A Review of King’s Blood Four, by Sheri S. Tepper
King’s Blood Four, by Sheri S. Tepper
Ace (202 pages, $2.50, 1983)
I know Sheri S. Tepper primarily as a science fiction author. She tends to write sociological stuff, a little bit like Ursula K. LeGuin’s science fiction. I feel that she’s prone to having her message hijack her story, but I still read her books whenever I see a new one in the library. I wasn’t sure what to expect out of her fantasy.
As it turns out, King’s Blood Four might or might not be set in a fantasy universe. There is a strong hint that it might be crypto-SF. In a way, it doesn’t matter; fantasy or science fiction, it’s still a study of an alien society.
The story is narrated by Peter, a fifteen-year-old boy who lives at a boarding school devoted to teaching a peculiar chess-like game. In fact, it’s a training exercise for the deadly True Game. It seems that many people in this world have magic — or possibly psychic — powers, and the True Game forms a framework for their power struggles. It includes everything from dueling to intrigue to outright war, and children such as Peter are sent to the Schooltowns so that the True Game doesn’t chew them up as cannon fodder before they can come into their power. (We find out later that peasants — called pawns, in keeping with the chess theme — don’t ordinarily get this privilege, although at least one pawn’s mother found a way to manage it.) We also find out that Peter has been seduced by one of the teachers, a man named Mandor. The affair is forbidden, and one of the other teachers tries to warn Peter about it, but he’s convinced that he has it all under control.