"Too Many Nightmares" by Max Fry, summary
Automatic translate
The novel was published in 2015. The plot revolves around the phenomenon of the Dreamwalkers — people from distant corners of the universe whose dreams regularly materialize on the streets of the UK capital. The protagonist is forced to deal with the consequences of their chaotic intrusion, carefully balancing the line between physical reality and the subconscious fears of these random visitors.
This is the second book in the "Dreams of Echo" series. The preceding text in the series is "Master of Winds and Sunsets," followed by "The Whole Truth About Us."
A prophetic dream and new neighbors
Sir Max, as an experiment, succumbs to the spell of the street fortune teller Haysta on Yellow Stone Street. He experiences a terrifying prophetic nightmare. Ruined buildings, pale cannibals wandering in the darkness, rickety rotten planks over an abyss, and a blood-soaked bridge cause him intense discomfort. Awakening doesn’t bring the expected relief. Secret Investigation Chief Juffin Hally views this unpleasant vision as a real physical threat to the city of Echo. He instructs his deputy to thoroughly investigate the situation.
At home, Max faces a different challenge. The powerful witch Lady Sotofa Hanemer transforms his pet Basilio into a beautiful red-haired girl. Previously, this pet appeared as an illusory monster with a turkey head and a luxurious fox tail. The newly minted girl diligently learns to control the human body, try new magical foods, and interact with court guests. Max’s colleague Melamori Blimm becomes obsessed with the idea of lycanthropy. The girl decides to master the magic of transformation and become a giant Arvaroch spider.
Palace of a Hundred Wonders
That night, Sir Shurf Lonley-Lockley leads Max to Scandal Alley. A group of ambitious recent students calls themselves the "New Ancient Architects." Led by the talented architect Maldo Yoz, they are successfully reviving lost magical building techniques. The artisans create whimsical structures by rapidly transforming ordinary debris, hovering half a meter above the ground. Max watches in amazement as an old mansion is transformed into a purple tower with multicolored windows.
The architects are spectacularly constructing a house for Sir Melifaro. Max becomes better acquainted with Maldo Yoz. The mages enthusiastically discuss the intricacies of ancient architecture. Max sketches a children’s treehouse, surrounded by thick clouds and glowing stars. The artisans immediately bring this design to life. Soon, the New Ancients begin constructing the grand Palace of a Hundred Wonders in the wastelands of the Left Bank. The building is conceived as a gigantic amusement park with realistic illusions. Max personally tests the Kuman Pavilion, enjoying the sound of strings and the aroma of incense.
An epidemic of chilling fear
Sleeping people are beginning to be discovered on the quiet streets of the Left Bank. These dreamers physically exist in other worlds, but their illusory bodies wander Echo. The unfortunate souls are rapidly driven mad by a chilling terror. The Chief Royal Healer, Abilat Paras, is powerless against this madness. A complete cure requires direct contact at the very epicenter of the nightmare.
Max courageously rescues the victims, immersing himself in their delusional visions. He shares their nightmares of absolute apocalypse and the gastric juices of a giant cannibal. Risking his own sanity, the detective carefully pulls their consciousnesses back into normal reality. A unique sniffer, Numminorikh Kuta, detects the scent of an unknown blue powder on the bodies of the rescued madmen. An examination establishes the use of seventy-eighth-level magic.
Sir Shurf studies the works of the ancient scholar Khlevvi Awaizi and reads Max a list of three hundred possible causes of nightmares. The clever bird Kurush demands fresh pastries from the Glutton Bunba tavern as compensation for the nervous atmosphere. Max obediently fulfills the storm-dweller’s request.
Illusions and ancient potions
Max consults Lady Sotofa and the street fortune teller Heiste. The true name of the discovered substance is revealed to be Kel-krualchat. In ancient times, young adepts of the Order of the Water Crow used it to lure dreamers. This substance induces a heightened euphoria in sleepers. This alluring feeling then inevitably turns into unbearable fear, panic, and brutal satiety. Max observes the effects of the powder in the case of a naked dancing woman and a shaggy savage who found a huge club right in the fountain on Wet Square.
Traces of blue pollen lead reliably to the Palace of a Hundred Wonders. Max heads to the construction site. There, he finds an assistant architect named Pelle Dayorla. This name has long been the guise of Nanka Virayda, a former acolyte of the Order of the Hidden Herb. The young man had long ago adopted the name of his deceased friend, fleeing the capital to the ends of the earth.
Nanka frankly admits to making the potion. He taught Maldo Yoz the ancient recipe for Kel-krualchat. Maldo liberally sprinkled the bait throughout the Palace halls. The powder was intended to attract sleeping spectators en masse to test the illusory rooms. The architect acted with the best of intentions, completely unaware of the devastating side effects of alien magic on the vulnerable human psyche. Max and Maldo drink hot Googland wine at the "Suddenly White" tavern, discussing the limits of a creator’s responsibility.
Triumphant return
Max seizes the remaining stock of Kel-Krualchat powder. The detective completely destroys the substance with a single, powerful magical gesture. The problem of illegally luring dreamers is formally resolved. Max is determined to personally test the residual effects of the drug on his trained body. To achieve a pure experiment, he consciously goes to the Dark Side.
The mage formulates a very clear intention. He plans to fall asleep, experience the lure, experience the dreamer’s nightmare, and awaken safely. Under the influence of residual magic, Max experiences a wild, unreasonable panic. He is overcome by the urge to flee immediately. The detective rushes through different worlds, the streets of Kettari and Gazhin, slippery rooftops, and Humgat.
At the end of the magical run, the hero finds himself in the dark setting of his original prophetic dream. Max encounters the very same bloodied plank over a narrow, bottomless abyss. Maintaining a clear awareness, he breaks the spell with a simple act of will. The abyss obediently gives way to a flowering meadow with emerald stars on fiery stems. Having successfully passed the ordeal, the hero awakens peacefully.
Returning to the Shaggy House, Max encounters the transparent ghost of the real Pelle Dayorla. The dead acolyte is utterly outraged that a living stranger is brazenly using his name. Max politely calms the spirit and firmly promises to arrange a long-awaited meeting with his old, faithful friend, Nanka.
Descending into the cozy living room, the detective discovers an incredibly idyllic scene. Juffin Halli and Shurf Lonli-Lockli are peacefully playing cards, their long-standing differences forgotten forever. Melamori successfully maintains the appearance of a terrifying eight-eyed, fanged spider. Architect Maldo Yoz calmly discusses new construction projects with her. Dreamarondo, the dog, reading a thick book, complains discontentedly about the loud noise. Max relaxes in his favorite armchair, relieved to finally realize that the intense series of nightmares has ended.
You cannot comment Why?