clouds grows stronger as the Zlanbeast flies westwards. It fills the horizon, setting your pulse racing as you sense that Nengud-kor-Adez, the chasm of fire that surrounds Helgedad, is the source of the scarlet glow. You correct your course, steering the Zlanbeast away to the north, and within minutes you catch your first glimpse of Aarnak.
It is a grim spectacle, a mass of huge steel buildings grouped haphazardly around the mouth of a frigid estuary, surrounded in turn by a defensive ring of spike-topped earthworks. Everything appears to be eaten by rust, aggravated by clouds of corrosive steam that arise from rivulets of black water criss-crossing the ground. It strikes you as an uninhabitable place, yet its murky thoroughfares are teeming with thousands of grey-skinned creatures all pulling or pushing great iron carts filled with ore. As the Zlanbeast speeds towards the city, you search for somewhere suitable to land.
If you possess the Magnakai Discipline of Huntmastery and have reached the Kai rank of Principalin or higher, turn to 127 .
If you do not possess this skill or have yet to reach this level of Magnakai training, turn to 301 .
11
Using your Kai skill, you will the Zlanbeast to cease its incessant caw. Immediately it obeys your psychic command and shuffles to the end of its perch, its head bowed and its eyes half closed. The Death Knight starts to turn away from the parapet, but his movements are slow and relaxed, and he is totally unprepared to receive your attack. Like a striking viper you lash out at his chest with deadly effect.
Turn to 139 .
13
Desperately, you draw on your inner strength to fight the poison that is coursing through your veins. Your Kai skill of Curing blocks the deadly effects of this viral poison, and quickly eradicates it from your system, but at a loss of 5 ENDURANCE points.
Gritting your teeth against the pain, you wrench the evil shaft from your shoulder and cast it aside as you run for the safety of the shadows.
Turn to 48 .
14
The tide bears you swiftly towards a shingle beach, which is littered with huge, sea-smoothed boulders. The hissing surf and the screech of the loathsome sea-scavengers echo all along this barren coastline. It is an unwelcoming sound — cold and hostile — a fitting reflection of the land itself.
Ten yards from the stony beach you slip into the thigh-deep foam and wade ashore. Night has fallen swiftly, but there is a full moon by which to see. It pierces the darkness and bathes the landscape in its ghostly ashen light. Crouching low, you scurry up the beach, using the boulders as cover as you head towards the base of a sheer cliff wall. You are nearing your goal when the sounds of footsteps and gruff voices stop you dead in your tracks: it is a patrol of Giak soldiers. Drawn from their cliff-top encampment, having witnessed the battle at sea, they are searching the water's edge for survivors. The tips of their spears glint wetly crimson in the moonlight, alerting you to the fate that has befallen those of Davan's crew who managed to swim ashore.
‘Ok zee orgadak!’ growls one of the leading scouts, pointing in your direction.
If you have the Magnakai Discipline of Invisibility and have reached the Kai rank of Tutelary or higher, turn to 215 .
If you do not possess this skill or have yet to reach this level of Magnakai training, turn to 111 .
15
You are in combat with an alert Vladoka — an élite Nadziranim temple guard. You cannot evade this combat and must fight your adversary to the death.
Vladoka: COMBAT SKILL 28 ENDURANCE 35
Owing to the power of the weapon he wields, this being is immune to Mindblast and Psi-surge.
If you win the combat, turn to 308 .
16
You are expecting the sudden chill of cold water, so it comes as a great shock when you slam down upon the moving steel deck of the Darkland ironclad. Your legs buckle and your knees hit your chest, forcing the air from your lungs and leaving you gasping like a