“Is any danger involved in the use of the talisman?” the Lady Ais asked.
“That is hard to say,” replied the mage thoughtfully. “The talisman is a fragment of dense obsidian, a form of volcanic glass like blackest crystal. Therein the wise Zoromé long ago imprisoned a goblin.”
“Does the thing have a name?”
He shook his head. “Such creatures have no names. To reply to your first question, there is not the slightest danger that the goblin can escape its glassy prison, for Zoromé sealed the creature and bound it with seven-and-seventy potent and powerful spells. But, like the earth itself from which they were formed, goblins are dull and obdurate, and this particular member of its race furiously resents its imprisonment and its impotence to gain its freedom. When you command the goblin to perform whatever act you desire of it, you must choose your words with care and phrase your orders beyond equivocation. They are by their nature malicious and tricksome, so be warned and wary…”
Prologue
by Robert Adams
The Goblinry of Ais
by Lin Carter
To Take a Thief
by C. J. Cherryh
Jezeri and Her Beast Go to the Fair and Find More Excitement Than They Want
by Jo Clayton
Fletcher Found
by Morgan Uywelyn
Well Met in Ithkar
by Patricia Mathews
Esmene’s Eyes
by Ardath Mayhar
Swamp Dweller
by André Norton
Qazia and a Ferret-Fetch
by Judith Sampson
For Lovers Only
by Roger C Schlobin
Dragon’s Horn
by J. W. Schutz
Homecoming
by Susan M. Shwartz
The Prince Out of the Past
by Nancy Springer
Cold Spell
by Elisabeth Waters
The Three Lordly Ones are said to have descended in their sun-bright Egg and come to rest on a spot near to the bank of the river Ith. The priests of their temple reckon this event to have occurred four hundred, two score, and eight years ago (and who should better know?). Though the Three never made any claim to godhead, they now are adored as such, and for at least four centuries, many pilgrims have come on the anniversary of the day of their coming to render their worship and to importune the Three to return.
The Three are said to have remained on the spot of their descent for almost a generation—twenty-one years and seven months—though they journeyed often in smaller Eggs that, it is told, could move far faster than even a shooting star and so bore them in only a bare day across snowy and impassable mountains, across stormy and monster-infested seas, to lands that most folk know only in fable.
Since not even the learned priests can fine down the exact date of their coming closer than a ten-day, pilgrims came and still come all during this period, and centuries ago, the Ithkar Temple and its denizens lived out the rest of each year on the donations of the pilgrims, the produce of the temple’s ploughlands, orchards, and herds, plus whatever edible fish they could catch in the Ith.
But wheresoever numbers of folk do gather for almost any purpose, other folk will come to sell them necessaries and luxuries. Pilgrimage Ten-day at Ithkar Temple was no different. Each year succeeding, more and more peddlers and hawkers gathered around the temple, the more astute arriving before the start of Holy Ten-day, so as to be well set up for business upon the influx of even the first day pilgrims. Of course, other sellers, noting that these merchants always appropriated the best locations, began to plan their arrivals even earlier to claim these spots for their own. Within a few more years, the most of the merchants were in place a full ten-day before the beginning of Holy Ten-day and many of the pilgrims then began to come earlier, in search of the bargains and rare merchandise often to be found at Ithkar Fair, as it was coming to be called far and wide.
Now, in modern times, the Fair at Ithkar has lengthened to three full ten-days in duration and still is extending in time even as it increases in size.
Nearly seventeen score years ago, the then high priest of Ithkar Temple, one Yuub, realized that the priests and priestesses of the shrine were mostly missing out on a marvelous source of easy, laborless income. He it was who first sacrificed the nearer gardens—betwixt the temple enclave and the river-lake—and made of them three (later, four) campgrounds for the merchants and tradesmen, so that they no longer surround the temple on all sides as in the past. He it was, also, who first hired on temporary fair-wards—local bullies and old soldiers—to maintain order with their bronze-shod staves, enforce the will of the priests, and collect the monies due for the marked-off shop-spaces during the fair.
As the Temple at Ithkar waxed richer, successors to old Yuub continued to improve the temple and its environs. A guest house was built onto the northwestern corner of the temple’s main building in order to house the wealthier and nobler pilgrims in a greater degree of comfort (for which, of course, they were charged a more substantial figure than those who bode in tents, pavilions, or wagons, or who simply rolled in a blanket on a bit of ground under the stars). A guest stable followed shortly, then a partially roofed pen for draft oxen. The next project was a canal to bypass the terrible rapids that lay between the East River’s confluence with the river Ith and the Harbor of Ithkar.
Two centuries ago, a high priest arranged to have huge logs of a very hard, dense, long-lasting wood rafted down from the northern mountains, then paid the hire of workmen to sink them as footings for the three long docks below the lower fair precincts, these to replace the old floating-docks which had for long received water-borne pilgrims, fairgoers, traders, merchants, and the like. Now these docking facilities are utilized year-round by users of the main trade road that winds from the steppes up the northern slopes of the mountains, through demon-haunted Galzar Pass, then down the south slopes and the foothills and the plain to the Valley of the Ith. Southbound users of the main trade road had, before the building of the docks and the digging of the canal, been obliged to either ford the East River well to the northeast, prior to its being joined by tributaries and thus widened, then to follow a road that led down to a ford not far above the Ith, or to raft down the East River, then portage around the rapids and falls.
With the great success of the temple or eastern canal there clear for all to see, the great noble whose lands lay just to the west of the lands of the temple in the Ith Valley had dug a longer, somewhat wider canal connecting Bear River to the harbor and its fine docks, charging fees for the use of his canal and, through arrangement, sharing in the commerce-taxes that the temple derived from year-round use of its docks by the transmontane traders, hunters, trappers, and steppe nomads who tended to use the Bear River route rather than the main trade road.
Before Bear River was rendered navigable by an earthquake that eliminated the worst of its rapids, the folk who used it had come down into Ith Valley via the longer, harder, western road, rather than the eastern through well-founded fear of wide-ranging denizens of the Death Swamp.
Many long centuries before the blessed arrival of the Three, it is related, a huge and prosperous city lay on the banks of the Ith somewhere within what now is deadly swamp but then were pleasant, fertile lands and pastures, vineyards, and orchards. But the people of this city were not content with the richness of the life they enjoyed, so they and other cities made war upon another coalition of lands and cities, using not only swords and spears and iron maces and bows, but terrible weapons that bore death from afar—death not only for warriors, but for entire cities and lands and all of their people and beasts. It was one such weapon as these that destroyed the city, rendered all living things within it dead in one terrible day and night, left all of the wrecked homes and empty buildings not destroyed outright clustered about a new lake created by the weapon, a long and wide and shallow lake with a bottom composed of green glass.
In those long-ago days, it was, that lands surrounding the destroyed and lifeless city earned the name of Death Swamp, for many of the most fertile of the former city’s lands had lain well below the usual level of the river Ith and had been protected from riverine encroachments by miles of earthern levees, but with no care or maintenance of those levees, spring floods first weakened them, then breached them and inundated field and farm, pasture and vineyard and orchard. Within a very short time, reeds waved high over expanses that once had produced grain-crops, while monstrous, sinuous shapes wriggled through the muck that had so lately been verdant pasturelands filled with sleek kine.
Monstrous beasts, kin of the mountain dragons, dwelt in many swamplands and in as many near swamp wastes—this was a fact known to all—but the denizens of Death Swamp were not as these more normal beasts, it was said, being deformed in sundry ways, larger, ofttimes, and more deadly. It also was said that the Death Swamp monsters were of preternatural sentience.
Descriptions of the Death Swamp monsters were almost all ancient ones, for precious few ever deliberately penetrated the dim, overgrown, terrible place that even the Three had warned should be avoided, adding that there were other places akin to it in lurking deadliness hither and yon in the world, sites rendered by the forgotten weapons of that long-ago war inimical to all forms of natural life.
Of the few who do brave the Death Swamp, fewer still come out at all, and many of those are mad or have changed drastically in manners of thinking, acting, and speech, and seldom for the better. The sole reason that any still venture within the lands and waters surrounding that blasted city is the extraordinarily high prices that wizards will pay for artifacts of that ancient place, many of which have proven to be of great and abiding power. And magic is as much a part of this world as the air and the water, the fire and the very earth itself.
The fair precincts are surrounded by palings of peeled logs sunk into the earth some foot or so apart, and those entering the gates must surrender all weapons other than eating-knives. Be they merchants or traders, they and the wares they would purvey must undergo questioning, weighing, and scrutiny by the fair-wards and the wizard-of-the-gate, lest spells be used to enhance the appearance of shoddy goods. Some magic is allowed, but it must be clearly advertised as such in advance and it must be magic of only the right-hand path.
Those apprehended within fair or temple precincts practicing unauthorized magic, harmful magic, or black magic can be haled before the fair-court. The high priest, or those from the temple he appoints, then hears the case and decides punishment, which punishment can range from a mere fine or warning up to and including being stripped of all possessions, declared outlaw (and thus fair game for any cheated customer or other enemy) and whipped from out the precincts, naked and unarmed.
The Ithkar Fair is divided into three main sections, each of which is laid out around a nucleus of permanent shops and booths; however, the vast majority of stalls are erected afresh each year, then demolished after the fair. Most distant from the temple precincts lies the section wherein operate dealers in live animals and in animal products—horses and other beasts of burden, hounds and coursing-cats, hawks, cormorants and other trained or trainable birds, domestic beasts, and wild rarities, many of these last captured afar and brought for sale to the wealthier for their private menageries.
In this fourth section, too, are sold such mundane things as bales of wool, hides, rich furs, supplies for the hunter and the trapper. Here, also, are places wherein performing animals can be shown and put through their paces, offered for sale or for hire to entertain private gatherings and parties of the well born or the well to do. Of recent years, quite a number of all-human performing acts have taken to auditioning here for prospective patrons.
The westernmost section of the main three houses craftsmen and dealers in base metals—armor, tools, and smaller hardware of all sorts and descriptions. Once the folk dealing in the sundries of wizardry were to be found here as well, but no more. Farrier/horseleeches are here, as are wheelwrights, saddlers, yoke-makers, and the like.