127066.fb2 Tales of Uncle Trapspringer - читать онлайн бесплатно полную версию книги . Страница 11

Tales of Uncle Trapspringer - читать онлайн бесплатно полную версию книги . Страница 11

Chapter 11

MyUncle Trapspringer loved to travel…

Shortly after dawn Trap and Ripple saddled the ponies, loaded the pack animal, and were on their way again. The few trees west of the abandoned farm gave way to more open country. The sun was still low in the morning sky when they reached what, on Trap's map, was a line of hills.

When they left the fields behind they discovered that "hills" did not quite describe the terrain they faced. In some distant past it might have been a plateau stretching south from the mountains. Run-off from the heights to the north had dug gullies that had, through the years, become arroyos and small canyons, leaving the upper surface a series of small mesas with steep sides, many of sheer rock. Where there was soil, range grass and small bushes softened the landscape.

Their path was limited to the arroyos that were between eight and twenty feet deep. Often, when the passes were too narrow for two to ride abreast, Trap led the way. When possible he chose a path leading west. The dry watercourses twisted about and they found themselves traveling north, south and even east again. Halmarain, Ripple, and even the gully dwarves made suggestions to correct their course. Their choices were no better than Trap's. After hours of trying to find their way out of the maze, Trap brought the group to a halt.

"Gosh! Where are we? What sort of place is this?" Ripple asked when she, Halmarain, and Trap dismounted for a conference.

"I'd say it was left over from some sort of natural upheaval," Halmarain said. "Runoff from the mountain storms, but judging by the vegetation, I'd guess they're no longer stream beds."

"It's strange. It's interesting. I think it was made by water that couldn't make up its mind where it was going," Trap said, looking first to the north and then south. "These old gullies seem to run in all directions and I bet they go on forever, so it would be a wonderful place for hide-and-find, if we had anyone interested in playing." He eyed the wizard hopefully.

"We may be playing that game without meaning to," Halmarain said. "We could stay lost in here for days."

"Do you think so? That sounds like fun," Trap said.

At the wizard's urging he dismounted and climbed up a steep but negotiable slope. From his vantage point he could see more arroyos to the north, south, and west, all running into each other. To the east was the plain they had crossed. A group of travelers was approaching the maze by a washout half a mile to the north. One, heavily cloaked-which seemed strange in the warmth of the day-rode a horse. The others walked behind him and in the distance they seemed small in comparison to the rider.

Trap climbed down, intending to tell Halmarain he thought they should turn north at the first opportunity and follow the other group of travelers. On the way down, he changed his mind. The small human wizard saw danger everywhere, and she would certainly object. He would relieve her of her fear by not telling her about the travelers.

"Did you find a way out?" Halmarain asked.

"Of course. I know how to get us through," he said, not really lying.

"Then you lead us out of here," she said, taking the leads for the two gully dwarf mounts. Because of the narrow trail, Umpth was carrying the wagon wheel, much to the irritation of his pony.

Trap led the party north at every opportunity and within an hour he found the trail of the other group of travelers. Their trail twisted about too, but he followed along, confident they would sooner or later work their way out of the maze.

He was just rounding a turn in the path when he stopped. Further up the trail, he saw several kobolds walking in a line. Their backs were to the kender and the last was just disappearing when Halmarain rode abreast of Trap.

"What is it?" she asked, her tiny voice pitched even higher because of her worry.

"Kobolds," he told her. "Maybe they know a shorter path. I could ask them… I should have thought of it before the last one disappeared."

"Certainly not. They'd give you directions, get ahead of us, and set an ambush. They'd want our mounts and supplies," she warned. "How many did you see?"

"At least ten," Trap replied. "I couldn't tell how many had passed before I saw them, but they seemed to know where they were going, and if we want to find our way out-"

"Ten is too many for us to fight," Halmarain murmured as if to herself.

"But if we were nice to them-"

"No, leave them alone," Halmarain ordered.

Before Trap could object he heard the clump of heavily booted feet, the rattle of equipment, and the snarling complaints of goblins before he saw them. They were heading northwest, using an arroyo that ran parallel to the one in which the kender and their group hid.

"Goblins on one side, kobolds on the other," Halmarain said. "What do we do now?"

"For a line of deserted hills, this place certainly is busy," Trap said to himself half an hour later. He had rounded a curve in a gully and saw the retreating back of a goblin. Forgetting the wizard's warning, he stepped out, shouting to catch the last goblin's attention.

"Hello!" he called as the last in the line of humanoids stopped and turned to stare at him. "I'm lost. Can you tell me how to get out of this maze?"

The goblins stopped to confer, and he decided they were working out the best directions they could. Then, from an intersecting passage just beyond the goblins, came another shout and the kobolds rushed into sight again. They charged in Trap's direction.

The kender waved and smiled. They wanted to be helpful too, he decided. So much for the little wizard's fears.

The goblins spotted the kobolds and two of the goblins threw spears. One kobold fell and the others attacked the goblins.

"What have you done?" Halmarain rode up and stared at the battle. It was increasing in size as more goblins and kobolds charged out of the narrow gorges.

"I just asked a question," Trap said, disappointed that she didn't seem to understand. "And you're wrong, they're so friendly and want to help so much that they're fighting over who will give us directions."

"I'll decide where we go," Halmarain glared at him and turned her pony around, trotting back the way they had come. At the first intersection she took a westerly path that turned south in less than a hundred yards.

Trap vaulted into the saddle and raced to catch up with the little wizard. It was only luck that their next turn took them into an arroyo that definitely sloped down and to the west. Judging by the sounds in the distance, the goblins and the kobolds would be too busy with each other to chase them. When the sounds of battle faded, Trap reduced the pony's pace to a trot. After an hour of travel they left the last of the maze behind.

According to the map, the low line of hills that were an extension of the Vingaard Mountains, were no more than ten miles wide. It shouldn't have taken them more than six hours to cross the hills if they moved in a straight line. They had entered the maze early that morning, and the sun was just touching the horizon when they finally came in sight of the plain to the west.

They continued until they found a natural swale where the grass was tall and thick. They made camp in the semi-darkness, hobbling the ponies so they could graze. Since they lacked firewood, and could barely find enough thick limbed brush to satisfy Beglug's appetite, they made a cold camp.

"Pony tired," Grod said the next morning. "Me tired."

"We can't stay here," Halmarain said, looking around at the empty countryside. "Those kobolds and goblins may find our trail and we already know they outnumber us."

"By the sounds, they were having a great fight," Trap said wistfully. "They may have killed each other off, but maybe they didn't and they'll start fighting again. I'd be glad to go back and see."

"Yes! That's a good idea. I can go with you," Ripple said eagerly.

"With our luck, they may have joined forces," the little wizard griped.

"Look bad things, find bad things," Umpth told his brother as he shoved the last of his travel bread into his mouth.

"Think bad, find bad," Grod agreed. "Wizard think up bi-i-ig mess."

"I'll have no more gully dwarf philosophy," the little wizard snapped.

"I will," Ripple's voice grated with that particular harshness of kender anger. "If you can bring trouble on by thinking about it, then you can bring fortune on by thinking good thoughts."

"Kender optimism," Halmarain snapped. "Kender foolishness."

"Yes, kender optimism!" Trap said, wondering exactly what optimism meant. It sounded good, so he decided he must have some, since he agreed with his sister.

Halmarain glared at the kender and silently followed Ripple toward the pony carrying packs and bedrolls. The tiny wizard raised her bedroll to the pack frame, but she was too short to hold it in position and tie it. After three tries she slammed the roll to the ground and marched off to stand staring out into the distance. Trap and Ripple had loaded the pack animal and saddled the ponies when the little wizard returned.

"Perhaps you're right," she said reluctantly. "Maybe I do worry overmuch, but Orander is in that awful place, we have that… we have Beglug to worry about and all the dangers between here and Palanthus." She glanced at Ripple who did not seemed swayed by her explanation. "I'll decide that we're fortunate, that we'll be safe, and that we won't face any dangers. Will that satisfy you?"

"Great! And you'll feel better too," Trap said. Even if her good thoughts didn't really help, she might be happier and more fun on the journey.

"If we can just order up our good fortune, we should find a peaceful village with an inn before the day's journey is over," Halmarain said. "And a good wood pile to keep that… to keep Beglug from eating the furniture."

Beglug seemed to like riding though he was unable to mount without help. Trap picked up a few dried sticks and gave them to the merchesti to snack on. Umpth, the largest of the two gully dwarves, put both hands on the rusting iron rim of the wheel.

"Find good place," he intoned. "Find good food, good dump." He handed the wheel back to Grod and with the kender's help, climbed into the saddle.

Halmarain glared at the dwarves as, with a boost from Ripple, she mounted her own pony.

"We should stay in the foothills," she told Trap as they set out on their second full day's journey. "We'll travel slower, but there's less danger of being seen by anyone who might follow us."

Trap sighed and pulled out the roll of maps that had belonged to the captain of the ship on which they had sailed from Hylo to Solamnia. He reminded himself he must find the captain and return the maps the next time he was near a seaport.

How the ship's master had been so careless as to put them into Trap's pack by mistake, he would never understand. At that moment he was just glad of the error.

He unrolled a particularly pretty one that showed the western section of Solamnia and studied it as Halmarain led the way north. Some careful hand had painted it with different shades of brown for the hills and mountains, green for farm and range land, and blue for the seas and rivers. The locations of many cities, forts, and castles had been drawn in. Beneath some had been written the word "ruins." The map showed no villages, and the nearest point of civilization marked on the map was a fortress with the name of Ironrock.

With a road and fresh ponies they could reach it by nightfall, but traveling through the hills on tired mounts they would be two days reaching the fortress.

"Do you think many people live close to the mountains?" he asked Halmarain. "I hope the rest of the area isn't as deserted as this. We might find some friends- then again they might not be friendly, so many humans aren't-but we're thinking good thoughts so I'll pretend they will be."

"I'd be happy not to see another person or animal larger than a rabbit from here to Palanthus," Halmarain said as she adjusted her hair combs to keep her dark curling hair out of her face. "I'd just like a peaceful, quick journey."

"I like meeting people," Trap said. "Adventurers have so many tales to tell, and dwarves make such good stuff."

"Stuff that would end up in your pouches," Halmarain retorted, pulling a small spellbook from the bag she kept slung over her shoulder. She began to study, just giving the reins a tug now and then to keep the placid pony moving in the general direction she wanted it to go. Beglug's mount and the pack animal followed hers on long leads tied to her saddle.

Trap sighed and dropped back to ride beside his sister. She was still leading the two gully dwarves. Trap and Ripple wiled away the morning trading old gossip about their friends back home.

"Legup was more fun than this," Trap said as he shifted in the saddle. "We knew all the places, but at least there were people to talk to-"

"And everyone had a story," Ripple broke in to add her part. "I know! Tell us a tale of Uncle Trapspringer. That should be interesting."

"Him dead," Grod said.

"Yes. He never should have stepped into the middle of the fight between the goblins and the kobolds," Trap said as he began his story. "Of course, he didn't know he was going to get killed so we won't really blame him for making a mistake, and after all it was his last one…"

Trap wiled away a couple of hours letting his imagination soar.

"That was a wonderful tale," Ripple said when Trap had finished. She wiped away a tear as she mourned an uncle she had never had. "When we get back to Hylo, everyone will want to hear your tales."

"And before long every kender on Krynn will have an Uncle Trapspringer," Halmarain said. Until she spoke she had given no hint that she was listening.

"Why would every kender want one?" Trap asked, suspicious of the remark.

"They'll need one to keep up with your tales. I don't imagine they'll want to tell stories about your uncle when they can claim him for themselves. He has died so many times there will have to be a thousand of him. Before you get through he will have traveled all over this world and to the moons too."

"That's an idea," Trap said, thinking he would really love to tell a tale of someone going to the moons.

"And you'll have to have him eaten by a real dragon," the little wizard said, staring into the distance. For once she sounded enthusiastic. "How many times and ways do you think he could drown?"

"In the sea, and a river, and in a well…" Trap was thinking over the wizard's idea.

"And how many things could he fall from?" Halmarain asked.

"Off a roof, and a cliff, and out of a tree…" Ripple added suggestions. "You're right, every kender will want an Uncle Trapspringer," she agreed.

"You'll need to think up some more tales," Halmarain said to Trap. "Where else could he go? What else could he see and do?"

"I don't know," Trap said and fell silent, thinking about the suggestions the others had made.

"He could see lots of places," Ripple said. "We're seeing some of Krynn, but I don't think it's the best part. How long do you think it will take us to reach Palanthus?"

"One, possibly two weeks," Trap said. "And the journey might still be fun. There could be all sorts of creatures to see on the way and I bet most will be friendly. Then, Palanthus is a large city and there's probably lots to do and see there."

"Palnnus got dumps?" asked Grod. Usually the gully dwarves just talked among themselves, but they liked listening to the others.

"Aghar like Palnnus?" Umpth asked.

"Sure. You'll like it a lot," Trap said. "Lots of dumps and other gully dwarves, and a lot of places that would make a good This Place, and maybe this one won't get knocked flat… but then it might, because lots of kender go there. We'll find you a good This Place."

"Maybe new This Place near dump," Grod said, clapping his hands in anticipation.

"Jiggy biggies! Jiggy biggies!" Umpth shouted, mangling the kender's favorite expletive. "Maybe big dump," Umpth clapped his own hands. With four hands clapping, there were none left for the wheel. It stopped, remained balanced, and started rolling backward.

"Wheel!" Umpth shouted, but he was too late to catch it.

Trap looked back and saw the wagon wheel taking off on its own. He turned his pony and galloped after it. Behind him he could hear the dwarves, Ripple, and Halmarain shouting. Beglug wailed because the young merchesti could not understand the trouble.

Trap's mount did its best, but the wheel had gathered momentum oh the slope. It changed course when it came to a steep incline that led west, between two high hills. It slowed as it rolled part of the way up the first hill, bounced into a little gully and hurtled off in a different direction. It left the kender behind as he slowed his pony to keep it from losing its footing on the rocky slope.

At the bottom of the slope he urged his mount to a gallop again, but the wheel was out of sight. He raced after it, thinking the chase was at least more fun than riding through the valleys. He had traveled nearly a mile when he saw it again, rolling up a slope, slowing until he thought it might fall over.

It struck something, too small for him to see what, though it could have been a rock. The wheel bounced off course, just enough for it to roll back down the far angle of the slope.

"Gosh! It just keeps going! It must be magic," he told the pony. "I don't see how it could stay upright so long otherwise."

The wheel gathered momentum again and continued down the slope, rolled to a stop and fell over in the grass not thirty yards from the end of a village street.

Trap rode his pony forward and stopped by the wheel, letting his mount drop its head to graze while he dismounted and picked up the runaway wheel. His sharp ears had caught the distressed calls of the gully dwarves and the thud of hooves so he knew Ripple and the Aghar were following. Moments after Ripple came into sight, leading the dwarves, Halmarain appeared with the two other ponies following.

The gully dwarves scrambled out of their saddles to check the wheel. By the time the little wizard arrived they were satisfied.

"Wheel find-here," Umpth said, pointing to the village.

"Good Aghar magic, this wheel," Grod replied, helping his brother examine it for damage.

"More better magic than short human," Umpth said. "She no find-here"-he pointed toward the village again-"Aghar magic find."

"That monstrosity did not find this village, it rolled to the lowest point-"

"It did. It rolled here on its own," Ripple said, irritated with the wizard's complaints. "And it did find a village, you can see that for yourself and-"

"Mad she no find," Umpth said to Grod.

"No do herself," Grod nodded as he answered. "Mad she no find."

"I am not jealous of those dirty-"

"Are you here for the celebration?" A strange voice called, interrupting the argument.

They turned to see the strangest creature on all Krynn. It stood as tall as a man, but with a lion's head and a humanoid body covered with feathers.