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Authors: James H. Schmitz

Tags: #Science fiction, #space opera

The Witches of Karres (29 page)

BOOK: The Witches of Karres
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"They're waiting for us at the ship," Hulik said from behind him. She laughed.

He didn't reply. The do Eldel had been a good companion when it came to facing the Agandar and his killing machine. But this creepy shadow world simply had become too much for her.

Then, on the final stretch down, Hulik faltered at last, started weaving and stumbling. The captain helped her twice to her feet, then clamped an arm around her and plodded on. He began to do some stumbling himself, got the notion that the ground was shifting, lifting and settling, underfoot, like the swell of an uneasy sea. When he looked up once more to see how much farther it was, he came to a sudden stop. The bow of the Venture loomed above them; the ramp was a dozen steps away. He glanced at the dark open lock above it, steered Hulik to the foot of the ramp, and shook her shoulder.

"We're there!" he said loudly as she raised her head and gave him a dazed look. "Back at the ship! Up you go, up the ramp! Wake up!"

"They're here, too," Hulik giggled. "Can't you feel it?" But she did start up the ramp, the captain following close behind in case she fell again.

He felt something, at that. A cold electric tingling seemed to trickle all through his body, as if he'd stepped into the path of a current of energy. And looking up past the ship's bow he'd seen something he was certain hadn't been in view only minutes before; a great dark cloud mass boiling up over the cliffs on the far side of the valley.

So a storm was coming, he told himself.

He hustled Hulik through the lock, slammed it shut behind them before he switched on the control section lights, pulled out a knife on his way over to the couch and cut the ropes which held Goth fastened to him. He slid her down on the couch. When he looked back for Hulik, she had crumpled to the floor in the center of the control room.

The captain let her lie, pulled the package of wrapped gadgetry from his pocket and dumped it on the control desk. He began moving hurriedly about. Getting the Venture readied for action again seemed to take a long time, but it might have taken three minutes in fact. The electric tingling was becoming uncomfortably pronounced when he finally settled himself in the control chair. He fed the underdrives a warm-up jolt, held one hand on the thrust regulator as he checked the gun turrets, finally switched on the viewscreens.

A black cloud wall was rising above the cliffs on either side, and the screens showed it also surging up from the distant upper stretches of the valley ... and from the plain beyond the valley mouth behind the ship. A turbulent, awesomely towering bank of darkness encircling this area. Yes, past high time to be away from here! The captain started to shove the thrust regulator forward then checked the motion with a grunt of astonishment.

The starboard screen showed a tiny man-shape running towards the ship, arms pumping. The captain stepped up the screen magnification. Vezzarn--

He swore savagely, flicked over the desk's forward lock controls, heard the lock open; then a new rumbling roar from the world outside the lock. Vezzarn, at least, hadn't much more than two hundred yards to cover, and was sprinting hard. His head came up for an instant; he'd seen the sudden blaze of light from the lock.

The captain waited, mangling his lip with his teeth. Each second, the surrounding giant cloud banks were changing appearance, lifting higher ... and now they seemed also to slant inwards like dark waves cresting; about to come thundering down from every direction to engulf the ship! Vezzarn passed beyond the screen's inner range. More seconds went by. The roaring racket beyond the lock grew louder. Those monster clouds were leaning in toward the Venture! Then a clatter of boots on the ramp. The captain glanced back as Vezzarn flung himself headlong through the lock, rolled over, gasping on the floor. The thrust regulator went flat to the desk in that instant.

They leaped five hundred feet from the ground while the lock was clicking shut. The Venture's nose lifted high as they cleared the cliffs and the atmosphere drive hurled her upwards. Three quarters of the sky above seemed a churning blackness now. The ship turned towards the center of the remaining open patch. At the earliest possible moment the captain cut in the main drive…

The roiling elemental furies dwindled to utter insignificance beneath them as they hurtled off the world of red twilight like a wrong-way meteor, blazing from stem to stem. Space quenched the flame seconds later. The bloated giant sun and its satellite appeared in the rear screens. Cooling, the Venture thundered on.

"Whooo-oof!" breathed the captain, slumping back in the chair. He closed his eyes then, but opened them again at once...

It was something like smelling a grumble, or hearing dark green, or catching a glimpse of a musky scent. As Goth had suggested, it was not to be described in any terms that made sense. But it was quite unmistakable. He knew exactly what he was doing … he was relling a vatch.

The vatch. Big Wind Voice. Old Windy--

CONGRATULATIONS! cried the vatch. THE TEST IS OVER. AGAIN YOU SURPRISE AND DELIGHT ME, SMALL PERSON! NOW THE GLORY OF A GREATER DREAM GAME IS TRULY EARNED. LET US SPEAK AT ONCE TO ANOTHER OF ITS PLAYERS...

With that, the control room blurred and was gone. He, too, the captain decided a stunned moment later, had blurred and was gone, at least in most respects. Beneath him still hung a kind of pale, shifting luminance which might bear some resemblance to his familiar body in its outlines. He seemed to be moving swiftly with it through a sea of insubstantial greyness...

A greater dream game! What was that vatch monster getting him into … and what would happen to Goth … and the Venture? He couldn't--

PATIENCE, SMALL PERSON! PATIENCE! Old Windy boomed good-humoredly from the greyness. THE GAME IS ONE IN WHICH YOU HAVE AN INTEREST. YOUR PHANTOM COMPANIONS WILL BE SAFE UNTIL YOU RETURN.

The last, at least, was somewhat reassuring ... A game in which he had an interest?

WORM WORLD! bellowed the vatch-voice delightedly, rolling and tumbling and swooping about him. WORM WORLD ... WORM WORLD ... WORM WORLD!!!

TEN

HE DID HAVE, the captain acknowledged cautiously, a very strong interest in the Worm World. Where was it?

For a moment he received the impression of a puzzled lack of comprehension in the vatch. WHERE IS IT? the great voice rumbled then, surprised. IT IS WHERE IT IS, SMALL PERSON!

So the captain realized that instruments like stellar maps meant nothing to his klatha entity, that it had in fact no real understanding of location, as the human mind understood it. But it didn't need such understanding. The universe of humanity seemed a product of vatch dream-imagination to the vatch. It roamed about here as freely as a man might roam among creations of his imagination. If it wanted to be somewhere, it simply was there.

With the exception of the Worm World. The Worm World, the vatch explained, was an enigma. A tantalizing enigma. Having picked up reports of Manaret and its terrors here and there in its prowling, it had decided to take a look at it.

It discovered it was unable to approach Manaret. Something barred it, something blocked it. Its essence was held at a distance by the Worm World. That shouldn't have been possible, but it was so.

It made the Worm World a challenge. The vatch investigated further, began to fit together a picture of what was known about Manaret. There was the dire monster Moander which ruled it and commanded the worm globes that terrorized human worlds wherever they went. The vatch learned that Manaret was in fact a ship, a tremendous ship designed along planetary dimensions. Confined within a section of the ship was a race of proud and powerful beings, who had built it and originally had been its masters, but who were now the prisoners of Moander. These were known as the Lyrd-Hyrier to humans who had gained contact with them in seeking the means to resist Moander and his Nuris. If there was anything the Lyrd-Hyrier could do to overthrow Moander and regain possession of Manaret, they would do it. And that would end at the same time the oppressive and constantly growing threat Moander presented to humanity.

The vatch was intrigued by the situation and had watched the captain become involved in the game against the Worm World. It thought now he could be developed into the player who would bring about Moander's downfall.

What could he do, the captain asked.

Information was needed first, the vatch-voice told him. The means to act against the monster might be at hand, if they understood how to use it. And information could be obtained best from those who had most to tell about Moander--the Lyrd-Hyrier confined in Manaret. The vatch could not reach them, and nothing material could be sent through the barriers maintained by Moander. But in his present form the captain lacked all material substance and could be projected directly into the one section of Manaret still held and defended by the Lyrd-Hyrier. There, by following the vatch's instructions, he would learn what he needed to know...

There were advantages to being a ghost, a temporary ghost, the captain hoped.

Fire from concealed energy guns had blazed through and about him the instant he arrived in the private chamber of the Lord Cheel, Prince of the Lyrd-Hyrier, the Great People, in a central section of Manaret. The guns hadn't caused the captain any discomfort. When, at some unseen signal, the firing ended, he was still there, insubstantial but intact. The hostile reception was no surprise. Knowing nothing of vatch powers, the Lyrd-Hyrier would regard any intrusion here as being an attempted attack by Moander.

So the captain was thinking expressions of polite greeting and friendly purpose at the Lord Cheel as he drifted down closer-towards him. This was in line with the vatch's instructions.

There was no immediate response to his greetings from Cheel, who was sitting up in a nest of rich robes on a wide couch near the center of the chamber, watching the approach of the wraith which had invaded his privacy, and apparently disturbed his slumber, with large, unblinking golden-green eyes. The vatch had told the captain that the Lyrd-Hyrier lord had a mind of great power and that if he formulated his thoughts carefully and clearly, Cheel would understand them and think back at him. The captain began to wonder how well the plan was going to work. What the robes allowed to be seen of Cheel's person might have been sections of a purple-scaled reptile cast into very tall, attenuated human form. The neck was snaky. But the large round head at the end of it did suggest that it bulged with capable brains; and Cheel's whole attitude, at a moment, which must have been rather startling to him, was that of a bold, arrogant, and resourceful being.

About a third of the way down to the couch, the chamber had the dimensions of a spaceship hangar and the jeweled magnificence of a royal audience room; the captain encountered a highly charged force field. He realized what it was; any material object or inimical energy encountering that barrier should have been spattered against the walls. But the only feeling he had was one of moving, for a moment, through something rather sticky and resistive. Then he was past the force field. Cheel gave up on defensive measures. His long purple arm moved under the robes; and his thoughts now touched the captain's mind.

"The inner barriers are turned off," they said. "It appears you are not Moander's tool. Are you then one of the friendly witch people?"

The captain formulated the thought that he was an associate of the witch people and Moander's foe as they were, that he might be in a position to give assistance against the machine, and that he was in need of information to show him what he could do. Cheel seemed to understand all this well enough. "Ask your questions!" he responded. "Without aid, our situation here will soon be hopeless--"

The exchange continued with only occasional difficulties. Manaret, at the time it appeared in the home-universe of humanity, had been under the control of a director machine called a synergizer, an all-important instrument unit which actuated and coordinated the many independent power systems required to maintain and drive the ship. The same near-disaster which hurled Manaret and the Lyrd-Hyrier out of their dimensional pattern of existence into this one also had temporarily incapacitated the synergizer. Moander, an emergency director of comparatively limited function, had become active in the synergizer's stead, as it was designed to do. Manaret was an experiment, a new type of Lyrd-Hyrier warship. There had been no previous opportunity to test out Moander under actual emergency conditions.

Now it appeared there had been mistakes made in planning it. Alerted to substitute for the synergizer only until the unit resumed functioning, the emergency director had taken action to perpetuate the emergency which left it in charge. The synergizer was very nearly indestructible. But Moander had placed it in a torpedolike vehicle and set the vehicle on a course which should plunge it into a great star near the point where the giant ship had emerged here. Free of its more powerful rival, Moander could not be controlled by any method available to the Lyrd-Hyrier.

"We know the synergizer was not destroyed at that time," Cheel's thoughts told the captain. "Apparently the vehicle was deflected from its course towards the star, presumably by the synergizer's own action. But it has not returned and we have never found out where it went. Recently, there was a report--"

The thought halted. The captain was producing a mental image of Olimy's mysterious crystalloid...

"That is it!" Cheel's recognition of the object came almost as a shriek. "Where have you seen it?"

BOOK: The Witches of Karres
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