.
Her father played this serious game and defeated other powerful houses in his own right, but that prestige is quickly forgotten. Winding her way carefully and dangerously around subtle plots and traps, Mara begins to restore order to her house and rebuild what her family has lost. .
Grey warriors act as soldiers and house servants turn bandits, since they have outlived their respective lords and have no honor or house to call their own. This knowledge, and the deep-rooted indoctrination that honor is of primary importance, are the first tools Mara uses to fashion her revenge and make House Acoma strong again. Blessed with her father's wisdom and understanding in commercial matters, Mara has yet another tool she needs to keep her house stable while she begins to play the Game of the Council against Lord Jingu of the House Minwanabi, and his vassals. .
Secret alliances, forced matters of honor and even marriage will complete Mara's slow and steady rise to strength and power in the empire, but for how long? Already as she clears one obstacle another flares up before her, threatening her still-tenuous position and those who live, and would die, to serve her and the House Acoma. Weary, and growing less cautious with the Game of the Council, Mara finds she is risking far more than her father ever would with odds that have already made other houses cower with held breath. .
Allies threaten to turn into enemies, and even the Warlord Almecho, second only to the Emperor, watches with fascination as the struggles of House Acoma continue. Her previous ventures may have strengthened her house, but Mara has gained new enemies, and in the last play of the Game she is in the very house of Lord Jingu, who has assured her destruction by means even he is unaware of. .
In his previous works Feist used the world of Midkemia to house his creatures of light and shadow, love and hatred, honor and sacrifice. His characters included elves, dwarves, and magicians.