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 below — the 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 years — more, 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!”
The voice, when it comes, is full of sighs and pauses, long unconscious and unwitting moments. “Slow. Always slow. Well, why not? Bones should lie down, Tolp. Lie down. Slow and slow in the summer sun. Summer sun. I remember summer sun.”
“I remember summer sun,” cries a skeleton from the wall, waving the torch wildly before its empty eyes. “Summer sun. Winter cold. I remember pastures. I remember trees.”
“Shush,” says the warder, mildly. “Shush, now. Remembering is no good. It only makes you careless with the torches, Bones. Don’t remember. Just pass the fire along there, pass it along to the end so the high-and-mighties can see their way.”
“Who?” asks an incurious voice from the dark. “Who is it using the way to Hell’s Maw, Toip? They came yesterday, I thought. The legless one and the skull-faced one and the cold one…”
“Came and went and will come again,” replies Tolp, lighting yet another torch. “Legless one is a poor Trader, Laggy Nap. They put boots on him, he said, and sent him into the world. When the mountains blew up, so did the boots, and now he has no legs…”
“No legs, no pegs; no arms, no harms…” the bones sing from the dark wall. “No ribs, no jibs…”
“Shush. Cold King came yesterday, too. Old Prionde. Not liking what he sees here much. Well, he’s not far from bonedom hisself.”
“And the Demon, Demon Master, Huld the Horrible?” The Bonedancer laughs, a sound full of choking as the miasma pulses in and out of his cankered lungs.
“Went out, will come in again. Always. Since he was a child. For a while he was in Bannerwell with his pet prince, pretty Mandor, but Mandor’s dead so Huld is here now, almost always. Hell’s Maw has been Huld’s place for a long, long time…”
The Bonedancer sighs, coughs, sits up to spit blood onto the slimed floor. “Huld’s been here forty years. Old Ghoul Blourbast brought him here first when Huld was a child, before he was even named Demon. You remember him then, Tolp. Used to help you in the dungeons.” The Bonedancer laughs again, a hacking laugh with no joy in it. “Liked the hot irons, he did, specially on women.”
“Oh, aye. I remember now. Forgot that was Demon Huld as a child. Mixed him up with Mandor. Well, Huld’s only been here really since Blourbast died in the year of the plague in Pfarb Durim. He sent all the way to Morninghill for Healers, I remember. Caught some, too. I got them before he was dead.”
“Healer, healer, heal these bones,” sing the skulls from the wall. “Call the Healer, broken bones, token lones, spoken moans… A clattering echo speeds down the line of them into the mysterious, endless dark.
“Hush,” says Tolp. “Hush now.”
“Wish I had one now,” says the Bonedancer. “Any Healer at all.”
“There’s some up there with flesh power,” says Tolp. “One came through here not more’n two days ago.”
“Flesh power! That’s how I’ve come to this pass, letting those with flesh power lay hands on me. They may be able to Heal when they’re young, Tolp, but when they’ve laid bloody hands on a few, they forget how to Heal. All they can do is make it worse. No. I mean a real Healer.”
“Been long,” answers Tolp, “since a real Healer set foot in Hell’s Maw. Those I Divulged for Blourbast was the last.”
“Those you killed, Tolp. Say what’s true. You tortured them and you killed them because Blourbast wanted vengeance on them. They wouldn’t Heal him. You killed them, and no Healer will lay hands on you ever because of it. Nor on me. Nor on any who’s come here of their own will.”
“We could go away,” says Tolp. “Travel down to Morninghill ourselfs. They wouldn’t know us there.”
“They’d know.” The Bonedancer lies down with a gasp, takes up the mouthpiece once more to suck numbing smoke and release it into the dank air. “Don’t know how they’d know, but they’d know. Soon as they touched you, they’d know. Left a print in your bones, somewhere. Any time you hurt a Healer, they leave a sign on you. Even if they can’t get at you right then, they lay sign on you. I always heard that.”
“Lay sign,” sing the bones. “Pray shrine, weigh mine…”
“Hush,” says Tolp. “They’re coming. I hear them at the end of the tunnel.”
And the light comes nearer as skeleton fingers pass the torch from fleshless hand to fleshless hand keeping pace with those approaching. First legless Laggy Nap on the shoulders of a bearer, a loose mouthed pawn wearing one of the jeweled caps of obedience; then cadaverous Prionde, tall crown scratching the rock above him, deep set eyes scowling over bony cheeks as he draws his robes fastidiously about him; then Huld in trailing velvets which his followers must leap and jitter to avoid. Followers — a Prince or two from the northern realms; a monstrous Ghoul from the lands around Mip; three or four Mirrormen in the guise of other persons; lastly a scarred Medium who drags a limp body behind. Tolp and the Bonedancer crouch in the redolent dark, drawing no attention. Huld does not look at them when he passes, merely calls into the swampy air, “Let this body be hung with the others.” To which the hideous Medium grunts a response as he lets his burden fall. Then they go on down the tunnel, the torches following them from bone to bone until they pass from sight and hearing.