in the air. Night becomes day and day becomes night in the blink of an eye. A huge fist rears up, poised to strike, and then passes through you like a phantom. All around you is the sound of crazed and forlorn laughter.</p>
2739 <illustration class="float">
2741 <creator>Paul Bonner</creator>
2742 <description>Mountains stand on their peaks and cities float haphazardly in the air.</description>
2744 <instance class="html" src="ill14.png" width="386" height="642" mime-type="image/png"/>
2745 <instance class="html-compatible" src="ill14.gif" width="386" height="642" mime-type="image/gif"/>
2746 <instance class="pdf" src="ill14.pdf" width="386" height="642" />
2748 <choice idref="sect156">If you have the Magical Power of Enchantment, <link-text>turn to 156</link-text>.</choice>
2749 <p>If you do not have this Magical Power, pick a number from the <a idref="random">Random Number Table</a> and add it to your <typ class="attribute">WILLPOWER</typ> score.</p>
2750 <choice idref="sect86">If the total is 20 or more, <link-text>turn to 86</link-text>.</choice>
2751 <choice idref="sect104">If the result is less than 20, <link-text>turn to 104</link-text>.</choice>
2755 <section class="numbered" id="sect175">
2756 <meta><title>175</title></meta>
2759 <p>You come to a long avenue paved with crystal stones. At the far end of the avenue is a huge palace constructed entirely of glass.</p>
2760 <choice idref="sect76">If you wish to explore the city, <link-text>turn to 76</link-text>.</choice>
2761 <choice idref="sect114">If you decide to investigate the glass palace, <link-text>turn to 114</link-text>.</choice>
2762 <choice idref="sect5">If you have the Magical Power of Prophecy and wish to use it, <link-text>turn to 5</link-text>.</choice>
2766 <section class="numbered" id="sect176">
2767 <meta><title>176</title></meta>
2770 <p><quote>So, Wizardling, we meet again. The Moonstone awaits us. But who shall claim it, I wonder?</quote> he sneers.</p>
2771 <choice idref="sect192">If you wish to attack your likeness and have at least 2 <typ class="attribute">WILLPOWER</typ> points remaining, <link-text>turn to 192</link-text>.</choice>
2772 <choice idref="sect113">If you wish to continue to the end of the corridor, <link-text>turn to 113</link-text>.</choice>
2773 <choice idref="sect185">If you have the Magical Power of Sorcery and wish to expend 2 <typ class="attribute">WILLPOWER</typ> points on the formation of a shield, <link-text>turn to 185</link-text>.</choice>
2777 <section class="numbered" id="sect177">
2778 <meta><title>177</title></meta>
2781 <footnote id="sect177-1-foot" idref="sect177-1"><p>You must choose whether to keep the individual buds or to mix potions from them. You may not do both.</p></footnote>
2785 <p>Your trained eye picks out an extremely rare and useful plant that is growing on the hillside: the Senara, a flowering bush whose unripe buds have a restorative effect. Chewing one of these large, yellow buds will restore 1 <typ class="attribute">WILLPOWER</typ> point. You may pick up to five of these Buds; keep them in your Herb Pouch (remember that your Herb Pouch can contain a maximum of eight items). If you have a Pestle and Mortar you may mix a preparation that will restore 5 <typ class="attribute">WILLPOWER</typ> points with one dose, but you will need a Vial in which to keep the Potion. You may mix as many Potions as you have Vials.<footref id="sect177-1" idref="sect177-1-foot"/></p>
2786 <choice idref="sect293"><link-text>Turn to 293</link-text>.</choice>
2790 <section class="numbered" id="sect178">
2791 <meta><title>178</title></meta>
2794 <p>As the snarling beast lunges, you thrust upwards with your Staff, dealing the wolf a powerful blow to the body. With a howl, the wolf is knocked aside and you close upon it to attack as it prepares to pounce once more.</p>
2795 <combat><enemy>Wounded Wolf</enemy><enemy-attribute class="combatskill">20</enemy-attribute><enemy-attribute class="endurance">20</enemy-attribute></combat>
2796 <choice idref="sect106">If you win the combat, <link-text>turn to 106</link-text>.</choice>
2800 <section class="numbered" id="sect179">
2801 <meta><title>179</title></meta>
2804 <p><quote>Get out of my mind!</quote> she screams, desperation and pain in her voice. Quickly you extinguish the glow of the Gem for fear of damaging her mind. Outside, you hear a voice that sends an icy chill coursing through your body.</p>
2805 <p><quote>How sad. Tragic. Such a waste of energy on a girl who despises you.</quote> You rush out of the room to see a hooded figure dressed in black. Slowly the hood is pulled away to reveal your own face looking back at you. <quote>Greetings brother,</quote> sneers a voice identical to your own. <quote>We meet at last.</quote></p>
2806 <illustration class="inline">
2808 <creator>Paul Bonner</creator>
2810 <instance class="html" src="small7.png" width="386" height="150" mime-type="image/png"/>
2811 <instance class="html-compatible" src="small7.gif" width="386" height="150" mime-type="image/gif"/>
2812 <instance class="pdf" src="small7.pdf" width="386" height="150" />
2814 <choice idref="sect291"><link-text>Turn to 291</link-text>.</choice>
2818 <section class="numbered" id="sect180">
2819 <meta><title>180</title></meta>
2822 <p>Your lungs feel ready to burst and, with a spluttering gasp, you surface and gulp in huge breaths of air. Unfortunately, you are spotted by an Elessi who is searching the area. You are forced to surrender and a clutch of Elessin guards march you away to a huge palace in the centre of the city.</p>
2823 <choice idref="sect191"><link-text>Turn to 191</link-text>.</choice>
2827 <section class="numbered" id="sect181">
2828 <meta><title>181</title></meta>
2831 <p>The wall is, once more, totally unharmed by your attack. A further search reveals nothing. You cannot find, or feel, anything that indicates the presence of a doorway. <quote>Perhaps there is no door?</quote> Tanith suggests.</p>
2832 <choice idref="sect264">If you wish to try to climb the tower, <link-text>turn to 264</link-text>.</choice>
2833 <choice idref="sect285">If you prefer to examine one of the many black holes in the cloud plain, <link-text>turn to 285</link-text>.</choice>
2837 <section class="numbered" id="sect182">
2838 <meta><title>182</title></meta>
2841 <footnote id="sect182-1-foot" idref="sect182-1"><p>If the Elessin confiscated your Weapons, including your Wizard<ch.apos/>s Staff, these are now returned to you.</p></footnote>
2845 <p>To the delighted cheers of the Elessin, the statue of the Screaming God is carried from the palace and away from the Singing City.<footref id="sect182-1" idref="sect182-1-foot"/> It is taken to the grove of trees where your flying machine is hidden and loaded aboard. <thought>Many thanks, Grey Star,</thought> says the Guardian. <thought>Today you give us our freedom. Is there some way we can repay you?</thought></p>
2846 <p><quote>I seek the Moonstone of the Shianti,</quote> you say. <quote>Long ago they hid it somewhere on the plane of the Daziarn, our name for the realms gathered here. Can you tell me exactly where it is hidden?</quote></p>
2847 <p>The Elessi shakes his head. <thought>I have never heard of such a thing but there is one who surely might. In the Realm of Paradox lives one called Oz-na-Mun, he of the mighty hand. He is wise and knowledgeable; perhaps he will know.</thought></p>
2848 <p><quote>How may I find this Realm of Paradox? My only guide is this.</quote> You show the Guardian the Gyronome. <quote>And it can only guide me between here and the Neverness.</quote></p>
2849 <p><thought>Give this thing to me,</thought> he says. He closes his eyes, places the Gyronome close to his mouth, and begins to sing into it very softly. <thought>Now the Gyronome will guide you,</thought> he says, <thought>though you may never return to the Singing City. I have changed the power of the device so that it will seek the Realm of Paradox instead of our own; it will still return you to the place you call the Neverness while it is silent.</thought></p>
2850 <illustration class="inline">
2852 <creator>Paul Bonner</creator>
2854 <instance class="html" src="small10.png" width="386" height="150" mime-type="image/png"/>
2855 <instance class="html-compatible" src="small10.gif" width="386" height="150" mime-type="image/gif"/>
2856 <instance class="pdf" src="small10.pdf" width="386" height="150" />
2858 <p><quote>I thank you,</quote> you say, boarding the Ethetron. <quote>Farewell.</quote> To a chorus of joyful singing and the blessing of the Elessin you carefully rise into the air with your perilous cargo. Once more you feel a strange tingling sensation as you leave the realm of the Elessin forever.</p>
2859 <choice idref="sect278"><link-text>Turn to 278</link-text>.</choice>
2863 <section class="numbered" id="sect183">
2864 <meta><title>183</title></meta>
2867 <p>You and Tanith run into the burning village. The effect is dramatic. <quote>He is back,</quote> you hear someone scream. They cower before you, their eyes bright with fear.</p>
2868 <p><quote>I mean you no harm! I want to help,</quote> you cry, but all remain silent, regarding you with horrified stares. <quote>How can I help?</quote> you shout. A rock thuds at your feet by way of reply. You cannot see who threw it.</p>
2869 <choice idref="sect169">If you have the Magical Power of Elementalism and wish to use it to help the villagers of the Vale, <link-text>turn to 169</link-text>.</choice>
2870 <choice idref="sect160">If you would prefer to move on and find another village, <link-text>turn to 160</link-text>.</choice>
2874 <section class="numbered" id="sect184">
2875 <meta><title>184</title></meta>
2878 <p>The Elessi guard gives a startled cry as you burst into a sprint and run along a street of countless windows. The guard raises the alarm and, looking over your shoulder, you now see that there are at least ten guards pursuing you. Turning the first corner you come to, you find yourself crossing a lawn of blue grass. The cries of the Elessin draw nearer and you curse your bad luck, for you can see no immediate hiding place. An ornate fountain lies in the centre of the lawn.</p>
2879 <choice idref="sect225">If you wish to jump into the fountain, <link-text>turn to 225</link-text>.</choice>
2880 <choice idref="sect335">If you wish to keep running, <link-text>turn to 335</link-text>.</choice>
2884 <section class="numbered" id="sect185">
2885 <meta><title>185</title></meta>
2888 <p>The shield is barely formed when the Jahksa attacks you with his staff, but it successfully deflects the ball of white-hot fire.</p>
2889 <choice idref="sect192">If you wish to fire at your double and have 2 <typ class="attribute">WILLPOWER</typ> points or more, <link-text>turn to 192</link-text>.</choice>
2890 <choice idref="sect113">If you wish to continue to the end of the corridor, <link-text>turn to 113</link-text>.</choice>
2894 <section class="numbered" id="sect186">
2895 <meta><title>186</title></meta>
2898 <footnote id="sect186-1-foot" idref="sect186-1"><p>You may only choose a Key that you have not already tried.</p></footnote>
2902 <p>With a final blow you beat off the eagle and it crashes to the ground, dead. Your body is covered with numerous wounds but none of them are serious.</p>
2903 <p>You must choose between the remaining Keys; only one will open the door to the Crystal Tower.<footref id="sect186-1" idref="sect186-1-foot"/></p>
2904 <choice idref="sect252">If you choose the Spider Key, <link-text>turn to 252</link-text>.</choice>
2905 <choice idref="sect235">If you choose the Wolf Key, <link-text>turn to 235</link-text>.</choice>
2906 <choice idref="sect240">If you choose the Serpent Key, <link-text>turn to 240</link-text>.</choice>
2907 <choice idref="sect277">If you choose the Dragon Key, <link-text>turn to 277</link-text>.</choice>
2911 <section class="numbered" id="sect187">
2912 <meta><title>187</title></meta>
2915 <p><quote>What?</quote> booms a voice from above. <quote>Who dares to challenge the design of the Chaos-master? Speak, petty mortal!</quote></p>
2916 <p><quote>They were but illusions, Chaos-master. I saw the truth beyond them,</quote> you reply.</p>
2917 <p><quote>Truth is but illusion. Reality is but a mortal dream. What do you seek, dreamer?</quote></p>
2918 <p><quote>I<ch.apos/>m looking for a girl; her name is Tanith.</quote></p>
2919 <p><quote>Know this, mortal. You are in the Realm of Paradox<ch.emdash/>my realm. It is a world of possibilities and contradictions. None may find what they seek unless they pay the price.</quote></p>
2920 <p><quote>What price?</quote> you ask.</p>
2921 <p><quote>My price. Will you pay it?</quote></p>
2922 <choice idref="sect94">If you wish to agree to the condition of the strange god, <link-text>turn to 94</link-text>.</choice>
2923 <choice idref="sect134">If you refuse his terms, <link-text>turn to 134</link-text>.</choice>
2927 <section class="numbered" id="sect188">
2928 <meta><title>188</title></meta>
2931 <p>You fend off the growing number of creatures with increasingly desperate blows; you are beginning to tire. The ghostly light of the Ethetron<ch.apos/>s power source is almost extinguished, yet the Trianon of the Shianti still lies tantalizingly close. The birds crowd around you, hovering and fluttering on their stubby wings as the Ethetron sinks closer to the swirling mists below.</p>
2932 <combat><enemy>Chaos-birds</enemy><enemy-attribute class="combatskill">26</enemy-attribute><enemy-attribute class="endurance">30</enemy-attribute></combat>
2933 <choice idref="sect205">If you win the combat, <link-text>turn to 205</link-text>.</choice>
2937 <section class="numbered" id="sect189">
2938 <meta><title>189</title></meta>
2941 <p>You have thrown the flying machine into a spin. Despite your frantic efforts you are unable to pull the Ethetron from its spiralling fall and it smashes to the ground, sending debris and wreckage flying in all directions. You are killed instantly on impact.</p>
2942 <deadend>Your life and your quest are now over.</deadend>
2946 <section class="numbered" id="sect190">
2947 <meta><title>190</title></meta>
2950 <footnote id="sect190-1-foot" idref="sect190-1"><p>There is no choice that leads to this section of the book. This appears to be an oversight which is not easily correctable.</p></footnote>
2954 <p><footref id="sect190-1" idref="sect190-1-foot"/>When at last you come to the village you find that it is nothing but a smouldering ruin. Cautiously, you peer out from the cover of the thick foliage that surrounds the small wood.</p>
2955 <choice idref="sect144">If you wish to go into the village and find out what has happened, <link-text>turn to 144</link-text>.</choice>
2956 <choice idref="sect160">If you prefer to move on and find another village, <link-text>turn to 160</link-text>.</choice>
2960 <section class="numbered" id="sect191">
2961 <meta><title>191</title></meta>
2964 <footnote id="sect191-1-foot" idref="sect191-1"><p>If you carry any other Weapon in addition to your Wizard<ch.apos/>s Staff, the Elessin have confiscated this too (but not any weapon-like Special Items). Note this on your <a idref="action">Action Chart</a>.</p></footnote>
2968 <p>You enter the palace and walk down a vast hall containing hundreds of transparent columns, each filled with a coloured liquid. You are met by a tall man with golden hair and piercing blue eyes. He is cloaked in white robes and carries a jewelled crozier in one hand, your Wizard<ch.apos/>s Staff in the other.<footref id="sect191-1" idref="sect191-1-foot"/> At his command, the Elessin guards leave.</p>
2969 <p>The golden-haired man frowns at you, his piercing gaze almost forcing you to turn your head away. It is as if he can see into your very soul. A voice echoes in your mind: <thought>You have slain my people; why?</thought> The man is telepathic and, because the language of the mind is universal, you are able to understand what he is thinking.</p>
2970 <choice idref="sect259">If you wish to explain your crimes by telling the Elessi the truth, <link-text>turn to 259</link-text>.</choice>
2971 <choice idref="sect202">If you wish to deny all knowledge of these crimes, <link-text>turn to 202</link-text>.</choice>
2972 <choice idref="sect9">If you have the Magical Power of Prophecy and wish to use it, <link-text>turn to 9</link-text>.</choice>
2976 <section class="numbered" id="sect192">
2977 <meta><title>192</title></meta>
2980 <p>You fire a bolt of energy at your twin that wreathes around him like a snake of fire, but it is you who cry out in pain. Reduce your <typ class="attribute">ENDURANCE</typ> total by half (round up fractions to the nearest whole number).</p>
2981 <p><quote>Would you destroy yourself, brother?</quote> laughs the evil creature, horribly.</p>
2982 <choice idref="sect113">If you wish to turn your back on the creature and walk to the end of the corridor, <link-text>turn to 113</link-text>.</choice>
2983 <choice idref="sect47">If you wish to enter one of the doors along the corridor, <link-text>turn to 47</link-text>.</choice>
2987 <section class="numbered" id="sect193">
2988 <meta><title>193</title></meta>
2991 <p>To use your Magical Power of Psychomancy you must touch the object you wish to learn more about. The use of this Magical Power costs you 1 <typ class="attribute">WILLPOWER</typ> point.</p>
2992 <choice idref="sect229">If you wish to touch the door, <link-text>turn to 229</link-text>.</choice>
2993 <choice idref="sect240">If you wish to take the Serpent Key, <link-text>turn to 240</link-text>.</choice>
2994 <choice idref="sect235">If you wish to hold the Wolf Key, <link-text>turn to 235</link-text>.</choice>
2995 <choice idref="sect252">If you wish to hold the Spider Key, <link-text>turn to 252</link-text>.</choice>
2996 <choice idref="sect277">If you wish to take the Dragon Key, <link-text>turn to 277</link-text>.</choice>
2997 <choice idref="sect227">If you wish to take the Eagle Key, <link-text>turn to 227</link-text>.</choice>
3001 <section class="numbered" id="sect194">
3002 <meta><title>194</title></meta>
3005 <p>You unleash a blast of magical fire aimed directly at the creature. Combat may last for only two rounds before you will have flown past it.</p>
3006 <combat><enemy>Creature of the Mists</enemy><enemy-attribute class="combatskill">21</enemy-attribute><enemy-attribute class="endurance">25</enemy-attribute></combat>
3007 <choice idref="sect51">If you survive, <link-text>turn to 51</link-text>.</choice>
3011 <section class="numbered" id="sect195">
3012 <meta><title>195</title></meta>
3015 <p>When, at last, you surface for air, the area is deserted. You step out of the fountain. Your clothes soon dry in the sun as you wander through the streets of the fabulous city, in search of a clue to the whereabouts of the Threnogem.</p>
3016 <choice idref="sect5">If you have the Magical Power of Prophecy, <link-text>turn to 5</link-text>.</choice>
3017 <choice idref="sect79">If you do not have this Power, or if you do not wish to use it, <link-text>turn to 79</link-text>.</choice>
3021 <section class="numbered" id="sect196">
3022 <meta><title>196</title></meta>
3025 <p>You draw out the Glass Rod and offer it to the guard. His suspicion is aroused; he throws you an unblinking glare and says something in his curious language. Nervously you consider what else you might offer him.</p>
3026 <choice idref="sect151">If you have a Copper Coin and wish to show it to the guard, <link-text>turn to 151</link-text>.</choice>
3027 <choice idref="sect136">If you have a Silver Coin and wish to show it to the guard, <link-text>turn to 136</link-text>.</choice>
3028 <choice idref="sect170">If you have a Gold Coin and wish to show it to the guard, <link-text>turn to 170</link-text>.</choice>
3029 <choice idref="sect166">If you have a Parchment and wish to show it to the guard, <link-text>turn to 166</link-text>.</choice>
3033 <section class="numbered" id="sect197">
3034 <meta><title>197</title></meta>
3037 <footnote id="sect197-1-foot" idref="sect197-1"><p>You may only choose a Key that you have not already tried.</p></footnote>
3041 <p>Wings spread wide, the dragon takes to the air and soon disappears from sight. Once more you thank Tanith for saving your life. If you wish to keep the Dragon Key, mark it as a Special Item on your <a idref="action">Action Chart</a>.</p>
3042 <p>You must now choose from the remaining Keys since only one of them can open the door to the Crystal Tower.<footref id="sect197-1" idref="sect197-1-foot"/></p>
3043 <choice idref="sect252">If you choose the Spider Key, <link-text>turn to 252</link-text>.</choice>
3044 <choice idref="sect235">If you choose the Wolf Key, <link-text>turn to 235</link-text>.</choice>
3045 <choice idref="sect227">If you choose the Eagle Key, <link-text>turn to 227</link-text>.</choice>
3046 <choice idref="sect240">If you choose the Serpent Key, <link-text>turn to 240</link-text>.</choice>
3050 <section class="numbered" id="sect198">
3051 <meta><title>198</title></meta>
3054 <p>Both you and Tanith search the room thoroughly but all you find is a small Prism. If you wish to keep this Special Item, place it in the pocket of your robe and remember to mark it on your <a idref="action">Action Chart</a>.</p>
3055 <choice idref="sect266">If you now wish to leave the room the way you came in, <link-text>turn to 266</link-text>.</choice>
3056 <choice idref="sect221">If you wish to leave by the other exit, <link-text>turn to 221</link-text>.</choice>
3060 <section class="numbered" id="sect199">
3061 <meta><title>199</title></meta>
3064 <p>You lift up your head and shout: <quote>Chaos-master, I call thee!</quote> There is a great swirling of colour and flashing light. You have summoned the Master of Paradox.</p>
3065 <choice idref="sect94"><link-text>Turn to 94</link-text>.</choice>
3069 <section class="numbered" id="sect200">
3070 <meta><title>200</title></meta>
3073 <p>With Tanith still close by your side you enter a large, square room. The walls are made of the same black crystal as the outer wall of the tower. A large, ornate stairway ascends from the room and the only other visible exit is a door to your left. There are many paintings on the walls. The flagstones on the floor of the gloomy hall bear the carvings of swords. The one you are now standing on bears an inscription.</p>
3074 <choice idref="sect7">If you wish to look at the paintings, <link-text>turn to 7</link-text>.</choice>
3075 <choice idref="sect29">If you wish to examine the floor, <link-text>turn to 29</link-text>.</choice>
3076 <choice idref="sect40">If you wish to make for the stairs, <link-text>turn to 40</link-text>.</choice>
3077 <choice idref="sect53">If you wish to head for the door on the left, <link-text>turn to 53</link-text>.</choice>
3081 <section class="numbered" id="sect201">
3082 <meta><title>201</title></meta>
3085 <p>As you draw closer to the village, you realize it is on fire. The occupants are running backwards and forwards with buckets of water but they are fighting a losing battle.</p>
3086 <choice idref="sect183">If you wish to try to help the villagers, <link-text>turn to 183</link-text>.</choice>
3087 <choice idref="sect160">If you prefer to move on in search of another village whose occupants might be able to tell you how to find the hidden realm of the Moonstone, <link-text>turn to 160</link-text>.</choice>
3091 <section class="numbered" id="sect202">
3092 <meta><title>202</title></meta>
3095 <p>You fabricate a reason for your presence in the Realm of the Elessin, claiming ignorance of any deaths by your hand. The golden-haired man is furious. Once more his voice echoes inside your head, and the words give you cause to fear. <quote>You lie!</quote> he says. <quote>Prepare to meet sentence.</quote></p>
3096 <choice idref="sect16">If your current <typ class="attribute">WILLPOWER</typ> score is 12 or more, <link-text>turn to 16</link-text>.</choice>
3097 <choice idref="sect28">If your current <typ class="attribute">WILLPOWER</typ> score is less than 12, <link-text>turn to 28</link-text>.</choice>
3101 <section class="numbered" id="sect203">
3102 <meta><title>203</title></meta>
3105 <p>The Ethetron hits the ground, smashing into a thousand tiny pieces. You are killed on impact, a mercifully quick death, and your body is never found.</p>
3106 <deadend>Your life and your adventure end here.</deadend>
3110 <section class="numbered" id="sect204">
3111 <meta><title>204</title></meta>
3114 <p>You are facing the door, with the stairway to your right and the tower entrance to your left.</p>
3115 <choice idref="sect349">If you wish to step forward onto the flagstone bearing two swords, <link-text>turn to 349</link-text>.</choice>
3116 <choice idref="sect311">If you wish to move diagonally to the right, stepping onto the flagstone bearing one sword, <link-text>turn to 311</link-text>.</choice>
3120 <section class="numbered" id="sect205">
3121 <meta><title>205</title></meta>
3124 <p>The overwhelming force of your attack beats the birds away for the moment. The Ethetron grinds to a complete halt.</p>
3125 <choice idref="sect231">If you have the Keys to the Crystal Tower, <link-text>turn to 231</link-text>.</choice>
3126 <choice idref="sect78">If you possess the Magical Power of Elementalism and wish to use it, <link-text>turn to 78</link-text>.</choice>
3127 <choice idref="sect83">If you have neither of these, <link-text>turn to 83</link-text>.</choice>
3131 <section class="numbered" id="sect206">
3132 <meta><title>206</title></meta>
3135 <p>With all the concentration you can muster, you search for a door, running your hand along the crystal wall in the hope of finding a hidden seam or hinge. Soon you are back where you started and you have found nothing.</p>
3136 <choice idref="sect223">If you wish to examine the crystal wall immediately below the metal plate that bears the inscription, <link-text>turn to 223</link-text>.</choice>
3137 <choice idref="sect264">If you wish to try to climb the tower, <link-text>turn to 264</link-text>.</choice>
3138 <choice idref="sect339">If you wish to attack the crystal wall with your Staff, <link-text>turn to 339</link-text>.</choice>
3142 <section class="numbered" id="sect207">
3143 <meta><title>207</title></meta>