The True Game by Sheri S. Tepper part one

“It is said we are born to it,” I objected, wanting to stop his talk which was making me feel guilty. “Karl says he will be Doyen because father and grandfather were Doyens before him. Born to it.”

“What Karl may say or do or think is not important to you. What you are or may become should be important.” He seized me by the shoulders and turned me to stare out the tall window. “Look there. In ten years you must go out there, ready or not, willing or not. In ten years you must leave this protected town, this Schooling place. In ten years you will join the True Game.

“You do not know this, but it was I who found you, years ago, outside Mertyn’s House, a Festival Baby, a soggy lump in your bright blankets, chewing your fist. If you have anyone to stand Father to you, it is I. It may be unimportant, but there is at least this tenuous connection between us which leads me to be concerned about you,” He leaned forward to lay his face against mine, a shocking thing to do, as forbidden as anything I had ever done.

“Think, Peter. I cannot force you to be wise. Perhaps I will only frighten you, or offend you, but think. Do not put yourself in another’s hands.” Abruptly he left me there in the high room, still angry, confused, wordless.

“Do not put yourself in another’s hands.” The first rule of the game. Make alliances, yes, they told us, but do not give yourself away to become merely a pawn.

This is why they forbid us so many things, deny us so much while we are young and defenseless. I leaned on the sill of the high window where golden sunlight lay in a puddle. A line of similar color reflected from a high House across the river, Dorcan’s House, a woman’s house. I wondered if they gamed there as we did; learning, waiting for their Mistresses and peers to name them, being bored. I knew little about women. We would not study the female pieces for some years yet, but the sight of that remote house made me wonder what names they had, what name I would have.

It was said among the boys that one could sometimes tell what name one would bear by the sound of it in one’s own ears. I tried that, speaking into the silent air. “Armiger. Tragamor. Elator. Sentinel.” Nothing.

“Flugleman,” I whispered, fearfully, but there was no interior response to that, either. I had not mentioned the name I dreamed of, the one I most desired to have, for I felt that to do so would breed ill luck. Instead, I called, “Who am I?” into the morning silence. The only reply came in a spate of gull-scream from the harbor, like impersonal laughter. I told myself it didn’t matter who I was so long as I had more than a friend in Mandor. A bell tolled briefly from the town, and I knew I had missed breakfast and would be late for class. In the room below, the windows were shut for once to let the fire sizzling upon the hearth warm the room. That meant no models that day, only lectures; dull, warm words instead of icy, exciting movement. Gamesmaster Gervaise was already stalking to and fro, mumble-murmuring toward the cluster of student heads, half of them already nodding in the unaccustomed heat.

“Yesterday we evolved a King’s game,” he was saying. “Those of you who were paying attention would have noticed the sudden emergence of the Demesne from the purlieu. This sudden emergence is a frequent mark of King’s games. Kings do not signal their intentions. There is no advance ‘leakage’ of purpose. There may be a number of provocations or incursions without any response, and then, suddenly, there will be an area of significant force and intent¾a Measurable Demesne. Think how this differs from a battle game between Armigers, for instance, where the Demesne grows very gradually from the first move of a Herald or Sentinel. Just as the Demesne may emerge rapidly in a King’s game, so it may close as rapidly. Mark this rule, boys. The greater the power of the piece, the more rapid the consequence.”

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