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   Tor Books by Andre Norton
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   Dare to Go A-Hunting
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   (omnibus comprising
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   (omnibus comprising
   Witch World,
   Web of the Witch World,
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   (omnibus comprising
   Three Against the Witch World,
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   (with Enid Cushing)
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   (with P. M. Griffin)
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   (with P. M. Griffin)
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   BEAST MASTER
   (with Lyn McConchie)
   Beast Master’s Ark
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   MAGIC IN ITHKAR
   (Editor, with Robert Adams)
   Magic in Ithkar 1
   Magic in Ithkar 2
   Magic in Ithkar 3
   Magic in Ithkar 4
   THE OAK, YEW, ASH,
   AND ROWAN CYCLE
   (with Sasha Miller)
   To the King a Daughter
   Knight or Knave
   A Crown Disowned
   THE SOLAR QUEEN
   (with Sherwood Smith)
   Derelict for Trade
   A Mind for Trade
   THE TIME TRADERS
   (with Sherwood Smith)
   Echoes in Time
   Atlantis Endgame
   THE WITCH WORLD (Editor)
   Four from the Witch World
   Tales from the Witch World 1
   Tales from the Witch World 2
   Tales from the Witch World 3
   WITCH WORLD: THE TURNING
   I Storms of Victory
   (with P. M. Griffin)
   II Flight of Vengeance
   (with P. M. Griffin &
   Mary H. Schaub)
   III On the Wings of Magic
   (with Patricia Mathews
   & Sasha Miller)
   Quag
   Keep
   ANDRE NORTON
   This is a work of fiction. All the characters and events portrayed in this novel are either fictitious or are used fictitiously.
   QUAG KEEP
   Copyright © 1978 by The Estate of Andre Norton
   All rights reserved, including the right to reproduce this book, or portions thereof, in any form.
   First published in the United States by Atheneum Books
   A Tor Book
   Published by Tom Doherty Associates, LLC
   175 Fifth Avenue
   New York, NY 10010
   www.tor.com
   Tor® is a registered trademark of Tom Doherty Associates, LLC.
   Library of Congress Cataloging-in-Publication Data
   Norton, Andre.
   Quag keep / Andre Norton.
   “A Tom Doherty Associates book.”
   Summary: Seven strangers, each wearing a
   similar bracelet, meet and become pawns in the
   continuing struggle between the forces of good and evil.
   ISBN-13 978-0-765-31302-7
   ISBN-10 0-765-31302-2
   1. Good and evil—Fiction. 2. Fantasy games—Fiction. 3. Fantasy.
   PZ7.82 Qa 2003
   [Fic] 22 2006040367
   First Tor Trade Paperback Edition: May 2006
   Printed in the United States of America
   0 9 8 7 6 5 4 3 2 1
   The author wishes to express appreciation for the invaluable aid of E. Gary Gygax of TSR, expert player and creator of the war game, DUNGEONS AND DRAGONS, on which the background of QUAG KEEP is based. I wish also to acknowledge the kind assistance of Donald Wollheim, an authority and collector of fantasy miniatures, whose special interest was so valuable for my research.
   Contents
   1 Greyhawk
   2 Wizard’s Wiles
   3 Geas Bound
   4 Out of Greyhawk
   5 Ring of Forgotten Power
   6 Those Who Follow—
   7 Ambush
   8 Black Death Defied
   9 Harp Magic
   10 The Domain of Lichis
   11 Lichis the Golden
   12 The Sea of Dust
   13 The Liche Ship
   14 Rockna the Brazen
   15 Singing Shadow
   16 Into the Quagmire
   17 Quag Heart
   18 Roll the Dice
   Quag Keep
   1
   Greyhawk
   ECKSTERN PRODUCED THE PACKAGE WITH AN EXAGGERATED FLOURish and lifted the lid of the box to pluck out shredded packing with as much care as if he were about to display the crown jewels of some long-forgotten kingdom. His showmanship brought the others all closer. Eckstern liked such chances to focus attention, and tonight, as the referee chosen to set up the war game, his actions were backed with special authority.
   He unwrapped a length of cotton and set out on the table, between the waiting game sheets, a two-inch figure, larger than any they habitually played with. It was, indeed, a treasure. A swordsman—complete with shield on which a nearly microscopic heraldic design blazed forth in brilliant enamel paints. The tiny face of the figure was sternly set above the rim of the shield, shadowed by a helmet with a small twist of spike rising from it. There was an indication of mail on the body which had been modeled as if the figure were advancing a step in grim determination. The sword in the hand was a length of glittering metal, more like well-polished steel than lead which was the usual material for playing figures.
   Martin stared at it in fascination. He had seen many expertly painted and well-positioned war-game figures but this—this gave him a queer feeling, as if it had not been turned out of a mold, but rather had been designed by a sculptor in the form of a man who once had lived.
   “Where—where did you get that?” Harry Conden’s slight hesitation of speech was more pronounced than usual.
   “A beauty, isn’t it?” Eckstern purred. “A new company—Q K Productions—and you wouldn’t believe the price either. They sent a letter and a list—want to introduce their pieces to ‘well-known’ p
layers. After we won those two games at the last convention, I guess they had us near the top of their list . . .”
   To Martin, Eckstern’s explanation was only a meaningless babble. His hand had gone out without his conscious willing, to touch fingertip on that shield, make sure it did exist. It was true that the makers of playing pieces for the fantasy war games were starting to try to outdo each other in the production of unusual monsters, noble fighters, astute elves, powerful dwarves, and all the other characters a player might call for, identify with while playing, even keep on display like some fabulous antique chessmen between games. Martin had envied those able to equip themselves with the more ornate and detailed figures. But the best he had seen in displays could not compare to this. Within him came a sudden compulsion: he must have this one. It was beyond any doubt meant for him.
   Eckstern was still talking as he unwrapped other figures, set them out, his elbow firmly planted meanwhile on the referee notes for the coming game. But Martin’s attention never wavered from the swordsman. This was his! He grasped it lovingly.
   THERE WERE GOOD SMELLS AND STALE ONES FIGHTING FOR DOMinance in a room lit only by baskets of fire wasps, one of which was close enough so that he could see every old stain on the table at which he sat. By his right hand stood a drinking horn mounted on a base of dull metal. His right hand . . .
   He stared at both hands, the fists lightly clenched and lying on the scored board. This was (it seemed that his mind had skipped something of importance as a heart might skip a beat), this was, of course, the Sign of Harvel’s Axe, a dubious inn on the edge of the Thieves’ Quarter in the city of Greyhawk. He frowned, troubled. But there had been something else—something of importance—of which only a hint slithered so swiftly through his brain that he could not fasten on it quickly enough.
   His name was Milo Jagon, a swordsman of some experience, now unemployed. That much was clear. And the hands before him were bare below sleeves of very supple, dark-colored mail which had a hint of copper in it, yet was darker brown. Turned back against his wrists were mitts fastened to the sleeves. And about each of his thumbs was the wide band of a ring. The one to the right was set with an oblong stone of dull green, across which, in no discernible pattern, wandered tiny red veins and dots. The setting on the left was even more extraordinary—an oval crystal of gray, clouded and filmed.
   On the right wrist there was a glint of something else; again that faintest hint of other memory—even of alarm—touched Milo’s mind. He jerked down the right mitt and saw, banded over the mail itself, a wide bracelet of a metal as richly bright as newly polished copper. It was made of two bands between which, swung on hardly visible gimbals, were a series of dice—three-sided, four-sided, eight-sided, six-sided. They were of the same bright metal as the bracelet that supported them. But the numbers on them were wrought in glistening bits of gemstones, so tiny he did not see how any gem smith could have set them in so accurately.
   This—with his left hand he touched that bracelet, finding the metal warm to his fingertips—this was important! His scowl grew deeper. But why and how?
   And he could not remember having come here. Also—he raised his head to stare about uneasily—he sensed that he was watched. Yet there were none in that murky room he was quick enough to catch eyeing him.
   The nearest table to his own was also occupied by a single man. He had the bulk, the wide shoulders and thick, mail-covered forearms, of a man who would be formidable in a fight. Milo assessed him, only half-consciously, with the experienced eye of one who had needed many times in the past to know the nature of an enemy, and that quickly.
   The cloak the other man had tossed to the bench beside him was of hide covered with horny bristles. And his helmet was surmounted with a realistic and daunting representation of a snarling boar brought dangerously to bay. Beneath the edge of it, his face was wide of the cheekbone and square of jaw, and he was staring, as Milo had been, at his hands on the tabletop before him. Between them crouched a bright, green-blue pseudo-dragon, its small wings fluttering, its arrow-pointed tongue darting in and out.
   And on his right wrist—Milo drew a deep breath—this stranger wore a bracelet twin to his own, as far as the swordsman could see without truly examining it.
   Boar helm, boar cloak—memories and knowledge Milo did not consciously search for arose. This other was a berserker, and one with skill enough to turn were-boar if he so desired. Such were chancy companions at the best, and the swordsman did not wonder now that their two tables, so close together, were theirs alone, that the rest of the patrons, eating and drinking, had sought the other side of the long room. Nor was he surprised that the stranger should have the pseudo-dragon as a traveling companion or pet, whichever their relationship might be. For the weres, like the elves and some others, could communicate with animals at will.
   Once more Milo gave a searching, very steady survey of the others in the room. There were several thieves, he guessed, and one or two foreigners, who, he hoped for their own sakes, were tough enough to defend themselves if they had wandered into Harvel’s Axe without due warning. A cloaked man who, he thought, might be a druid (of low rank) was spooning up stew with such avidity that spattering drops formed gobbets of grease on his clothing. Milo was paying particular attention to right wrists. Those he could see were certainly innocently bare of any such banding as he and the berserker wore. At the same time, the impression that he was being watched (and not with any kindness) grew in him. He dropped hand to sword hilt and, for the first time, noted that a shield leaned against the table. On it was emblazoned an intricate pattern which, though dented in places and plainly weatherworn, had once been skillfully done. And he had seen that . . . where?
   The vagrant curl of memory grew no stronger for his trying to grasp it. He grinned sourly. Of course he had seen it many times over—the thing was his, wasn’t it? And he had callouses from its weight along his arm to prove that.
   At least he had had the wisdom to pick a table where he sat with his back to the wall. Now there flowed through his mind half memories of other times when he had been in just such uncertain lodgings. A table swung up and forward could serve as a barrier to deter a rush. And the outer door? . . .
   There were two doors in the room. One led, uncurtained, to the inner part of the inn. The other had a heavy leather drape over it. Unfortunately, that was on the opposite side of the room. To reach it he would have to pass a group he had been watching with quick glances, five men gathered close together whispering. They had seemed to show no interest in him, but Milo did not depend on such uncertain reassurance of innocence.
   The eternal war between Law and Chaos flared often in Greyhawk. It was in a manner of speaking a “free city”—since it had no one overlord to hold it firmly to his own will. For that reason it had become a city of masterless men, a point from which many expeditions, privately conceived and planned for the despoiling of ancient treasures, would set out, having recruited the members from just such masterless men as Milo himself, or perhaps the berserker only an arm’s length away.
   But if those on the side of Law recruited here, so did the followers of Chaos. There were neutrals also, willing to join with either side for the sake of payment. But they were never to be wholly depended upon by any man who had intelligence, for they might betray one at the flip of a coin or the change of the wind itself.
   As a swordsman Milo was vowed to Law. The berserker had more choice in such matters. But this place, under its odors of fresh and stale food, stank to Milo of Chaos. What had brought him here? If he could only remember! Was he spell-struck in some fashion? That idea caught and held in his mind to worry him even more. No man, unless he had won to high adeptship and therefore was no longer entirely human, could even begin to reckon the kinds and numbers of spells that might be set to entangle the unwary. But he knew that he was waiting—and he again tested the looseness of his sword within its sheath, keeping his other hand close to the edge of the table, tense as a man may be before he r
eaches a position he has chosen for his own defense.
   Then—in the light of the fire wasps he caught the flashes from his wrist. Dice—moving! Again he half remembered a fast, fleeting wisp of some other knowledge he should have and did not—to his own danger.
   But it was not the suspected men in the corner who were a threat. Instead the berserker got to his feet. Up the mighty thickness of his mailed arm fluttered the pseudo-dragon, to perch upon his shoulder, its spear tongue darting against the cheekpiece of his heavy helmet. He had caught up his cloak but he did not turn to the leather curtain of the outer door. Instead he took two strides and stood towering over Milo.
   Under the brush of his brows his eyes held a red glint like those of an angry boar, and he thrust out his hand and wrist to match Milo’s. There, too, showed the glint of the dice, turning by themselves on their almost invisible gimbals.
   “I am Naile Fangtooth.” His voice was close to a low grunting. And, as his lips moved to form the words, they betrayed the reason for his self-naming—two teeth as great as tusks set on either side of his lower jaw. He spoke as if compelled to, and Milo found that he answered as if he must offer some password, lest the danger that made his flesh crawl break forth. Yet at the same moment he knew that his sensed danger did not come from this mighty fighting machine.
   “I am Milo Jagon. Sit you down, fighting man.” He moved his shield, slid farther along the bench to make room for the other.
   “I do not know why, but—” Fangtooth’s eyes no longer held those of the swordsman. Rather he was looking with an open expression of perplexity at their bracelets. “But,” he continued after a moment’s pause, “this is what I must do: join with you. And this”—he attempted to slip the bracelet from his thick wrist but could not move it—“is what commands me—after some fashion of its own.”
   “We must be bespelled.” Milo returned frankness with frankness. Berserkers seldom sought out any but their own kind. Among their fellows, they had comradeships that lasted to the shores of death and beyond, for the survivor of a fatal encounter was then aware always of only one driving force, the need for revenge upon those who had slain his other self in battle-kinship.
   

 Ride Proud, Rebel!
Ride Proud, Rebel! The People of the Crater
The People of the Crater Rebel Spurs
Rebel Spurs The Gifts of Asti
The Gifts of Asti Space Service
Space Service Perilous Dreams
Perilous Dreams Plague Ship
Plague Ship Voodoo Planet
Voodoo Planet Star Born
Star Born The Zero Stone
The Zero Stone Knave of Dreams
Knave of Dreams Five Senses Box Set
Five Senses Box Set The Time Traders
The Time Traders Catfantastic II
Catfantastic II Star Hunter
Star Hunter The Defiant Agents
The Defiant Agents Key Out of Time
Key Out of Time Space Police
Space Police The Monster's Legacy
The Monster's Legacy Imperial Lady (Central Asia Series Book 1)
Imperial Lady (Central Asia Series Book 1) All Cats Are Gray
All Cats Are Gray Storm Over Warlock
Storm Over Warlock Warlock
Warlock Firehand
Firehand Echoes In Time # with Sherwood Smith
Echoes In Time # with Sherwood Smith Ciara's Song
Ciara's Song The Sioux Spaceman
The Sioux Spaceman Firehand # with Pauline M. Griffin
Firehand # with Pauline M. Griffin The Forerunner Factor
The Forerunner Factor The Jargoon Pard (Witch World Series (High Hallack Cycle))
The Jargoon Pard (Witch World Series (High Hallack Cycle)) Trey of Swords (Witch World (Estcarp Series))
Trey of Swords (Witch World (Estcarp Series)) Children of the Gates
Children of the Gates Atlantis Endgame
Atlantis Endgame Red Hart Magic
Red Hart Magic Steel Magic
Steel Magic Beast Master's Circus
Beast Master's Circus Iron Butterflies
Iron Butterflies At Swords' Points
At Swords' Points The Iron Breed
The Iron Breed A Crown Disowned
A Crown Disowned Moon Called
Moon Called Ralestone Luck
Ralestone Luck Tales From High Hallack, Volume 3
Tales From High Hallack, Volume 3 FORERUNNER FORAY
FORERUNNER FORAY High Sorcery
High Sorcery Stand to Horse
Stand to Horse Flight of Vengeance (Witch World: The Turning)
Flight of Vengeance (Witch World: The Turning) Gods and Androids
Gods and Androids Derelict For Trade
Derelict For Trade Ice and Shadow
Ice and Shadow Wraiths of Time
Wraiths of Time Quag Keep
Quag Keep The Scent Of Magic
The Scent Of Magic Mark of the Cat and Year of the Rat
Mark of the Cat and Year of the Rat Storms of Victory (Witch World: The Turning)
Storms of Victory (Witch World: The Turning) Catseye
Catseye The Defiant Agents tt-3
The Defiant Agents tt-3 The Opal-Eyed Fan
The Opal-Eyed Fan Sword Is Drawn
Sword Is Drawn ORDEAL IN OTHERWHERE
ORDEAL IN OTHERWHERE Tales From High Hallack, Volume 1
Tales From High Hallack, Volume 1 Wheel of Stars
Wheel of Stars On Wings of Magic
On Wings of Magic Ware Hawk
Ware Hawk The Key of the Keplian
The Key of the Keplian Ride Proud-Rebel
Ride Proud-Rebel Sea Siege
Sea Siege Lost Lands of Witch World
Lost Lands of Witch World Horn Crown (Witch World: High Hallack Series)
Horn Crown (Witch World: High Hallack Series) Three Against the Witch World ww-3
Three Against the Witch World ww-3 Wizards’ Worlds
Wizards’ Worlds Secret of the Stars
Secret of the Stars Yankee Privateer
Yankee Privateer Scent of Magic
Scent of Magic Beast Master's Planet: Omnibus of Beast Master and Lord of Thunder
Beast Master's Planet: Omnibus of Beast Master and Lord of Thunder The White Jade Fox
The White Jade Fox Silver May Tarnish
Silver May Tarnish Beast Master's Quest
Beast Master's Quest Knight Or Knave
Knight Or Knave Sargasso of Space (Solar Queen Series)
Sargasso of Space (Solar Queen Series) The Warding of Witch World
The Warding of Witch World Uncharted Stars
Uncharted Stars Ten Mile Treasure
Ten Mile Treasure The Game of Stars and Comets
The Game of Stars and Comets On Wings of Magic (Witch World: The Turning)
On Wings of Magic (Witch World: The Turning) Tales From High Hallack, Volume 2
Tales From High Hallack, Volume 2 The Gate of the Cat (Witch World: Estcarp Series)
The Gate of the Cat (Witch World: Estcarp Series) Andre Norton - Shadow Hawk
Andre Norton - Shadow Hawk Merlin's Mirror
Merlin's Mirror Serpent's Tooth
Serpent's Tooth Sword in Sheath
Sword in Sheath Ride Proud, Rebel! dr-1
Ride Proud, Rebel! dr-1 The Magestone
The Magestone The Works of Andre Norton (12 books)
The Works of Andre Norton (12 books) Andre Norton: The Essential Collection
Andre Norton: The Essential Collection The Stars Are Ours! a-1
The Stars Are Ours! a-1 Moon Mirror
Moon Mirror Warlock of the Witch World ww-4
Warlock of the Witch World ww-4 Garan the Eternal
Garan the Eternal The Andre Norton Megapack
The Andre Norton Megapack Dare to Go A-Hunting ft-4
Dare to Go A-Hunting ft-4 The X Factor
The X Factor Web of the Witch World ww-2
Web of the Witch World ww-2 The Knight of the Red Beard-The Cycle of Oak, Yew, Ash and Rowan 5
The Knight of the Red Beard-The Cycle of Oak, Yew, Ash and Rowan 5 Star Rangers
Star Rangers Witch World ww-1
Witch World ww-1 Daybreak—2250 A.D.
Daybreak—2250 A.D. Moonsinger
Moonsinger Redline the Stars sq-5
Redline the Stars sq-5 Star Soldiers
Star Soldiers Empire Of The Eagle
Empire Of The Eagle The Hands of Lyr (Five Senses Series Book 1)
The Hands of Lyr (Five Senses Series Book 1) Android at Arms
Android at Arms Lore of Witch World (Witch World Collection of Stories) (Witch World Series)
Lore of Witch World (Witch World Collection of Stories) (Witch World Series) Trey of Swords ww-6
Trey of Swords ww-6 Gryphon in Glory (Witch World (High Hallack Series))
Gryphon in Glory (Witch World (High Hallack Series)) Octagon Magic
Octagon Magic Dragon Magic
Dragon Magic Three Hands for Scorpio
Three Hands for Scorpio The Prince Commands
The Prince Commands The Beast Master bm-1
The Beast Master bm-1 Shadow Hawk
Shadow Hawk Wizard's Worlds: A Short Story Collection (Witch World)
Wizard's Worlds: A Short Story Collection (Witch World) Murdoc Jern #2 - Uncharted Stars
Murdoc Jern #2 - Uncharted Stars Crystal Gryphon
Crystal Gryphon Galactic Derelict tt-2
Galactic Derelict tt-2 Dragon Mage
Dragon Mage Spell of the Witch World (Witch World Series)
Spell of the Witch World (Witch World Series) Velvet Shadows
Velvet Shadows Rebel Spurs dr-2
Rebel Spurs dr-2 Space Pioneers
Space Pioneers To The King A Daughter
To The King A Daughter At Swords' Point
At Swords' Point Snow Shadow
Snow Shadow Lavender-Green Magic
Lavender-Green Magic Scarface
Scarface Elveblood hc-2
Elveblood hc-2 Fur Magic
Fur Magic Postmarked the Stars sq-4
Postmarked the Stars sq-4 A Taste of Magic
A Taste of Magic Flight in Yiktor ft-3
Flight in Yiktor ft-3 Golden Trillium
Golden Trillium Murders for Sale
Murders for Sale Time Traders tw-1
Time Traders tw-1 Sargasso of Space sq-1
Sargasso of Space sq-1 Murdoc Jern #1 - The Zero Stone
Murdoc Jern #1 - The Zero Stone Sorceress Of The Witch World ww-5
Sorceress Of The Witch World ww-5 Time Traders II
Time Traders II Magic in Ithkar 3
Magic in Ithkar 3 Key Out of Time ttt-4
Key Out of Time ttt-4 Magic in Ithkar
Magic in Ithkar Voodoo Planet vp-1
Voodoo Planet vp-1