The True Game by Sheri S. Tepper part two

Go up, up the sheer wall of the Waenbane Mountains, high against that looming and precipitous cliff to the place where they say the wind has carved monstrous, organic forms which they call the Winds’ Bones. Do not look north to Bleer. We will travel there soon enough and stay longer than we would wish. Instead, cross the mountain scarp and the high desert to come to that gorge the Graywater has cut between two highlands. There is Kiquo and the high bridge, narrow as a knife edge, and the steely glint of the river, then high cliffs once more and another highland north of Betand.

Find the wide roadway there which leads into the northlands, see the strange monuments built along it, the greeny arches which hang above it. In spring, it is said, they glow with an undomainish light and have been known to drive travelers mad. Follow this road as it approaches the gorges of the River Haws and along the edge of that gorge to the town of Pfarb Durim. Hanging there high above Pfarb Durim, turn your head back toward the east and notice how all the lands between this city and the Wastes of Bleer lie flat and without barrier. A man might walk from one place to the other in two or three days, an Armiger fly it in much less time. Yet it is true that Peter did not think, nor Jinian, nor any in that company of the place called Pfarb Durim along the River Haws.

Look down now at that city. Come down to Pfarb Durim. The walls are high and thick and heavily manned. What do they defend against? What are these mighty gates closed against? Why do the balefires burn upon the parapets of Pfarb Durim? The city seems of an unlikely antiquity. Where else are these strange, keyhole-shaped doors found? Where else these triangular windows which stare at the world like so many jack-o-faces cut into ripe thrilps? Well. Leave it. Go aside from the walls and walk down the road which cuts the edge of the gorge, down to an outthrust stone where one may see what lies below¾the place called “Poffle” because the people of Pfarb Durim are afraid to say its name. The place which is Hell’s Maw, held now by a certain Gamelord, Huld the Demon.

Let us be invisible, silent, insubstantial as a ghost, to slide down that road to find the truth of what is there.

We will go down a twisting track, graven into the cliffside, sliced into that stony face by the feet of a myriad travelers over a thousand years¾more, perhaps. Perhaps the city, the trail, Hell’s Maw were there before the Gamesmen came. The trail winds down, deepening as it goes, until it is enclosed by stony walls on either side, shutting off any but a narrow slice of sky. Walk down this darkening gash until the rock edges above close to a silver’s width of light; find that dark pocket of stone which nudges the path with a swath of shadow; step in to find yourself at the upper end of a cloaca which bores its echoing way into the bowels of Hell’s Maw.

It is dark, and the dark clamors, but as silent feet edge forward, sensible sound intrudes upon the cacophony of echo, and voices converse there in the terrible dark, voices of skeletons fastened to the walls with iron bands and the voice of their warder in hideous conversation.

“Take this torch, old bones. Pass it along there, pass it along. Some one of the high-and-mighties will be along that path soon, and they’ll want light whether we need it or not.” The warder may have been a Divulger. He is dressed as one, but flabby jowls droop beneath the black mask, flesh wobbles loose on the naked arms protruding from the leather vest. His eyes are blanked almost white with blindness, and he feels the end of the torch to know if it is alight. Behind him in the dark another Gamesman lies stretched upon a filthy cot, dressed black and dirty gray, a Bonedancer, empty face staring at the stone ceiling as acrid numbing smoke pours from his nostrils. “Hey, Dancer,” the warder calls. “Kick up the bones there. They’re slow as winter!”

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