V: The Wrong Branch

It is rumored by the wise-brained rats which burrow the citied earth and by the knowledgeable cats that stalk its shadows and by the sagacious bats that wing its night and by the sapient zats which soar through airless space, slanting their metal wings to winds of light, that those two swordsmen and blood-brothers, Fafhrd and the Gray Mouser, have adventured not only in the World of Nehwon with its great empire of Lankhmar, but also in many other worlds and times and dimensions, arriving at these through certain secret doors far inside the mazy caverns of Ningauble of the Seven Eyes — whose great cave, in this sense, exists simultaneously in many worlds and times. It is a Door, while Ningauble glibly speaks the languages of many worlds and universes, loving the gossip of all times and places.

In each new world, the rumor goes, the Mouser and Fafhrd awaken with knowledge and speaking skills and personal memories suitable to it, and Nehwon then seems to them only a dream and they know not its languages, though it is ever their primal homeland.

It is even whispered that on one occasion they lived a life in that strangest of worlds variously called Gaia, Midgard, Terra, and Earth, swashbuckling there along the eastern shore of an inner sea in kingdoms that were great fragments of a vasty empire carved out a century before by one called Alexander the Great.

So much Srith of the Scrolls has to tell us. What we know from informants closer to the source is as follows:

After Fafhrd and the Gray Mouser escaped from the sea-king's wrath, they set a course for chilly No-Ombrulsk, but by midnight the favoring west wind had shifted around into a blustering northeaster. It was Fafhrd's judgment, at which the Mouser sneered, that this thwarting was the beginning of the sea-king's revenge on them. They perforce turned tail (or stern, as finicky sailormen would have us say) and ran south under jib alone, always keeping the grim mountainous coast in view to larboard, so they would not be driven into the trackless Outer Sea, which they had crossed only once in their lives before, and then in dire circumstance, much farther south.

Next day they reentered the Inner Sea by way of the new strait that had been created by the fall of the curtain rocks. That they were able to make this perilous and uncharted passage without holing the Black Treasurer, or even scraping her keel, was cited by the Mouser as proof that they had been forgiven or forgotten by the sea-king, if such a formidable being indeed existed. Fafhrd, contrariwise, murkily asserted that the sea-queen's weedy and polygynous husband was only playing cat and mouse with them, letting them escape one danger so as to raise their hopes and then dash them even more devilishly at some unknown future time.

Their adventurings in the Inner Sea, which they knew almost as well as a queen of the east her turquoise and golden bathing pool, tended more and more to substantiate Fafhrd's pessimistic hypothesis. They were becalmed a score of times and hit by three-score sudden squalls. They had thrice to outsail pirates and once best them in bloody hand-to-hand encounter. Seeking to reprovision in Ool Hrusp, they were themselves accused of piracy by the Mad Duke's harbor patrol, and only the moonless night and some very clever tacking — and a generous measure of luck — allowed the Black Treasurer to escape, its side bepricked and its sails transfixed with arrows enough to make it resemble a slim aquatic ebon hedgehog, or a black needlefish.

Near Kvarch Nar they did manage to reprovision, though only with coarse food and muddy river water. Shortly thereafter the seams of the Black Treasurer were badly strained and two opened by glancing collision with an underwater reef which never should have been where it was. The only possible point where they could careen and mend their ship was the tiny beach on the southeast side of the Dragon Rocks, and it took them two days of nip-and-tuck sailing and bailing to get them there with deck above water. Whereupon while one patched or napped, the other must stand guard against inquisitive two- and three-headed dragons and even an occasional monocephalic. When they got a cauldron of pitch seething for final repairs, the dragons all deserted them, put off by the black stuff's stink — a circumstance which irked rather than pleased the two adventurers, since they hadn't had the wit to keep a pot of pitch a-boil from the start. (They were most touchy and thin-skinned now from their long run of ill fortune.)

A-sail once more, the Mouser at long last agreed with Fafhrd that they truly had the sea-king's curse on them and must seek sorcerous aid in getting it removed — because if they merely forsook sea for land, the sea-king might well pursue them through his allies the Rivers and the Rainstorms, and they would still be under the full curse whenever they again took to ocean.

It was a close question as to whether they should consult Sheelba of the Eyeless Face, or Ningauble of the Seven Eyes. But since Sheelba laired in the Salt Marsh next to the city of Lankhmar, where their recent close connection with Pulg and Issekianity might get them into more trouble, they decided to consult Ningauble in his caverns in the low mountains behind Ilthmar.

Even the sail to Ilthmar was not without dangers. They were attacked by giant squids and by flying fish of the poison-spined variety. They also had to use all their sailor skill and expend all the arrows which the Ool Hruspians had given them, in order to stand off yet one more pirate attack. The brandy was all drunk.

As they were anchoring in Ilthmar harbor, the Black Treasurer literally fell apart like a joke-box, starboard side parting from larboard like two quarters of a split melon, while the mast and cabin, weighted by the keel, sank speedily as a rock.

Fafhrd and Mouser saved only the clothes they were in, their swords, dirk, and ax. And it was well they hung onto the latter, for while swimming ashore they were attacked by a school of sharks, and each man had to defend self and comrade while swimming encumbered. Ilthmarts lining the quays and moles cheered the heroes and the sharks impartially, or rather as to how they had laid their money, the odds being mostly three-to-one against both heroes surviving, with various shorter odds on the big man, the little man, or one or the other turning the trick.

Ilthmarts are a somewhat heartless people and much given to gambling. Besides, they welcome sharks into their harbor, since it makes for an easy way of disposing of common criminals, robbed and drunken strangers, slaves grown senile or otherwise useless, and also assures that the shark-god's chosen victims will always be spectacularly received.

When Fafhrd and the Mouser finally staggered ashore panting, they were cheered by such Ilthmarts as had won money on them. A larger number were busy booing the sharks.

The cash they got by selling the wreckage of the Black Treasurer was not enough to buy or hire them horses, though sufficient to provide food, wine, and water for one drunk and a few subsequent days of living.

During the drunk they more than once toasted the Black Treasurer, a faithful ship which had literally given its all for them, worked to death by storms, pirate attacks, the gnawing of sea-things, and other sacraments of the sea-king's rage. The Mouser drank curses on the sea-king, while Fafhrd crossed his fingers. They also had more or less courteously to fight off the attentions of numerous dancing girls, most of them fat and retired.

It was a poor drunk, on the whole. Ilthmar is a city in which even a minimally prudent man dare not sleep soused, while the endless repetitions of its rat-god, more powerful even than its shark-god, in sculptures, murals, and smaller decor (and in large live rats silent in the shadows or a-dance in the alleys) make for a certain nervousness in newcomers after a few hours.

Thereafter it was a dusty two-day trudge to the caverns of Ningauble, especially for men untrained to tramping by many months a-sea and with the land becoming sandy desert toward the end.

The coolth of the hidden-mouthed rocky tunnel leading to Ningauble's deep abode was most welcome to men weary, dry, and powdered with fine sand. Fafhrd, being the more knowledgeable of Ningauble and his mazy lair, led the way, hands groping above and before him for stabilities and sharp rock edges which might inflict grievous head-bashings and other wounds. Ningauble did not approve the use by others of torch or candle in his realm.

After avoiding numerous side-passages they came to a Y-shaped branching. Here the Mouser, pressing ahead, made out a pale glow far along the left-hand branch and insisted they explore that tunnel.

“After all,” he said, “if we find we've chosen wrong, we can always come back."

“But the right-hand branch is the one leading to Ningauble's auditorium,” Fafhrd protested. “That is, I'm almost certain it is. That desert sun curdled my brain."

“A plague on you for a pudding-head and a know-not know,” the Mouser snapped, himself irritable still from the heat and dryness of their tramping, and strode confidently a-crouch down the left-hand branch. After two heartbeats, Fafhrd shrugged and followed.

The light grew ever more coolly bright ahead. Each experienced a brief spell of dizziness and a momentary unsettling of the rock underfoot, as if there were a very slight earthquake.

“Let's go back,” Fafhrd said.

“Let's at least see,” the Mouser retorted. “We're already there."

A few steps more and they were looking down another slope of desert. Just outside the entrance arch there stood with preternatural calm a richly-caparisoned white horse, a smaller black one with silver harness buckles and rings and a sturdy mule laden with water-bags, pots, and parcels looking as though they contained provender for man and four-foot beast. By each of the saddles hung a bow and quiver of arrows, while to the white horse's saddle was affixed a most succinct note on a scrap of parchment:

The sea-king's curse is lifted. Ning.

There was something very strange about the writing, though neither could wholly define wherein the strangeness lay. Perhaps it was that Ningauble had written down the sea-king as Poseidon, but that seemed a most acceptable alternate. And yet…

“It is most peculiar of Ningauble,” Fafhrd said, his voice sounding subtly odd to the Mouser and to himself too, “—most peculiar to do favors without demanding much information and even service in return."

“Let us not look gift-steeds in the mouth,” the Mouser advised. “Nor even a gift mule, for that matter."

The wind had changed while they had been in the tunnels, so that it was not now blowing sultry from the east, but cool from the west. Both men felt greatly refreshed, and when they discovered that one of the mule's bags contained not branch water, but delicious strong water, their minds were made up. They mounted, Fafhrd the white, the Mouser the black, and single-footed confidently west, the mule tramping after.

A day told them that something unusual had happened, for they did not fetch Ilthmar or even the Inner Sea.

Also, they continued to be bothered by something strange about the words they were using, though each understood the other clearly enough.

In addition, both realized that something was happening to his memories and even common knowledge, though they did not at first reveal to each other this fear. Desert game was plentiful, and delicious when broiled, enough to quiet wonderings about an indefinable difference in the shape and coloration of the animals. And they found a rarely sweet desert spring.

It took a week, and also encounter with a peaceful caravan of silk-and-spice merchants, before they realized that they were speaking to each other not in Lankhmarese, pidgin Mingol, and Forest Tongue, but in Phoenician, Aramaic, and Greek; and that Fafhrd's childhood memories were not of the Cold Waste, but of lands around a sea called Baltic; the Mouser's not of Tovilyis, but Tyre; and that here the greatest city was not called Lankhmar, but Alexandria.

And even with those thoughts, the memory of Lankhmar and the whole world of Nehwon began to fade in their minds, become a remembered dream or series of dreams.

Only the memory of Ningauble and his caverns stayed sharp and clear. But the exact nature of the trick he had played on them became cloudy.

No matter, the air here was sharp and clean, the food good, the wine sweet and addling, the men built nicely enough to promise interesting women. What if the names and the new words seemed initially weird? Such feelings diminished even as one thought about them.

Here was a new world, promising unheard-of adventures. Though even as one thought “new,” it became a world more familiar.

They cantered down the white sandy track of their new, yet foreordained, destiny.

Загрузка...