the Mouser clap hand to nose and mouth.

After sniffing cautiously and finding the air breathable again, the Mouser called brightly, “Hola there, dear comrade! I think I cut the thing's thin throat, or heart string, or vital nerve, or silver tether, or birth cord, or whatever the strand was.'

“Where did the strand lead back to?” Fafhrd demanded.

“I have no intention of trying to find that out,” the Mouser assured him, gazing warily over his shoulder in the direction from which the fog had come. “You try threading the Lankhmar labyrinth if you want to. But the strand seems as gone as the thing.”

“Ow!” Fafhrd cried out suddenly and began to flap his hands. “Oh you small villain, to trick me into making a stirrup of my burnt hands!'

The Mouser grinned as he poked about with his gaze at the nastily slimed cobbles and the dead bodies and the scattered hardware. “Cat's Claw must be here somewhere,” he muttered, “and I did hear the chink of gold….'

“You'd feel a penny under the tongue of a man you were strangling!” Fafhrd told him angrily.

* * *

At the Temple of the Hates, five thousand worshipers began to rise up weakly and groaningly, each lighter of weight by some few ounces than when he had first bowed down. The drummers slumped over their drums, the lantern-crankers over their extinguished red candles, and the lank Archpriest wearily and grimly lowered his head and rested the wooden mask in his clawlike hands.

* * *

At the alley-juncture, the Mouser dangled before Fafhrd's face the small purse he had just slipped from Skel's belt.

“My noble comrade, shall we make a betrothal gift of it to sweet Innesgay?” he asked liltingly. “And rekindle the dear little brazier and end this night as we began it, savoring all the matchless joys of watchmanship and all the manifold wonders of—'

“Give it here, idiot boy!” Fafhrd snarled, snatching the chinking thing for all his burnt fingers. “I know a place where they've soothing salves — and needles too, to stitch up the notched ears of thieves — and where both the wine and the girls are sharp and clean!'

II: Lean Times in Lankhmar

Once upon a time in Lankhmar, City of the Black Toga, in the world of Nehwon, two years after the Year of the Feathered Death, Fafhrd and the Gray Mouser parted their ways.

Exactly what caused the tall brawling barbarian and the slim elusive Prince of Thieves to fall out, and the mighty adventuring partnership to be broken, is uncertainly known and was at the time the subject of much speculation. Some said they had quarreled over a girl. Others maintained, with even greater unlikelihood, that they had disagreed over the proper division of a loot of jewels raped from Muulsh the Moneylender. Srith of the Scrolls suggests that their mutual cooling off was largely the reflection of a supernatural enormity existing at the time between Sheelba of the Eyeless Face, the Mouser's demonic mentor, and Ningauble of the Seven Eyes, Fafhrd's alien and multiserpentine patron.

The likeliest explanation, which runs directly counter to the Muulsh Hypothesis, is simply that times were hard in Lankhmar, adventures few and uninviting, and that the two heroes had reached that point in life when hard-pressed men desire to admix even the rarest quests and pleasurings with certain prudent activities leading either to financial or to spiritual security, though seldom if ever to both.

This theory — that boredom and insecurity, and a difference of opinion as to how these dismal feelings might best be dealt with, chiefly underlay the estrangement of the twain… this theory may account for and perhaps even subsume the otherwise ridiculous suggestion that the two comrades fell out over the proper spelling of Fafhrd's name, the Mouser perversely favoring a simple Lankhmarian equivalent of “Faferd” while the name's owner insisted that only the original mouth-filling agglomeration of consonants could continue to satisfy his ear and eye and his semiliterate, barbarous sense of the fitness of things. Bored and insecure men will loose arrows at dust motes.

Certain it is that their friendship, though not utterly fractured, grew very cold and that their life-ways, though both continuing in Lankhmar, diverged remarkably.

Gray Mouser entered the service of one Pulg, a rising racketeer of small religions, a lord of Lankhmar's dark underworld who levied tribute from the priests of all godlets seeking to become gods — on pain of various unpleasant, disturbing and revolting things happening at future services of the defaulting godlet. If a priest didn't pay Pulg, his miracles were sure to misfire, his congregation and collection fall off sharply, and it was quite possible that a bruised skin and broken bones would be his lot.

Accompanied by three or four of Pulg's buddies and frequently a slim dancing girl or two, the Mouser became a familiar and newly-ominous sight in Lankhmar's Street of the Gods which leads from the Marsh Gate to the distant docks and the Citadel. He still wore gray, went close-hooded, and carried Cat's Claw and Scalpel at his side, but the dagger and curving sword kept in their sheaths. Knowing from of old that a threat is generally more effective than its execution, he limited his activities to the handling of conversations and cash. “I speak for Pulg-Pulg with a guh!” was his usual opening. Later, if holy men grew recalcitrant or overly keen in their bargaining and it became necessary to maul saintlets and break up services, he would sign the bullies to take disciplinary measures while he himself stood idly by, generally in slow sardonic converse with the attendant girl or girls and often munching sweetmeats. As the months passed, the Mouser grew fat and the dancing girls successively more slim and submissive-eyed.

Fafhrd, on the other hand, broke his longsword across his knee (cutting himself badly in the act), tore from his garments the few remaining ornaments (dull and worthless scraps of metal) and bits of ratty fur, forswore strong drink and all allied pleasures (he had been on small beer and womanless for some time), and became the sole acolyte of Bwadres, the sole priest of Issek of the Jug. Fafhrd let his beard grow until it was as long as his shoulder-brushing hair, he became lean and hollow-cheeked and cavern-eyed, and his voice changed from bass to tenor, though not as a result of the distressing mutilation which some whispered he had inflicted upon himself — these last knew he had cut himself but lied wildly as to where.

The gods in Lankhmar (that is, the gods and candidates for divinity who dwell or camp, it may be said, in the Imperishable City, not the gods of Lankhmar — a very different and most secret and dire matter)…the gods in Lankhmar sometimes seem as if they must be as numberless as the grains of sand in the Great Eastern Desert. The vast majority of them began as men, or more strictly the memories of men who led ascetic, vision-haunted lives and died painful, messy deaths. One gets the impression that since the beginning of time an unending horde of their priests and apostles (or even the gods themselves, it makes little difference) have been crippling across that same desert, the Sinking Land, and the Great Salt Marsh to converge on Lankhmar's low, heavy-arched Marsh Gate — meanwhile suffering by the way various inevitable tortures, castrations, blindings and stonings, impalements, crucifixions, quarterings and so forth at the hands of eastern brigands and Mingol unbelievers who, one is tempted to think, were created solely for the purpose of seeing to the running of that cruel gauntlet. Among the tormented holy throng are a few warlocks and witches seeking infernal immortality for their dark satanic would-be deities and a very few proto-goddesses — generally maidens reputed to have been enslaved for decades by sadistic magicians and ravished by whole tribes of Mingols.

Lankhmar itself and especially the earlier-mentioned street serves as the theater or more precisely the intellectual and artistic testing-ground of the proto-gods after their more material but no more cruel sifting at the hands of the brigands and Mingols. A new god (his priest or priests, that is) will begin at the Marsh Gate and more or less slowly work his way up the Street of the Gods, renting a temple or preempting a few yards of cobbled pavement here and there, until he has found his proper level. A very few win their way to the region adjoining the Citadel and join the aristocracy of the gods in Lankhmar — transients still, though resident there for centuries and even millennia (the gods of Lankhmar are as jealous as they are secret). Far more godlets, it can justly be said, play a one-night-stand near the Marsh Gate and abruptly disappear, perhaps to seek cities where the audiences are less critical. The majority work their way about halfway up the Street of the Gods

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