The True Game by Sheri S. Tepper part two

The way to the caverns was a long way. When we arrived there, I wished we had not come. The bodies around us lay in piles as high as my shoulders, five or six bodies high, men and women together, stacked in endless rows. In one area to the side of the entry, Mavin and Himaggery found body after body of those they had known. Here were those Mavin had mentioned to me, but many others as well.

“And all of their minds¾their memories, all, gone? Out there? In the aeries of Gamesmasters, to be used as teaching aids for children?” Himaggery sounded unbelieving, but we assured him it was true.

“Then what threatened us and worked against us was not the Council at all? It was these old men in this moldy place? Abducting us one by one and storing us away like fish?” Again we assured him this was true.

“Then we have only to tell the world what has gone on here, and it will stop. The Traders can be watched.”

“That may be true,” I said. “But there may be more to it than that. It was these old men who abducted and kept you, true. But Quench said it was the Council told them who to take and keep. And it is to the Council that Quench has gone, gone with every tech in the place.”

“And,” said Mavin, “I would wager with every book they could lay hands on.”

We had not yet gone into the largest part of the cavern, a place from which a chill wind came to assure us of egress somewhere. It was then, as we were readying ourselves to find it, that the first rumble came, shivering the rock about us and dropping dust and ice onto our heads from far above. The shaking went on. Rock grated and twisted beneath us.

“We have taken too long,” shouted Mavin. “Through the large cavern, quickly.”

But we were not allowed to go. We had no sooner stepped within the large cavern than he came from behind a pile of bodies, Demon helmed, all in silver, a strange device cradled in his arms, its ominous tip pointed toward me. “Peter, the Necromancer,” he said. “I told them you were not dead! I would not let you be dead! Not you, Peter. Not until I could do it myself! I call Game, and Move. Necromancer Nine!”

Himaggery leapt to one side, behind a pile of bodies. Well, he was older than I. He had more experience with this kind of thing. On the other side, Mavin Shifted into something quick and fierce, and the corner of my eye saw her fade into an aisle. Well, she, too was a more experienced Shifter than I. I did not move. The tip of the thing which pointed at me said do not move, and I understood its language. “What have you there, Huld?” I asked him, almost conversationally. I was not unafraid. I was simply too surprised to act frightened.

“A thing Nitch made for me, Peter. Was that not kind of him? It was when you all thought me bottled up in Bannerwell. Do not trust Immutables to do your bottling for you, Peter. They do not do it well. They have no skill in foxing or outfoxing; any Gamesman could outwit them, as I did. I had another place to go, a better place. I found Nitch as he traveled between Schooltown and that place of the magicians. Nitch. It was Nitch who was responsible for what happened to Mandor, Peter. Remember that. What happened to him was just.”

“What happened to him?” I had put one hand into my pocket, feeling desperately for¾for what? Shattnir could do me no good in this cold place. Those around me were not dead to be raised by Dorn. And neither would come to me in any case.

“Why, he died,” he said, pretending surprise. “After he had made me the things I wanted, told me the things I wanted to know, given me the books he had. He made this shield, like the one you had in Schooltown. This weapon, like no other you have ever seen. Oh, Peter, with this weapon there will be no Gaming against Huld. No. All the Gaming will be as I choose.” He stroked the thing exultantly. “After I dispose of your family.”

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