Wednesday, July 7, 2021

End of the Quest

One of the joys and frustrations of returning to this blog after so long a hiatus is discovering the topics I've already discussed (sometimes at length) and those I've never really touched upon. A consequence is that I regularly think I've written about something before only to discover that I haven't. The St. Regis D&D-branded binders, folders, and notebooks are good examples of what I'm talking about. Aside from a single post long ago, I never wrote anything else on the topic so far as I can determine. Fortunately, Wayne's Books has already posted about these products, complete with numerous photographs.

Even so, when I was perusing issue #55 of Dragon (November 1981), I came across this full-page advertisement. There's much one could say about it, but what interests me is the mail-in coupon offer it presents. If you use it to acquire a 3-ring binder, St. Regis will also send you 28 sheets of "gamers graph paper." I wonder if the graph paper in question is in any way different from what was typically available at the time or if it's just an instance of marketing on the part of St. Regis. Does anyone know?

Retrospective: Alien Module 1: Aslan

As I usually do, let me begin this retrospective by proclaiming my enduring love for the late, great GDW's Traveller, which stands alongside D&D and Call of Cthulhu in the trinity of RPGs that have retained my affections for decades. I first discovered Traveller in 1982 or thereabouts, when The Traveller Book was first released and it's been my a favorite of mine ever since (even my own Thousand Suns is a loving homage to Traveller).

My fondness for Traveller isn't founded solely on its rules, as much as I adore them. No, a big part of my affection for it lies in its Third Imperium setting, whose minutiae I can still recite from memory even now. My first professionally published writing was in support of the Third Imperium setting in the pages of GDW's Challenge magazine and then, later, for Traveller: The New Era and GURPS Traveller. A delightful pastiche of the great sci-fi literature written between World War II and the 1970s, the Third Imperium also includes a number of genuinely imaginative elements, most especially its aliens.

Starting in 1984, GDW initiated a series of modules that fleshed out the major alien species of the Third Imperium setting, starting with the Aslan. As originally described, the Aslan, as their name suggests – owing to first contact with Turkish-speaking humans – are vaguely leonine in appearance, though their actual physiology is not at all like that of Terran lions. Nevertheless, the description stuck, reinforced no doubt by their reputation as Traveller's obligatory "proud warrior race." 

Reading that, one might well expect the Aslan to be unimaginative and stereotyped creations, but that's not the case at all. As presented in Alien Module 1, there's a surprising amount of depth and creativity in the details of the race and their society and culture. For example, the Aslan are not a unified species, being divided into innumerable clans arranged in feudal alliances with one another. Their interstellar government is actually a coalition of the 29 greatest clans, each of whom govern certain sectors of space and are given great autonomy within those regions. The acquisition of land – planets – is of great importance to male Aslan, who consider it the only currency of any value. Females, meanwhile, handle trade and commerce as humans typically understand it, such business being of little interest to males. These and other details paint a species ripe with possibilities for adventure and indeed roleplaying.

Because players might wish to play Aslan characters, either within their own space or as subjects of the Third Imperium, Alien Module 1 includes rules for generating them, in both the basic form (found in Book1 of Traveller) and advanced form (found in Book 4 and beyond). In addition to providing lots of options for characters – both player and non-player – these rules expansions provide additional insight into Aslan society and culture. Thus, the prior service tables are segregated according to sex, with males and females having access to different careers and even skills. Later sections of the module detail Aslan-specific equipment , starships, world generation (with new planetary government types), language, and history, among other things. Taken together, these do a great job of painting the broad strokes of these nonhuman aliens in the Third Imperium setting. There's also an adventure that takes into account some of the new information and rules presented herein.

While I (of course) have some quibbles about the material in the module, I generally think very highly of this product and the others that followed in its wake. I made great use of them in my youth and, even now, when my Traveller gaming takes place in a setting of my own creation, I look on the alien modules for inspiration. From the vantage point of decades, what still strikes me is how Alien Module 1 balances imagination and practicality. There aren't dozens of pages devoted to fleshing out every detail of the Aslan as a contemporary product would probably do, but it nevertheless provides more than enough material for both players and referees to hang their hat on. Likewise, there are only new rules where needed to distinguish the Aslan from human beings; otherwise, the module works seamlessly with the basic Traveller rules. As I say, it's fine balance and makes me all the more wistful about Game Designers' Workshop, one of the truly great RPG companies.

Tuesday, July 6, 2021

Not to Be

In the past, I've written about D&D products that were announced or referenced but that, for whatever reason, never came to pass. While reading issue #55 of Dragon (November 1981), I came across references to some more (and some of the same) in Gary Gygax's "From the Sorceror's [sic] Scroll" column.

Of the five projects listed here, arguably only one – regular World of Greyhawk information via Dragon columns – was ever realized. TSR did release a City of Greyhawk boxed set in 1989, but I don't believe it bears much connection to the city from Gygax's campaign, having been written by Doug Niles, Carl Sargent, and Rik Rose. Likewise, we never saw any "smaller-scale maps of important areas of the Flanaess," unless you count some of the material included in Greyhawk modules from the late '80s and early '90s. Again, how much Gygaxian material any of these modules contain is likely tiny. This column is the first time I'd ever seen reference to "miniatures rules for large-scale battles between the states of Oerth" and I'm intrigued by the concept.

The last project mentioned, concerning the Greyhawk Castle and dungeons, is the most interesting. The fact that this project never saw much progress is well known and a source of much consternation from those of us interested in the earliest megadungeons of the hobby. Rather than simply give vent to my bitterness on this topic once more, I'd like to focus instead on Gygax's parenthetical comments about dungeon design. He says:
As with most extensive dungeon complexes, much is developed and kept in the head due to actual play, and some areas are so difficult as to be impossible for those not used to our DM style.

This is a very remarkable statement and one that rings true with my own experience. Mega or "tent pole" dungeons are in a constant state of flux, owing to the activities of the various factions that inhabit them, not to mention the actions of the player characters. Consequently, when refereeing a dungeon of this sort, it's often easiest to keep a very loose key rather than a more detailed one of the sort that works best for a published product. The process of converting Gygax's sketchy written material and mental notes into something fit for sale would no doubt have been an onerous one and I'm not at all surprised it never came to pass.

Different Worlds: Issue #22

Issue #22 of Different Worlds (July 1982) is a special RuneQuest issue, as its cover by Lisa Free, depicting a morokanth setting a trap for herdmen, makes clear. Like the ducks, morokanth are an aspect of Glorantha that's nearly impossible to explain easily and, even then, I'm pretty sure that they'll be baffling to most people (including myself). Regardless, issue #22 is a very good one that's not solely geared toward dedicated Glorantha aficionados.

The first article presents a "gateway" cult for RQ by Michael Kolb, entitled "Cult of Dionysus." As you'd expect, it details the cult of the Greek god for use with the game. I found the article interesting, because, unlike many previous articles presenting new cults, this one includes no new spells or rules. Instead, it shows how to use the existing RQ spells and rules to model an interpretation of the cult of Dionysus. Whether you agree with Kolb's presentation or not, I think there's something very positive about his approach of not using rules as the way to expand the scope of a game.

"Advice from Rurik" by Steve Perrin is a question-and-answer column for RuneQuest. Named after the sample character in the RQ2 rulebook, the column deals with both rules and the setting of Glorantha. "RuneFix1" by Greg Stafford presents a series of changes to the RuneQuest rules "adopted in the Chaosium house campaign." Amusingly, one of the largest changes concerns the acquisition of languages. I can't speak to the utility of any of the changes, but I am always happy to see evidence of RPGs actually being played by the people whose names appear in its byline. 

"Terraforming Part One" by Doug Houseman is a Traveller "source article" that discusses the topic of planetary engineering and includes game statistics and deckplans for a pair of starships. "Hela's House of Dark Delights" by Ken St. Andre is a solo adventure for Tunnels & Trolls. As someone with a growing interest in solo RPG adventure design, I found this useful. "Eight New Weapons for RuneQuest" by Paul Cardwell Jr. does what its title suggests. Most of the weapons detailed are "exotic" ones like atlatls, boomerangs, and caltrops.

This issue's reviews positively covers Worlds of Wonder, 76 Patrons, and Uragyad'n of the Seven Pillars (the last two for Traveller). It also negatively reviews C&S Sourcebook II and The Dungeon of King Lout, the latter of which I've never heard. Reviewer Dave Nalle sums up his feelings in the following way:

This product is ridiculously overpriced, almost contentless, and an affront to my pride as a gamer. There is no reason why anyone would buy this. You can design your own random and unrealistic dungeon (if you want) in the same time it would take you to prepare The Dungeon of King Lout and you would save $5.95.

Ouch!

John T. Sapienza continues to look at cardboard miniatures, this time focusing on Steve Jackson's Cardboard Heroes products. Larry DiTillio's "The Sword of Hollywood" returns, with some brief gossip about then-upcoming movies, like Revenge of the Jedi [sic]. Meanwhile, John Nubbin reviews Conan the Barbarian at length – and he doesn't think very much of it. Nubbin is critical of nearly everything, starting with its story (which "makes no sense"), but expanding to include the editing, acting, even its soundtrack (which he calls "awkward"). I have many problems with the film myself, but, even so, I think Nubbin's review is often needlessly nitpicky and mean-spirited. 

The issue concludes, as most issues do, with Gigi D'Arn's column. This time, she continues her coverage of TSR's purchase of SPI and its subsequent actions, such as the canceling of all SPI game events at Origins. In retrospect, it's not at all surprising how badly things ultimately turned out for SPI and its many excellent games. What a waste! Gigi also relates a darkly amusing story of something she overheard in a game shop: "That's the D&D role-playing game. It's based on Mattel's D&D electronic game."

I really enjoyed this issue and look forward to reading the next issue – though I should note now that I seem to have misplaced part of my collection of these issues, including issue #23. I'll keep digging around in my "files" to find the missing issues, but it's possible I might not be successful before next week, in which case I'll think of some way to continue this series. 

Monday, July 5, 2021

Elmore's Debut

I was flipping through issue #55 of Dragon (November 1981), an issue I never owned – or saw – back in the day and only relatively recently acquired. There's a surprisingly large amount of interesting material in its 80 pages, to which I may return later. For the moment, I want to draw everyone's attention to a three-page comic that appeared in the issue, drawn by none other than Larry Elmore. Here's the first page.
Does this look at all familiar to anyone? Bear in mind this is 20 issues and nearly two years before the formal appearance of the first SnarfQuest comic, but it sure looks like Snarf, doesn't it – a prototype of the heroic zeetvah, to be sure, but the resemblance is clear. 

How is it that I've never seen anyone reference this comic before? The comic's story is intended to announce the arrival of Larry Elmore at TSR as a staff artist, making this (I presume) his first published work for the company (someone can correct me if I am mistaken in this). At any rate, my eyes nearly popped out of my head when I saw this and I thought it worth sharing with readers who might otherwise have not yet seen it.

Speaking My Language

A very early memory of mine is staring at the inside covers of the Random House Dictionary of the English Language my parents owned. Printed on those covers were all sorts of images pertaining to the topic of the evolution of the alphabet used by English speakers. I was incredibly fascinated by what I saw there, particularly the Greek alphabet, which I soon committed to memory and used extensively as a "secret code" throughout my childhood. My fascination with the alphabet eventually led to a fascination with languages more generally, though I tended to devote the most time to dead ones like Latin and Attic Greek – not very useful in the real world, alas!

Original Dungeons & Dragons addresses the subject of languages fairly early in Book 1: Men & Magic, with the following bit of text:
According to the guidelines set forth here, a character knows one additional language for every point of Intelligence above 10. That's in addition to Common and an alignment language, as well as any others known by virtue of the character's race. AD&D makes use of similar guidelines, as shown here in a section from the Players Handbook.
As you can see, Gygax set the threshold for learning another language lower than in OD&D – a score of 8 – and lowered slightly the maximum number of languages gained through a high Intelligence score (to 7, down from 8 in OD&D), but the overall change is slight, especially when dealing with demihuman characters like elves, who start the game knowing multiple languages regardless of Intelligence score.

Tom Moldvay's 1981 revision of OD&D makes more significant changes, as this table demonstrates:
In Moldvay Basic, no character gains an additional language unless his Intelligence score is at least 13 and the maximum he can gain is three at 18 Intelligence. That's quite a big change from either OD&D 1974 or AD&D, but it's a change of which I approve. 

In my opinion, OD&D '74 and AD&D both make language acquisition too easy, thereby obviating the need to find and employ translators or otherwise struggle with cultural differences in an adventure. In my ongoing House of Worms Empire of the Petal Throne campaign, languages regularly play a role in the action, with characters taking the time to find tutors to instruct them in new languages or, when that's not an option, finding locals who can act as interpreters. It's not only led to some fun moments of roleplaying, it's helped to add a layer of reality to some sessions. 

I suppose the argument could be made that most players and referees of D&D don't care about such things. That they come up in EPT, a game designed by a professional linguist, only makes sense, but Dungeons & Dragons is not such a game. That's a perfectly legitimate position, but, if one really doesn't care about such matters, what's the point to Intelligence guidelines at all? Why not simply dispense entirely with worrying about how many and which languages a character can speak? That seems a better solution than making languages so easy to learn that even characters with below average Intelligence know at least one additional one and high Intelligence demihumans can speak huge numbers of tongues. 

Deities & Demigods is a Failure

In my weekly summaries of the contents of Chaosium's Different Worlds magazine issues, I rarely comment on the letters column, "Different Views." Occasionally, though, there are entries worthy of commentary and, in such cases, I make a post to highlight them. In issue #22 (July 1982) – about which I'll talk tomorrow – there's a lengthy letter written by Lawrence Schick, a game designer once employed by TSR, perhaps best known for White Plume Mountain. Schick was also editor of Deities & Demigods, an AD&D book about which I have generally negative feelings and it's about that book that he penned the letter that appeared in Different Worlds.

Issue #19 of the magazine featured a scathing review of DDG by Patrick Amory. Amory disliked the book even more than I do, saying it was "fit only for the trash can." One might reasonably have expected Schick to have defended the book he edited, but he does not. Instead, he agrees with Amory's assessment and indeed amplifies them. Schick's letter, which I reproduce in full below is remarkable, not just for what it says about Deities & Demigods but how it says it. I can't help but wonder if Schick's feelings were at least partly colored by his experience of having been recently laid off by TSR at the time this letter appeared. That's not to suggest his feelings about the book aren't sincere – I have no reason to assume otherwise – but I doubt he'd have been so forthcoming were he still a TSR employee at the time.

There is much to ponder here, but what most stands out to me is Schick's recommendation of Cults of Prax over Deities & Demigods even for referees of Advanced Dungeons & Dragons. It's an unusual suggestion, though I understand Schick's point, namely that Cults of Prax treats the subject of religion far more seriously than does DDG – or indeed almost any RPG book whose content touches on gods and their worship. Mind you, I've long felt that there are almost no good treatments of religion in popular entertainment, which probably speaks to the cultural deracination of 21st century Westerners. D&D is far from the only example of this, even if it's one that frequently vexes me. Apparently, Lawrence Schick was similar vexed.

Pulp Fantasy Library: Fane of the Black Pharaoh

In keeping with the unexpectedly Lovecraftian turn the blog has taken over the last week, I thought a story in a similar vein would make a good entry for this week's Pulp Fantasy Library post. Rather than turning to Lovecraft himself, though, about whom I've already written a great many entries, I thought instead it might be worthwhile to look at a tale written by one of the Old Gent's protégés, Robert Bloch. Bloch, of course, is well known as the writer of the 1959 horror novel, Psycho, famously adapted for the Alfred Hitchcock film of the same name a year later. But he already had been a professional writer for nearly two decades prior to the publication of the celebrated novel, in large part due to the encouragement of Lovecraft, to whom he first wrote a fan letter at the age of 16.

Under Lovecraft's tutelage, Robert Bloch learned a great deal about the crafting of weird fiction. He was also introduced to many other writers in the wider "Lovecraft Circle," such as August Derleth and Clark Ashton Smith, with whom he began separate correspondences. He sold his first story to Weird Tales just a few weeks after graduating high school and the Unique Magazine quickly became the primary outlet for his early fiction. Lovecraft's death in 1937 came as a huge shock to Bloch, who would later state that "part of me died with him."

Fittingly for a story published in the same year as HPL's demise, "Fane of the Black Pharaoh" (Weird Tales, December 1937) picks up and elaborates upon hints offered in Lovecraft's "The Haunter of the Dark" concerning the "Black Pharaoh," Nephren-Ka. "The Haunter of the Dark" is a creditable tale in its own right, but, for the moment, what concerns us is that its protagonist – who does not survive its depicted events – is a young writer named Robert Blake. This is a dark jest on the part of Lovecraft, one of many he and his colleagues played upon one another in their writings. By all accounts, Bloch was amused and flattered by his mentor's jape, so it's not at all surprising that he would continue to make use of ideas laid out in the story in his own work.

"Fane of the Black Pharaoh" tells the story of "the scholarly captain" Carteret, a retired military officer who served in Egypt and Mesopotamia during wartime (presumably the First World War, given the publication date). 

It was here that the captain had first become interested in archeology and the shadowy realm of the occult which surrounded it. From the vast desert of Arabia had come ancient dread, and the lost legends of vanished empires. He had spoken to the dreaming dervishes whose hashish visions revealed secrets of forgotten days, and had explored certain reputedly ghoul-ridden tombs and burrows of an older Damascus than recorded history knows.

Carteret – a name that probably intentionally recalls Howard Carter, discoverer of Tutankhamen's tomb – became obsessed with secret lore and forgotten mysteries, an obsession that eventually returned him to Egypt

land of lurid curses and lost kings, [which] has ever harbored mad myths in its age-old shadows. Carteret had learned of priests and pharaohs; of olden oracles, forgotten sphinxes, fabulous pyramids, titanic tombs. Civilization was but a cobweb surface upon the sleeping face of Eternal Mystery. Here, beneath the inscrutable shadows of the pyramids, the old gods still stalked in the old ways. The ghosts of Set, Ra, Osiris, and Bubastis lurked in desert ways; Horus, Isis, and Sebek yet dwelt in the ruins of Thebes and Memphis, or bided in the crumbling tombs below the Valley of Kings.

How one reacts to passages like this will, I think, determine whether one enjoys the story. Bloch, who was only 20 at the time of its publication, is exceptionally fond of purple prose and evocations of Orientalist exoticism in "Fane of the Black Pharaoh." I don't mean that in a critical way, only that I have little doubt that some readers might find these tendencies sufficiently distracting that they're unable to enjoy his tale. 

The story proper begins when an unnamed Arab approaches Carteret in the middle of the night, claiming his "brotherhood" had discovered the fabled location of the temple-tomb of Nephren-Ka. Nephren-Ka, we are told, was "a Pharaoh of no known dynasty … a priestly usurper" who

renounced all religion save that of Nyarlathotep. He sought the power of prophecy, and built temples to the Blind Ape of Truth. His utterly atrocious sacrifices at length provoked a revolt, and it is said that the infamous Pharaoh was at last dethroned [and] the new ruler and his people immediately destroyed all vestiges of the former reign, demolished all temples and idols of Nyarlathotep, and drove out the wicked priests who prostituted their faith.

Bloch seems to be drawing on the real world history of Akhenaton, the pharaoh who attempted to introduce some form of monotheism into Egypt and whose name and works were erased after his death (and whose son was the aforementioned Tutankhamen, originally named Tutankhaten). In any case, Carteret initially does not believe the news the Arab brings. Even after the captain becomes convinced, he is suspicious of the Arab's motives, wondering why, if his brotherhood preserves the memory of Nephren-Ka as he claims, he wouldn't simply enter the temple himself. The answer he explains is quite simple: prophecy. 

The brotherhood has preserved the prophecies of Nephre-Ka, granted to him by Nyarlathotep and, he claims, they speak of Carteret entering the tomb and learning its secrets. Though continuing to maintain his skepticism, Captain Carteret's curiosity inevitably gets the better of him and, just as the mysterious Arab predicted, he agrees to enter the temple-tomb and learn what it holds. Needless to say, the fane holds nothing good – at least not for Carteret.

No one would call "Fane of the Black Pharaoh" great literature. As Lovecraftian pastiche, it's a fun diversion. The prose drips with breathless, extravagant verbiage that serve rather than distract from its pulpy, Indiana Jones-esque yarn of ancient Egyptian tombs, secret brotherhoods, and dark revelations. It's the sort of story I loved as a younger man and, even now, I get a kick out of the energy Bloch imparts to it. If nothing else, it's fascinating to read an example of an established writer's juvenilia, to see the inchoate origins of his later work.

And the original version included this amazing piece by Virgil Finlay

Friday, July 2, 2021

Random Roll: DMG, p. 230

The afterword of the Advanced Dungeons & Dragons Dungeon Masters Guide, found on page 230 is another one of those passages that bears examination. In it, Gary Gygax attempts to present a summation of his overall philosophy toward both AD&D and gaming in general. He begins by stating that

IT IS THE SPIRIT OF THE GAME, NOT THE LETTER OF THE RULES WHICH IS IMPORTANT. NEVER HOLD TO THE LETTER WRITTEN, NOR ALLOW SOME BARRACKS ROOM LAWYER TO FORCE QUOTATIONS FROM THE RULE BOOK UPON YOU, IF IT GOES AGAINST THE OBVIOUS INTENT OF THE GAME.

These two sentences are reminiscent of similar passages in OD&D, which not only establish that the referee is the final arbiter of how the rules are to be interpreted in his campaign but also to resist being bullied by players in making such interpretations. I think statements like these can be easily misinterpreted and exaggerated to give the impression that Gygax was a dictatorial referee who would brook no dissent, which is not only untrue but unfair. Speaking of which, he offers us another such sentence.

AS YOU HEW THE LINE WITH RESPECT TO CONFORMITY TO MAJOR SYSTEMS AND UNIFORMITY OF PLAY IN GENERAL, ALSO BE CERTAIN THE GAME IS MASTERED BY YOU AND NOT BY YOUR PLAYERS. 

From context, I think it's pretty clear that what Gygax is counseling here is simply that a good game rests on a foundation of consistency, both in its rules and its rules interpretations, hence his notion that "the game is to be mastered by you," which is to say, the referee. Though Gygax often presented himself, for business reasons, as a champion of rules uniformity in AD&D, I can't shake the feeling that, in his heart of hearts, his concern was simply that games have rules that provided an intelligible basis on which to make decisions for their characters. The referee plays a vital role in ensuring this – indeed it is his primary occupation.

WITHIN THE BROAD PARAMETERS GIVEN IN THE ADVANCED DUNGEONS & DRAGONS VOLUMES, YOU ARE CREATOR AND FINAL ARBITER. BY ORDERING THINGS AS THEY SHOULD BE, THE GAME AS A WHOLE FIRST, YOUR CAMPAIGN NEXT, AND YOUR PARTICIPANTS THEREAFTER, YOU WILL BE PLAYING ADVANCED DUNGEONS & DRAGONS AS IT WAS MEANT TO BE. 
I think it interesting that Gygax pairs "creator" with "final arbiter." Clearly, he considered both to be important parts of the referee's job. The act of creation is not passive; Gygax did not see the referee of AD&D as simply a rules arbiter and interpreter but as an active participant on par with the players. It's also interesting that Gygax nevertheless places "the game as a whole" ahead of the referee's campaign in terms of "ordering things as they should be." I'm not quite sure what to make of that. Is this an instance of "TSR Gary" intruding or is something else going on? 

MAY YOU FIND AS MUCH PLEASURE IN SO DOING AS THE REST OF US DO!
Ultimately, this is why I retain a fondness for Gary Gygax, despite all those times when he spoke in a way that reinforced people's worst opinions of him. At the end of the day, Gygax loved games and derived a great deal of pleasure playing them with others. I recall that, on several occasions, when publicly asked how he wanted to be remembered, he said something very close to what I just wrote. He wanted to be remembered as someone who loved playing and making games. I have no doubt that, when you strip away everything else – the business success, the cranky commentary, the disputes with others – that's what we're left with. It's something that comes through often in Gygax's writing in the Dungeon Masters Guide and I'd like to try and highlight it a bit more often, because it's important to recall.
 

Thursday, July 1, 2021

House of Worms, Session 231

Preparations for Nebússa's marriage to Lady Srüna proceeded apace. This kept Nebússa away from his comrades in the House of Worms clan, who were largely left to their own devices while moving about Béy Sü. Chief among these was Kirktá, who hoped that he might somehow be able to wrangle entry for himself into the "inner" celebrations at the upcoming nuptials. Tsolyáni weddings, especially among high clans like Golden Bough, are huge affairs, attended by hundreds of people. There's no "guest list" as such, since there are multiple parties and festivities occurring at once. However, some of those parties are more exclusive, reserved for people of the right status and influence. 

The only characters who were deemed appropriate for those exclusive affairs were Nebússa (of course), Keléno, by virtue of the fact that his first wife is a member of the Golden Bough clan; Aíthfo (as an imperial governor), and Grujúng (as a general). Kirktá wished to find a way in as well, if only so that he might set eyes upon an imperial prince and similarly high-ranking personages rumored to be attending. To that end, he hurried around Béy Sü seeking appropriate attire that might be suitable for the occasion, on the off-chance he could slip into the "better" celebrations. He brought with him Ninggáya hiKadárta, since there had been chatter about her attendance at the wedding too; while there, she might be able to find wealthy sponsors for her researches into disease.

At the same time, Aíthfo was likewise making his way throughout the capital. Like Kirktá, he was looking for garb fit for the wedding, but he took a very different approach. In his travels, he made a point of identifying himself as governor of far-off Linyaró, a position to which he'd been appointed by no less than Prince Mridóbu. This had the desired effect of making him a minor celebrity among the well-to-do and those wishing to be seen as "in the know" about affairs beyond the borders of Tsolyánu. Aíthfo thus had no trouble finding patrons among the tailors and clothiers of the capital, wishing that he wear their attire to the upcoming wedding. 

Of course, this approach had a side effect of increasing gossip about him and his companions. Before long, most of the high and middle clans were seeking out Aíthfo and his entourage. Among those who did so were the following: Táksuru hiViridáme of the Cloak of Azure Gems clan, whose clan cousin, Alída hiVaisonér, was working on a book about the flora of the Southern Continent and wished to know more about it firsthand; Wésmu hiChúritle of the Black Hand clan and brother to the high administrative priest of the Temple of Ksárul, who has an interest in the gods of foreign lands; and Elué hiDlarútu of the Green Malachite clan, the so-called "Belle of Béy Sü" renowned for her wealth and beauty and whose celebrations at her mansion in the northwest of the city are reputed to be the best the capital has seen in a generation. All of these people and more made it known that they wished to meet Aíthfo, preferably before the wedding, to discuss matters of mutual interest. Quite rapidly, the governor's social calendar was filling up.

Grujúng kept largely to himself, dividing his time between the barracks of the common guards of the Temple of Sárku and fishing on the banks of the Missúma river. Grujúng was uncomfortable in high society and half-hoped that there was some way he could extricate himself from his obligation of attending the wedding. He was much more comfortable with the temple guards, whose simple ways he better understood. Chiyé, on the other hand, had concluded that he would have a much better time making connections – and perhaps some money – by mingling with the middle-ranked clan members excluded from the inner festivities of the wedding. These social climbers would be keen for any angle that might enable them to increase their rank and influence and, as a companion of Nebússa, Chiyé felt he could use his own position to his advantage. Znayáshu simply counted the days till all this nonsense was over and they could all make their way back to the Southern Continent.

Keléno and his third wife, Mírsha, remained within the Golden Bough clan house, poring over the documents and texts they'd been given in Avanthár. Keléno had requested whatever information could be dredged up on short notice about the strange beings they'd been assigned to capture in Miktatáin. From these texts, he learned a little about all three of these demons. The one called Muzhrán is mentioned in The Book of the Tàkôn Dé in conjunction with beings known as "They Who Come Willingly to the Isle of Eyes." The Isle of Eyes is located in the Deeps of Chanayága, south of western Salarvyá and west of Háida Pakála. Muzhrán has a dark reputation as being a place from which no visitors return – a kind of "Bermuda Triangle" place that sailors avoid. The Book says nothing whatsoever about Muzhrán epithet, "Bearer of the Hidden Crown," however. Sodrásh Fán is also described in the Fifth Harmonic of True Being which calls her "destroyer of Tì-Usáro" and "most devoted servant of Kúu Tép." The epithet "She Who Is Garbed in Blue" never appears anywhere in the text, but the section mentioning her is written in a deep blue ink, unlike the rest of the tome. Finally, Daráya is described in The Pandects of Those Who Journey Beyond as a demon of the Seventeenth Circle, perhaps even as its ruler. Though her appearance is not described, she is noted as having the powers of ascertainment (finding the location of a hidden place or object), gathering (collecting items or persons into one place), and pansophism (knowledge of all that transpires). However, the Fifth Harmonic of True Being asserts that Daráya is, in fact, an aspect of Lord Ksárul and that her epithet, "the Tracker of Stars," refers to her ability to locate demons ensnared by means of sorcerous sigils (like the Seven-Pointed Star of Nmítu). Keléno took note of all of this and hoped to share it with Znayáshu.

The wedding was still two weeks away.