Wizard's Eleven is the third book of the True Game trilogy by Tepper. Peter the Shifter is the keeper of the Gamesmen of Barish, the recorded personalities of the first people to have each of the eleven Talents. He also has the personality of Windlow the Seer, his old friend who was captured and made into one of the blue gamespieces in Necromancer Nine.
Peter is the only one who can communicate with them, by holding them in his hand and letting them use his mind to think and act, and he can also communicate with Windlow. While holding Windlow's blue, Windlow has a vision, Peter must go to the north, with the healer Silkhands. So Peter sets off to the schooltown of Xammer where Silkhands is teaching with his friend Chance.
When they reach Xammer, Silkhands says she needs to go north anyway, to take one of her students, Jinian, to an arranged marriage. They agree to meet up on the road, but after several days Peter realises someone is Gaming against him, and searching for him, and Silkhands may be in danger. He takes the Gamespiece of Hafnor, first Elator, and teleports himself back along the route in time to find Jinian and Silkhands kidnapped by a Ghoul. They narrowly escape and disguise themselves as peasants to meet up with Chance, but Peter now knows that Huld the Demon is Gaming against him again.
While slowly travelling in a wagon, Peter asks Jinian to read to him from the Onomasticon, the book he found with the Gamesmen of Barish. They discuss the meaning of some of the passages and Peter realises that Jinian has a quick mind and begins to admire her. One evening they look up at the sky and see a giant striding across it, they are filled with sadness as they hear a voice say: "Kinsman, help."
Soon afterward, they wake one morning to find they have acquired a companion, a man who calls himself Vitior Vulpas Queynt. He talks a great deal and travels with a pair of giant birds known as krylobos to draw his wagon. Queynt insists that they continue to travel on together to Tragamor's Tooth, where they will meet with Jinian's betrothed, the King Kelver.
Chance is waiting for them when they arrive, disguised as a cook, and King Kelver offers to join them when it becomes clear that Jinian will not leave them until the quest is complete. They continue on to Leamer, a town where they grow groundnuts and sausage grole, the groles being fed into the nut in the evening, eating all night, then harvested in the morning. Jinian surprises Peter by revealing the she is a Wizard, which is a rare and strange talent.
While they are camped in Leamer, Jinian is kidnapped and almost fed to sausage groles before Peter rescues her, and they know that their enemies are still near. They continue further north until the reach a region known as Wind's Gate, where giant skeletons lie around on the earth. Peter and Jinian discover the place they are meant to come to, a hidden room with the bodies of the Gamesmen of Barish, waiting for their personalities to be read back into them.
Peter baulks, he believes that he needs their talents to defeat Huld, that he cannot stand alone. Jinian calmly compares his attitude to that of Huld, and asks him to consider the other people, Windlow, Himaggery the Wizard, and others of honor he has known. When the rest of their party arrive, Peter knows it is time to give them up. He and Silkhands manage to find a way to transfer the personalities without a working transfer machine, and they restore the Eleven.
Peter is delighted to find that they remember him, and his friendship with Dorn, who he has known longest, is like that of an older brother. He and Silkhands decide to use the last body, the one without a matching Gamespiece, to retore the personality of Windlow. The last body is that of Barish.
When they have finished, they find they were more correct than they knew. Barish had been accustomed to inhabiting the body of a brain-burned person for a few years each century during the last thousand years. The last one that had been brought had not been quite mindless, the body of Windlow the Seer. Windlow had not known he was part Barish, but had sought the Gamesmen and the Onomasticon, believing that he was seeing visions, not knowing he saw memories. Now both live in the body of Barish.
The next day, the host of Huld arrives. He has gathered Bonedancers and Ghouls and raised a vast army of bones. They fight him as best they can until Peter is struck by inspiration, and Dorn raises the giant skeletons of the ancient animals to fight with them. Huld and his army are destroyed just before Mavin and Himaggery arrive. Everyone there must decide what to do, for there are still thousands of Gamesmen trapped in blue Gamespieces, and a new world to consider.
Peter must choose where he will go, what he will do now that he is no longer carrying the Gamesmen of Barish. Perhaps travelling with Queynt, and perhaps he will ask Jinian to travel with him.
Sheri S. Tepper |
| The True Game |
| King's Blood Four |
| Necromancer Nine |
| Wizard's Eleven |
| The Chronicles of Mavin Manyshaped |
| The Song of Mavin Manyshaped |
| The Flight of Mavin Manyshaped |
| The Search of Mavin Manyshaped |
| Sheri S. Tepper's Bibliography |