|Gardens of the Moon|
|Chapter 1||Chapter 2|
|Chapter 3||Chapter 4|
|Chapter 5||Chapter 6|
|Chapter 8||Chapter 9|
|Chapter 11||Chapter 12|
|The Gadrobi Hills|
|Chapter 14||Chapter 15|
|The City of Blue Fire|
|Chapter 17||Chapter 18|
|Chapter 20||Chapter 21|
|Chapter 22||Chapter 23|
And if this man sees you in his dreams,
while you rock in the season's
'neath a tree's stout branch,
and your shadow is hooded
above the knotted rope,
so will the winds of his passing
twitch your stiffened limbs
into some semblance of running...
907th Year in the Third Millennium
The Season of Fanderay in the year of the Five Tusks
Two thousand years since the birth of Darujhistan, the city
In his dreamworld, Kruppe walks westwards out of Darujhistan. He is small, round, loquacious and thinks highly of himself. He reaches an Inn on top of a hill, after having walked for quite a while, that has fallen into disrepair and finds a few people inside who, by the looks of it, are beggars. He speaks with these other inhabitants of his dream that possibly represent his Doubts, Gifts, Virtues, Hungers or Humility. He knows that Oponn’s Coin spins. He then decides to join in the game and try to influence the events that are to follow, on Darujhistan's side, and also in the meantime, try to help his friends.
Crokus Younghand infiltrates the D'Arle estate near K'rul's Temple and steals valuables from the room of Challice D'Arle, a seventeen year old maiden. He sneaks a look at the sleeping girl who is naked from the waist up. The assassin Talo Krafar, who is patrolling the rooftops for his guild, is injured by an unknown assailant and attempts to turn the game, and ambush them from K'rul's belfry. Crokus is returning across the rooftops when he is fired at by Talo who mistakes the thief for his hunter but Crokus hears a coin drop and bends to pick it up and the shot misses. Krafar's assailant is actually behind him, and Krafar is killed by the cloaked assassin, who is then joined by two others who descend from the sky.
Crokus flees through the city from the three assassin-mages who have now started in his pursuit. He uses the thief lines, similiar to cloth lines but much stronger, established by the thieves in the past, which criss-cross the city, to escape. He briefly meets his Uncle Mammot and goes through the window in the house jumping to a tree, onto another building then down onto a tarpaulin before reaching the relative safety of the Phoenix Inn. The three hunters convene outside the Inn; they are at war with the Guild of Assassins and don’t want witnesses. Even though they are ready to invade the Inn to take Crokus out, the leader of the three decides that someone has intervened on his behalf, and besides, some rumors about them might be useful. They then leave.