The only sounds were the occasional rutch of rock on wood from the other end of the long table, where a game was being played with black and white stone counters — that and, from beyond the room, the ponderous sighing of the great fans that sucked down the fresh air on its last stage of passage from the distant world above and drove it through this region… and the perpetual soft thudding of the naked feet of the slaves on the heavy leather tread-belts that drove those great wooden fans… and the very faint mechanic gasping of those slaves.
After one had been in this region for a few days, or only a few hours, the sighing of the fans and the soft thudding of the feet and the faint gaspings of the tortured lungs seemed to drone out only the name of this region, over and over.
"Quarmall…" they seemed to chant. "Quarmall… Quarmall is all…"
The Gray Mouser, upon whose senses and through whose mind these sensations and fancies had been flooding and flitting, was a small man strongly muscled. Clad in gray silks irregularly woven, with tiny thread-tufts here and there, he looked restless as a lynx and as dangerous.
From a great tray of strangely hued and shaped mushrooms set before him like sweetmeats, the Mouser disdainfully selected and nibbled cautiously at the most normal looking, a gray one. Its perfumy savor masking bitterness offended him, and he spat it surreptitiously into his palm and dropped that hand under the table and flicked the wet chewed fragments to the floor. Then, while he sucked his cheek sourly, the fingers of both his hands began to play as slowly and nervously with the hilts of his sword Scalpel and his dagger Cat's Claw as his mind played with his boredoms and murky wonderings.
Along each side of the long narrow table, in great high-backed chairs widely spaced, sat six scrawny old men, bald or shaven of dome and chin, and chicken-fluted of jowl, and each clad only in a neat white loincloth. Eleven of these stared intently at nothing and perpetually tensed their meager muscles until even their ears seemed to stiffen, as though concentrating mightily in realms unseen. The twelfth had his chair half turned and was playing across a far corner of the table the board-game that made the occasional tiny rutching noises. He was playing it with the Mouser's employer Gwaay, ruler of the Lower Levels of Quarmall and younger son to Quarmal, Lord of Quarmall.
Although the Mouser had been three days in Quarmall's depths he had come no closer to Gwaay than he was now, so that he knew him only as a pallid, handsome, soft-spoken youth, no realer to the Mouser, because of the eternal dimness and the invariable distance between them, than a ghost.
The game was one the Mouser had never seen before and quite tricky in several respects.
The board looked green, though it was impossible to be certain of colors in the unending twilight of the torches, and it had no perceptible squares or tracks on it, except for a phosphorescent line midway between the opponents, dividing the board into two equal fields.
Each contestant started the game with twelve flat circular counters set along his edge of the board. Gwaay's counters were obsidian-black, his ancient opponent's marble-white, so the Mouser was able to distinguish them despite the dimness.
The object of the game seemed to be to move the pieces randomly forward over uneven distances and get at least seven of them into your opponent's field first.
Here the trickiness was that one moved the pieces not with the fingers but only by looking at them intently. Apparently, if one gazed only at a single piece, one could move it quite swiftly. If one gazed at several, one could move them all together in a line or cluster, but more sluggishly.
The Mouser was not yet wholly convinced that he was witnessing a display of thought-power. He still suspected threads, soundless air-puffings, surreptitious joggings of the board from below, powerful beetles under the counters, and hidden magnets — for Gwaay's pieces at least could by their color be some sort of lodestone.
At the present moment Gwaay's black counters and the ancient's white ones were massed at the central line, shifting only a little now and then as the push-of-war went first a nail's breadth one way, then the other. Suddenly Gwaay's rearmost counter circled swiftly back and darted toward an open space at the board's edge. Two of the ancient's counters formed a wedge and thrust across the midline through the weak point thus created. As the ancient's two detached counters returned to oppose them, Gwaay's end-running counter sped across. The game was over — Gwaay gave no sign of this, but the ancient began fumblingly to return the pieces to their starting positions with his fingers.
"Ho, Gwaay, that was easily won!" the Mouser called out cockily. "Why not take on two of them together? The oldster must be a sorcerer of the Second Rank to play so weakly — or even a doddering apprentice of the Third."