The Gates of Creation by Philip Jose Farmer. Chapter 1, 2, 3, 4

The voice of Urizen, his father, laughed, and said, “You did not think you could keep the Lord of Lords out with your puny weapons, did you? Jadawin, I could kill you now where you stand gaping so foolishly, so pale and quivering and filmed in sweat.”

“Chryseis!” Wolff cried out again.

“Chryseis is gone. She is no longer safe in your bed and in your universe. She has been taken as quickly and as silently as a thief steals a jewel.”

“What do you want, Father?” Wolff asked.

“I want you to come after her. Try to get her back.”

Wolff bellowed, leaped up onto the bed, and launched himself over its edge at the hexaculum. For that moment, he forgot all reason and caution, which had told him that the object could be fatal. His hands gripped the many-colored glowing thing. They closed on air and came together and he was standing on the floor, looking up above him at the space where the hexaculum had been. Even as his hands touched the area filled by the starred polyhedron, it had vanished.

So, perhaps, it had not been physical. Perhaps it had after all been a projection stirred in him by some means.

He did not believe so. It was a configuration of energies, of fields momentarily held together and transmitted from some remote place. The projector might be in the universe next door or it might be a million universes away. The distance did not matter. What did matter was that Urizen had penetrated the walls of Wolff’s personal world. And he had spirited Chryseis away.

Wolff did not expect any more word from his father. Urizen had not indicated where he had taken Chryseis, how Wolff was to find her, or what would be done to Chryseis. Yet Wolff knew what he had to do. Somehow, he would have to locate the hidden self-enclosed cosmos of his father. Then he would have to find the gate that would give entrance to the pocket universe. At the same time that he got ac­cess, he would have to detect and avoid the traps set for him by Urizen. If he succeeded in doing this-and the probabilities were very low-he would have to get to Urizen and kill him. Only thus could he rescue Chryseis.

This was the multimillennia-old pattern of the game played among the Lords. Wolff himself, as Jadawin, the seventh son of Urizen, had survived 10,000 years of the deadly amusement. But he had managed to do so largely by being content with staying in his own universe. Unlike many of the Lords, he had not grown tired of the world he had created. He had enjoyed it-although it had been a cruel enjoy­ment, he had to admit now. Not only had he exploited the natives of his world for his own purposes, he had set up defenses that had snared more than one Lord-male and female, some his own brothers and sisters-and the trapped ones had died slowly and horribly. Wolff felt contrition for what he had done to the inhabitants of his planet. For the Lords he had killed and tortured, he suffered no guilt. They knew what they were doing when they came into his world, and if they had beaten his defenses, they would have given him a painful time before he died.

Then Lord Vannax had succeeded in hurling him into the universe of Earth, although at the cost of being taken along with Jadawin. A third Lord, Arwoor, had moved in to possess Jadawin’s world.

Jadawin’s memory of his former life had been repressed by the shock of dispossession, of being cast weaponless into an alien uni­verse and without the means to return to his own world; Jadawin had become a blank, a tabula rasa. Adopted by a Kentuckian named Wolff, the amnesiac Jadawin had taken the name of Robert Wolff. Not until he was sixty-six years old did he discover what had hap­pened before the time that he had stumbled down a Kentucky moun­tain. He had retired from a lifetime of teaching Latin, Greek, and Hebrew to the Phoenix area of Arizona. And there, while looking through a newly built house for sale, he had begun the series of ad­ventures that took him through a “gate” back into the universe he had created and had ruled as Lord for 10,000 years.

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