Sheri S. Tepper - Shapeshifter 03 - Wizard's Eleven

VIP免费
2024-12-20 0 0 412.74KB 221 页 5.9玖币
侵权投诉
Wizard's Eleven – True Game 03
Sheri S. Tepper
Table of Contents
Book 3 - Wizard's Eleven
A Few Helpful Hints
Chapter 1 - Wizard's Eleven
Chapter 2 - Xammer
Chapter 3 - Dindindaroo
Chapter 4 - TheGreat North Road
Chapter 5 - Three Knob
Chapter 6 - The Grole Hills
Chapter 7 - Reavebridge
Chapter 8 - Hell's Maw
Chapter 9 - Nuts, Groles, and Mirrormen
Chapter 10 - Wind's Eye
Chapter 11 - The Gamesmen of Barish
Chapter 12 - The Bonedancers of Huld
Chapter 13 - Talent Thirteen
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 theDorborRange.
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.
1
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 farNorthernLands, and he wanted me to Shift into one so that he
might ride me through the town ofThispnear 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.
"Silkhands is there, Chance." I didn't mention the blues which were the
ostensible reason for my trip.
"Well, except for her there's nothing."
Right enough. Except for her there was probably little, but between the blues
and old Windlow the Seer, I had reason for going.
The Bright Demesne had been like a nest of warnets since Mavin, Himaggery, and I
had returned from the place of the magicians in the north. Those two and Mertyn
had great deeds aflight, and all the coming and going in pursuit of them was
dizzying. They had been horrified to learn of the bodies of great Gamesmen
stacked in their thousands in the icy caverns of the north and had resolved to
reunite those bodies with the personalities which had once occupied them,
personalities now scattered among the lands and Demesnes in the form of blues,
tiny Games-pieces used in the School Houses in the instruction of students.
Mavin had appointed herself in charge of locating all the blues and bringing
them to the Bright Demesne, though how she planned to reunite them with the
bodies was unknown unless she was depending upon the last of the magicians,
Quench, to make it possible. In any case, uncertainty was not standing in the
way of action. Pursuivants were dashing about, Elators were flicking in and out
like whipcracks; the place was fairly screaming with arrivals and departures.
Coincident with all this was a quiet search for my enemy, Huld. We were all
eager to find him, accounting him a great danger loose in the world and
ourselves unable to rest in safety until he was in some deep dungeon or safely
dead.
And, of course, there was still much conjecture and looking into the matter of
that mysterious Council which was rumored to be managing or mismanaging our
affairs from some far, hidden place of power. Anyone not otherwise occupied was
trying to solve that enigma. Meantime, I traveled about, collected blues, spent
little time at the Bright Demesne. Standing about under the eyes of an eccentric
mother, a father who kept looking at me like a gander who has hatched a
flitchhawk chick, and of my thalan, Mertyn, who persisted in treating me like a
schoolboy, made me short-tempered and openly rebellious in a few short days. I
said as much to the three of them, but I don't think they heard me. They
considered me a treasure beyond price until it came time to listen to me, and
then I might as well have been a froglet going oh-ab, oh-ab, oh-ab in the
ditches. I would like to have been involved at the center of things, but-well.
It would have done no good to talk to Mavin about it. She was a tricksy one, my
mother, and though I would have trusted her implicitly with my life, I could not
trust her at all with my sanity. Matchless in times of trouble, as a day-to-day
companion she had remarkable quirks. Himaggery and Mertyn were preoccupied.
Chance was courting the widow in Thisp. There were no other young people at the
Bright Demesne-all locked up in School Houses. What was there to do?
Given the state of my pockets, I had decided to go swimming. During my travels
in Schlaizy Noithn, I had learned to do without clothing most of the time,
growing pockets in my hide for the things I really wanted to carry about. When
one can grow fangs and claws at will, it is remarkable how few things one really
needs. Well, pockets in one's skin sound all very well, but they accumulate
flurb just as ordinary pockets do, and accumulated flurb itches. A good cure for
this is to empty the pockets, turn them inside out and go swimming in one of the
hot pools with the mists winding back and forth overhead and the wind breathing
fragrance from the orchards. All very calm and pastoral and sweetly melancholy.
Well, enough of that was enough of that in short order. I sat on the grassy bank
with the contents of my pockets spread out, sorting through them as one does,
deciding what to do with a strange coin or an odd-shaped stone. While I was at
it, I dumped out the little leather pouch which held the Gamesmen of Barish.
There had been thirty-two of the little figures when I had found them. Only
eleven had been "real." The others were merely copies and carvings made by some
excellent craftsman in a long ago time in order to fill out a set of
Gamespieces. The ones which were only carvings were in my room. The eleven real
ones were becoming as familiar to me as the lines in my own hand.
There was Dorn, the Necromancer, death's-head mask in one hand, dark visaged and
lean. I could almost hear his voice, insinuating, dry, full of cold humor, an
actorish voice. There was voluptuous Trandilar, Great Ruler, silver-blonde and
sensual, lips endlessly pursed in erotic suggestion. There was Didir, face half
hidden beneath the Demon's helm, one hand extended in concentration, the feel of
her like a knife blade worn thin as paper, able to cut to inmost thoughts and
Read the minds of others.
There was stocky Wafnor the Tragamor, clear-eyed and smiling, his very shape
expressing the strength with which he could Move things-mountains, if necessary.
He had done that once for me. There was Shattnir, androgynous, cold, menacing,
challenging, the most competitive of them all, the spikes of her Sorcerer's
crown alive with power. Beside her lay the robed form of Dealpas the Healer,
tragic face hidden, consumed with suffering, her they called "Broken leaf." And,
last of those I knew well, Tamor the Armiger, Towering Tamor, poised upon the
balls of his feet as though about to take flight, Grandfather Tamor, strong and
dependable, quick in judgment, instant in action. I knew these seven, knew the
feel of their minds in mine, the sound of their voices, the touch of their
摘要:

    Wizard'sEleven–TrueGame03 SheriS.Tepper    TableofContents  Book3-Wizard'sEleven AFewHelpfulHints Chapter1-Wizard'sEleven Chapter2-Xammer Chapter3-Dindindaroo Chapter4-TheGreatNorthRoad Chapter5-ThreeKnob Chapter6-TheGroleHills Chapter7-Reavebridge Chapter8-Hell'sMaw Chapter9-Nuts,Groles,andMirr...

展开>> 收起<<
Sheri S. Tepper - Shapeshifter 03 - Wizard's Eleven.pdf

共221页,预览45页

还剩页未读, 继续阅读

声明:本站为文档C2C交易模式,即用户上传的文档直接被用户下载,本站只是中间服务平台,本站所有文档下载所得的收益归上传人(含作者)所有。玖贝云文库仅提供信息存储空间,仅对用户上传内容的表现方式做保护处理,对上载内容本身不做任何修改或编辑。若文档所含内容侵犯了您的版权或隐私,请立即通知玖贝云文库,我们立即给予删除!
分类:外语学习 价格:5.9玖币 属性:221 页 大小:412.74KB 格式:PDF 时间:2024-12-20

开通VIP享超值会员特权

  • 多端同步记录
  • 高速下载文档
  • 免费文档工具
  • 分享文档赚钱
  • 每日登录抽奖
  • 优质衍生服务
/ 221
客服
关注