Successful SANCTITY roll turn to 324
Failed SANCTITY roll turn to 286
697
You get lost, and wander aimlessly amid the freezing fog. Roll one die to see where you emerge.
Score 1 Still on the river plain turn to 91
Score 2 The coast turn to 669
Score 3 A pyramid turn to 472
Score 4 A lake turn to 320
Score 5 The plains turn to 281
Score 6 The plains turn to 29
698
You camp for the night. If you have a wolf pelt, the fur helps to keep you warm. If you do not, lose 1 Stamina from the cold.
You need to hunt for food. Make a SCOUTING roll at Difficulty 11. If you succeed, you find a snow-hare to eat. If you fail, you go hungry and must lose 1 Stamina point.
If you still live, the sun rises, its warm rays barely warming the morning air.
Go north turn to 630
Go west turn to 281
Go south turn to 118
Go east turn to 17
699
You are taken to see Akradai, prince of the Azure Sky tribe. He is an old friend, and his shamans will cure you of any disease or poison you may be suffering from (but they cannot lift a curse).
After a fine dinner at the table of a prince of the steppes, you retire to bed, warm with Kvass, the intoxicating liquor of the nomads. The next day, you continue on your way.
Go north turn to 15
Go east toward Yarimura turn to 280
Go south turn to 234
Head west deeper into the steppes turn to 17 700
You are quite aware of the nature of this flickering creature of the clouds. It is a storm demon, one of the riders of thunderclouds that delight in causing havoc among mortals.
Elnir, god of the skies, frowns on them, for they cause thunder and lightning without his permission.
You try to invoke Elnir’s power by calling upon him with a prayer. Make a SANCTITY roll at Difficulty 16. If you are an initiate of Elnir, add 2 to the roll.
Successful SANCTITY roll turn to 43
Failed SANCTITY roll turn to 511
701
You lift your arm to finish the creature, when it throws some coins, and a jug on to the ground. You hesitate for a moment, just enough time for it to turn and flee, diving into the river with a splash. You find 50 Shards and a jug of faery mead on the riverbank. Turn to 676.
702
You come across the body of a nomad. He has been dead for quite a while, judging by the smell.
Examine the corpse turn to 648
Leave it alone turn to 698
703
You dodge aside, grab the lance, and heave. The birdrider is yanked out of the saddle and crashes headfirst into the ground.
He doesn’t get up. The other riders rein in their beaked steeds, and look you up and down. Your courage and skill have impressed them.
Make a CHARISMA roll at Difficulty 13.
Successful CHARISMA roll turn to 449
Failed CHARISMA roll turn to 504
704
q
If there is a tick in the box, turn to 147 immediately. If not, put a tick there now, and read on.
You remember an old Shadar codex you discovered in the Icicle Woods. It told of the Cave of Bells, and the ancient rituals of the Shadar priest-kings. They always rang a bell called The Whisperer first, so you go over to it, and rattle its clapper.
There is no sound at first, but then the other bells begin pealing, weaving a harmonious tapestry of sound.
A wooden panel slides open at the other end of the cathedral. You walk through into a large, granite chamber where you find 2000 Shards, some plate armour (Defence +5), an enchanted sword (COMBAT +4), a gold holy symbol (SANCTITY +3) and the sceptre of kings. The sceptre is made of a hard, bluish metal, its tip fashioned into the head of a hawk.
Visit the Crypt of Kings turn to 298
Leave the City of Ruins turn to 266
705
A brightly painted caravan, pulled by horses, rumbles into view.
It pulls up, and the caravaneers open up the back to display their wares. They are travelling pedlars.
Armour To buy To sell
Leather (Defence +1) 50 Shards 45 Shards Ring mail (Defence +2) 100 Shards 90 Shards Chain mail (Defence +3) 200 Shards 180 Shards
Weapons (sword, axe, etc) To buy To sell
No COMBAT bonus 50 Shards 40 Shards COMBAT bonus +1 250 Shards 200 Shards COMBAT bonus +2 500 Shards 400 Shards
Other items To buy To sell
Flute (CHARISMA +1) 200 Shards 180 Shards Compass ( SCOUTING +1) 500 Shards 450 Shards
Rope 50 Shards 45 Shards
Lantern 100 Shards 90 Shards
Wolf pelt 100 Shards 90 Shards
Parrot fungus 100 Shards 90 Shards
Uncanny salts 100 Shards 90 Shards
Selenium ore 100 Shards 90 Shards
When you have finished, they ride on. Turn to 676.
706
You arrive at a high bronze double door set in sheer cliffs. If you have the codeword Duress, turn to 343. If not, turn to 609.
707
If you have the codeword Dispel, turn to 237 immediately. If not, read on.
Dusk is sweeping its twilight robes across the steppes when you notice a glowing, nacreous light flickering from what looks like a half-sunken rock in the centre of the marsh.
Investigate turn to 431
Ignore turn to 92
708
You don’t get very far. One of the beetles manages to seize your leg, and then another latches on. You fall, and the insects swarm all over you. You are devoured in minutes. Turn to 7.
709
You tell General Beladai about the tunnels you have mapped that lead through the Spine of Harkun, thus bypassing the Pass of Eagles. He is amazed at the news. He decides to send a small force through the tunnels, to attack the citadel from the southern side.
‘As soon as you have opened the gates, some of the Mannekyn People will fly over the citadel to give the word to our troops there. We will crush them like an acorn in a nutcracker!’
Lose the codeword Deep and gain the codeword Dim instead. Now turn to 145.
710
The high priestess is overjoyed when you hand over the mirror.
Cross it off your Adventure Sheet, erase the codeword Double and gain the codeword Discover.
She rewards you with 150 Shards, and the blessing of the Goddess of the Sun, Nisoderu. Gain 1 Rank. This means you
gain 1-6 Stamina point permanently: increase your normal (unwounded) Stamina score by the roll of one die. Remember that going up a Rank also increases your Defence.
Afterwards, you leave. Turn to 10.