Gur Driktend is a truthfinder. He uses legwork and deduction to solve crimes in Kethem, a land where spells are considered the solution to every problem. It is a dangerous profession, particularly for a commoner, the second-class citizens chafing under the rule of the landowning Holders. When the light merchant Fair Elaine arrives from a mission to the north with a cargo room full of dead nobles and a missing artifact, he's thrust into a situation that pits him between the Demon-God Sambhal, a consortium of powerful Holds, and a pair of assassins, all playing a game by rules he doesn't understand. But one thing is certain. He needs to learn them, and quickly. Because this is the kind of game where if you lose, you die.
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