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Sheri Tepper: Wizard’s Eleven

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Sheri Tepper Wizard’s Eleven

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Wizard’s Eleven sets out, perhaps more clearly than in the previous books, the world of the True Game, the society of Gamesmen, and the nature of Talents. Like most of Tepper’s books, it also raises questions of law versus justice, the appropriate use of power, and the ethics of concealing one’s gifts or nature.

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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.

GROLE: A long, blind, legless animal with multiple rows of teeth which lives by burrowing into soil, stone, or other inorganic materials, utilizing the light metals in its metabolism. The teeth are of adamant and can be used as grinding tools. The so-called “sausage groles” are not related to rockeater groles but are smaller creatures of similar configuration which eat only organic materials, notably the meat of the ground nut.

KRYLOBOS: A giant, flightless bird with well-developed wing fingers, capable of very high running speeds. The krylobos dance contests are among the most exciting of spectacles for adventurous zoologists, as the birds are extremely agile and powerful.

POMBIS: Carnivores distinguished by clawed feet and the ability to climb tall trees or nest in virtually inaccessible locations. Pombis are irritable and have a reputation for unprovoked belligerence.

THRISPAT: A small omnivore which bears its young alive, lives in trees or upon precipitous mountain slopes, and mimics the calls of other animals and the human voice. Small thrispats are favorite pets in the jungle cities where breeders vie in extending the vocabularies of their animals. A good thrispat can speak up to a hundred words and phrases with some indication of understanding their meaning. Thrispats are particularly fond of ripe thrilps, whence the name.

WARNETS: A stinging, flying insect of minuscule size and legendary bad temper, which lives in hordes. Called “saber-tail” by some. It is said that krylobos will take warnet nests and drop them into the nests of gnarlibars during territorial disputes.

Native Peoples

At least two peoples are known to occupy the lands around the area of the True Game.

SHADOWPEOPLE: Small, carnivorous (omnivorous when necessary) nocturnal people delighting in music and song. They are extremely fond of festivals, dance contests, song contests and the like and have been seen to assemble by hundreds within sound of the annual contests at the Minchery in Learner. While Shadowpeople eat bunwits of any size, it is notable that they do not attack krylobos and are not attacked by pombis, gnarlibars, or warnets.

EESTIES: A people said by some to be aloof and withdrawn, by others to be friendly and helpful. Seen most often as solitary individuals. Native language unknown. Habits unknown. In appearance, star-shaped, moving as Armigers do or rolling upon the extremities.

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Wizard’s Eleven

MAVIN MANYSHAPED, my mother, had told me that when a Shapeshifter is not Shifting — that is, when he is not involved in a Game — it is considered polite for the Shifter to wear real clothing and act, insofar as is possible, like any normal Demon or Necromancer or Tragamor. I like to humor Mavin when I can. The proper dress of a Shifter includes a beast-head helm and a fur cloak, so I had had a pombi-head helm made up, all lolloping red tongue and glittering eyes, with huge jowls and ears — fake, of course. A real pombi head would have weighed like lead. My fur mantle was real enough, however, and welcome for warmth on the chill day which found me midway between the Bright Demesne and the town of Xammer. I was mounted on a tall black horse I had picked for myself from Himaggery’s stables, and Chance sulked along behind on something less ostentatious. We were on our way to visit Silkhands the Healer, not at her invitation and not because of any idea of mine.

Chance was sulking because he had recently learned of a large exotic beast said to live in the far Northern Lands, and he wanted me to Shift into one so that he might ride me through the town of Thisp near the Bright Demesne. It seemed there was a widow there …

I had said no, no, too undignified, and wasn’t Chance the one who had always urged me to be inconspicuous? To which he had made a bad-tempered reply to do with ungrateful brats.

“If she had seen you mounted on a gnarlibar, Chance, she would never have let you in her house again. She would have felt you too proud, too puissant for a plumpish widow.”

“ ‘Twould not be too warlike for that one, Peter. She’s widow of an Armiger and daughter of another. Great high ones, too, from the telling of it.”

“But she has no Talent, Chance.”

“Well. That’s as may be. Boys don’t know everything.” And he went back to his sulks.

Whoops, Peter, I said to myself. Chance is in love and you have been uncooperative. Thinking upon the bouncy widow, I could imagine what Talents she might have which Chance would value. I sighed. My own history, brief though it was, was mainly of love unrequited. I resolved to make it up to him. Somehow. Later. Certainly not before I found out what a gnarlibar might look like. This rumination was interrupted by more muttering from Chance to the effect that he couldn’t see why we were going to Xammer anyhow, there being nothing whatever in Xammer of any interest.

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