The True Game by Sheri S. Tepper part two

And after they had gone, I went to Himaggery, where he sat in his high, mist-filled room and asked him whether he would still accept my help, my Talents and my help, in whatever it was he intended to do. Mertyn was there with him. It was being said that Mertyn would stay, would not return to the Schooltown, so I thought the matter might well be discussed with them both. “Ah, you see,” said Himaggery to my thalan. “It is precisely as Windlow said.” Then, turning to me, “Windlow told me you would come into this very room and say that very thing, Peter. He did not know when it would be. Ah. Ah¾but his vision was wrong in one thing. He thought he would be here, too. Tshah. I shall miss him.”

“As I will, also.” I said. Oh, Windlow, I thought, why did you not simply tell me before I left the Bright Demesne! If you saw the threat, knew the danger, why didn’t you tell me.

But there was no answer to that. He rested softly in my mind and did not answer though he was present, as he had foreseen. So I asked the question of Himaggery again, and this time he told me, yes, he would accept my help with great pleasure. It was precisely as I thought, of course. We were to locate the Council. We were to bring the blues to the Bright Demesne. We were to find a way to reunite the body and spirit of ten thousand Gamesmen. We were to pursue Justice, for Windlow had desired that. We were, in short, to do enough things to take a lifetime or two, most of them complicated, some of them dangerous, all of them exciting.

And, I had an agenda of my own. Huld, for example, who had called Necromancer Nine on me, Huld who did not know that he had been right. He had called Necromancer Nine on the young Necromancer, Peter; it was his intention that Peter die, and that Peter had died indeed. I did not quite know who the Peter who survived would be, but he would not be Dorn, or Didir, or Trandilar.

So I smiled on Himaggery and offered him my hand. Time alone and the Seers knew what would come next. Highest risk, Necromancer Nine. I was not afraid.

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BOOK 3

WIZARD’S ELEVEN

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A FEW HELPFUL NOTES

The Gamesmen of Barish

1. Dorn, Necromancer Talent: Deadraising

2. Trandilar, Ruler Talent: Beguilement

3. Shattnir, Sorcerer Talent: Power Holding

4. Wafnor, Tragamor Talent: Moving

5. Didir, Demon Talent: Mind Reading

6. Dealpas, Healer Talent: Healing

7. Tamor, Armiger Talent: Flying

8. Hafnor, Elator Talent: Traveling

9. Buinel, Sentinel Talent: Firestarting

10. Sorah, Seer Talent: Seeing the Future

11. Thandbar, Shifter Talent: Shapechanging

In addition, the Immutables were reckoned to have Talent Twelve, and Peter was found to have Talent Thirteen. The Talent of Wizards is never specified. “Strange are the Talents of Wizards.”

Notes on the Fauna of the World of the True Game

The animals, birds, and water creatures originally native to the world of the True Game lack a backbone and have evolved from a vaguely starfishshaped creature. The basic skeleton is in the form of a jointed pentacle, or star, often elongated, with the limbs and head at the points of the star. Despite this very different evolutionary pattern, the bioengineers among the magicians succeeded in meshing the genetic material of the new world and that from which they came. Among the creatures now native to the world of the True Game are:

BUNWITS: Any of a variety of herbivorous animals with long hind legs and flat, surprised-looking faces under erect, triangular ears. Like all animals native to the world, bunwits are tailless. They eat young grasses and the leaves of webwillows.

FLITCHHAWKS: Swift, high-flying birds which prey mostly upon bunwits of the smaller varieties. Noted for their keen eyes.

FUSTIGARS: Pack-hunting predators, some varieties of which have been extensively inbred and domesticated.

GNARLIBARS: A huge animal which lives in the high wastes below the Dorbor Range. It feeds upon anything it can catch, including old or ailing krylobos. The gnarlibar has a ground-shaking roar which has earned it the name of “avalanche animal.” Gnarlibars always pack in fours, two females and two males; females always bear twins, one male and one female. A set of Gnarlibars is called a “leat” or crossroads, because of their invariable habit of attacking from four directions at once. It is thought that the gnarlibar is the descendant of a prehistoric race of animals so prodigious in size as to be considered mythical.

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