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== Fafhrd and the Gray Mouser ==
== Fafhrd and the Gray Mouser ==


'''Fafhrd and the Gray Mouser''' (sometimes rendered as '''Grey Mouser''') are a pair of characters created by the author [[Fritz Leiber]]. Their adventures are collected in a series of books varying in number depending on edition and publication.
'''Fafhrd and the Gray Mouser''' (sometimes rendered as '''Grey Mouser''') are a pair of characters who feature mightily in tales by the author [[Fritz Leiber]]. Their adventures are collected in a series of books varying in number depending on edition and publication.
 
They were in fact invented by [[Harry Otto Fischer]], a comrade and colleague of Leiber's from before the latter was writing professionally. They first appeared in a fragment written by Fischer in 1936, which became the basis of the tale ''[[The Lords of Quarmall]]'' some twenty-five years later.


They are a pair of hard-drinking, hard-fighting, woman-obsessed thieves, both with a finely-wrought sense of personal aesthetics and a complete inability to hold onto any of their plundered wealth. They are expert swordsmen, climbers, sailors, riders and practically any other skill that may come in handy for a plot device.
They are a pair of hard-drinking, hard-fighting, woman-obsessed thieves, both with a finely-wrought sense of personal aesthetics and a complete inability to hold onto any of their plundered wealth. They are expert swordsmen, climbers, sailors, riders and practically any other skill that may come in handy for a plot device.
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## ''[[The Snow Women]]''
## ''[[The Snow Women]]''
## ''[[The Unholy Grail]]''
## ''[[The Unholy Grail]]''
## ''Ill Met in Lankhmar''
## ''[[Ill Met in Lankhmar]]''
# ''[[Swords Against Death]]''
# ''[[Swords Against Death]]''
## ''The Circle Curse''
## ''[[The Circle Curse]]''
## ''The Jewels in the Forest''
## ''[[The Jewels in the Forest]]''
## ''Thieves' House''
## ''[[Thieves' House]]''
## ''The Bleak Shore''
## ''[[The Bleak Shore]]''
## ''The Howling Tower''
## ''[[The Howling Tower]]''
## ''The Sunken Land''
## ''[[The Sunken Land]]''
## ''The Seven Black Priests''
## ''[[The Seven Black Priests]]''
## ''Claws From The Night''
## ''[[Claws From The Night]]''
## ''The Price of Pain-Ease''
## ''[[The Price of Pain-Ease]]''
## ''Bazaar of the Bizarre''
## ''[[Bazaar of the Bizarre]]''
# ''[[Swords in the Mist]]''
# ''[[Swords in the Mist]]''
## ''The Cloud of Hate''
## ''[[The Cloud of Hate]]''
## ''Lean Times in Lankhmar''
## ''[[Lean Times in Lankhmar]]''
## ''Their Mistress, The Sea''
## ''[[Their Mistress, The Sea]]''
## ''When The Sea-King's Away''
## ''[[When The Sea-King's Away]]''
## ''The Wrong Branch''
## ''[[The Wrong Branch]]''
## ''Adept's Gambit''
## ''[[Adept's Gambit]]''
# ''[[Swords Against Wizardry]]''
# ''[[Swords Against Wizardry]]''
## ''In the Witch's Tent''
## ''[[In the Witch's Tent]]''
## ''Stardock''
## ''[[Stardock]]''
## ''The Two Best Thieves in Lankhmar''
## ''[[The Two Best Thieves in Lankhmar]]''
## ''The Lords of Quarmall''
## ''[[The Lords of Quarmall]]''
# ''[[The Swords of Lankhmar]]''
# ''[[The Swords of Lankhmar]]''
## A complete novel, the first part of which contains the story ''Scylla's Daughter''
## A complete novel, the first part of which contains the story ''[[Scylla's Daughter]]''
# ''[[Swords and Ice Magic]]''
# ''[[Swords and Ice Magic]]''
## ''The Sadness of the Executioner''
## ''[[The Sadness of the Executioner]]''
## ''Beauty and the Beasts''
## ''[[Beauty and the Beasts]]''
## ''Trapped in the Shadowland''
## ''[[Trapped in the Shadowland]]''
## ''The Bait''
## ''[[The Bait]]''
## ''Under the Thumbs of the Gods''
## ''[[Under the Thumbs of the Gods]]''
## ''Trapped in the Sea of Stars''
## ''[[Trapped in the Sea of Stars]]''
## ''The Frost Monstreme''
## ''[[The Frost Monstreme]]''
## ''Rime Isle''
## ''[[Rime Isle]]''
# ''[[The Knight and Knave of Swords]]''
# ''[[The Knight and Knave of Swords]]''
## ''Sea Magic''
## ''[[Sea Magic]]''
## ''The Mer She''
## ''[[The Mer She]]''
## ''The Curse of the Smalls and the Stars''
## ''[[The Curse of the Smalls and the Stars]]''
## ''The Mouser Goes Below''
## ''[[The Mouser Goes Below]]''


=== Fafhrd ===
=== Fafhrd ===


Fafhrd is on the surface the stereotypical "northern barbarian". He is considerably taller than average; he usually has long, wild, red hair and beard (although see ''[[Lean Times in Lankhmar]]''); he wears furs crudely cut and cured, and wields a hefty sword which he calls Graywand. He has a predilection for older women, usually tall and rangy like himself, although he has been shown not to be particularly fussy in this regard.
Fafhrd is on the surface the stereotypical "northern barbarian". He is considerably taller than average; he usually has long, wild, red hair and beard (although see ''[[Lean Times in Lankhmar]]''); he wears furs crudely cut and cured. He wields a hefty sword that he calls Graywand, and on occasion a dagger called Heartseeker. He has a predilection for older women, usually tall and rangy like himself, although he has been shown not to be particularly fussy in this regard.


His singling voice is better than average, pitched rather higher than would perhaps be expected for one so large; this is as a result of his training in early years to be a [[Skald]].
His singing voice is better than average, pitched rather higher than would perhaps be expected for one so large; this is as a result of his training in early years to be a [[Skald]].


His character is based on the conventional Nordic folk tradition, enhanced and carved for literary effect.
His character is based on the conventional Nordic folk tradition, enhanced and carved for literary effect.


His parentage, upbringing and early life are depicted in the story ''[[The Snow Women]]''.
His parentage, upbringing and early life are depicted in the story ''[[The Snow Women]]''.
==== Pronunciation of Fafhrd ====
Evidence in the canon suggests that the pronunciation of Fafhrd is something like "Faf-erd" but with a throaty [[aspirate]] associated with the second syllable:
:Fafhrd stopped, again wiped right hand on robe, and held it out. 'Name's Fafhrd. Ef ay ef aitch ar dee.'
:Again the Mouser shook it. 'Gray Mouser,' he said a touch defiantly, as if challenging anyone to laugh at the soubriquet. 'Excuse me, but how exactly do you pronounce that? Faf-hrud?'
:'Just Faf-erd.'
:'Thank you.' They walked on. -- ''[[Ill Met in Lankhmar]]''
:... 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 semi-literate, barbarous sense of the fitness of things. -- ''[[Lean Times in Lankhmar]]''
The implication is that the general public (which, translating from Nehwon to Earth, means English-speakers with a relaxed attitude to the letter R) would be allowed to get by with a simple "Faf-erd", but one familiar with his native language would use something subtler.
Some feel that it might go something like "Faf-rrrrd" where the "rrrr" is a throaty rolled R in the manner partway between that of the Scots and the French; that is, as it would be imagined in the throat of the Norsemen of a thousand years ago.
He has been known to answer to the affectionate diminutive "Faf" on occasion (references being sought), and [[Hirriwi]], Princess of [[Stardock]], even manages to get away with calling him "Faffy".




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Only otherwise known by his childhood nickname "Mouse", the Gray Mouser appears never to have had a conventional name. Aspects of his early life, and how he turned out the way he did, are portrayed in the story ''[[The Unholy Grail]]''.
Only otherwise known by his childhood nickname "Mouse", the Gray Mouser appears never to have had a conventional name. Aspects of his early life, and how he turned out the way he did, are portrayed in the story ''[[The Unholy Grail]]''.


He is a smallish, handsome, sly-looking and foppish man with an extreme streak of narcissism and egotism. He usually wears gray garments of fine cut, usually of ratskin and silk, manufactured and repaired by an erstwhile colleague in Lankhmar, Nattick Nimblefingers (who never actually appears in the Nehwon canon - his purpose in the plot is merely to provide a pretext for the Gray Mouser to appear his usual dapper self after an episode of considerable exertion and privation). He sports a long, thin blade which he calls Scalpel, and also a smaller dagger-like blade for his other hand, which he calls Cat's Claw.
He is a smallish, handsome, sly-looking and foppish man with an extreme streak of narcissism and egotism. He usually wears gray garments of fine cut, usually of ratskin and silk, manufactured and repaired by an erstwhile colleague in Lankhmar (seemingly the only person that the Mouser actually ''pays'' for his services), Nattick Nimblefingers (who never actually appears in the Nehwon canon - his purpose in the plot is merely to provide a pretext for the Gray Mouser to appear his usual dapper self after an episode of considerable exertion and privation). He sports a long, thin blade, which he calls Scalpel, and also a smaller dagger-like blade for his other hand, which he calls Cat's Claw.


His own sexual predilection is towards women rather younger than himself, to an extreme that in conventional Western terrestrial society would perhaps border on illegality.
His own sexual predilection is towards women rather younger than himself, to an extreme that in conventional Western terrestrial society would perhaps border on illegality.


== Nehwon ==
== Nehwon ==


The world in which all the action takes place (except for one story, ''[[Adept's Gambit]]'', which oddly takes place in approximately the pre-Roman [[Middle East|Middle East]] of our homeworld Earth itself, although not one which can bre reliably historically placed). Nehwon is a world which roughly corresponds to the Iron Age period of Earth, in which technology is primitive, energy is generated by muscle-power and wood-burning, and transport is by horse and ship (propelled either by sails or by oars).
'''Nehwon''' is the [[Invented World|invented world]] in which all the action takes place (except for one story, ''[[Adept's Gambit]]'', which oddly takes place in approximately the pre-Roman [[Middle East]] of our homeworld Earth itself, although not one which can be reliably historically placed). It roughly corresponds to the Iron Age period of Earth, in which technology is primitive, energy is generated by muscle-power and wood-burning, and transport is by horse and ship (propelled either by sails or by oars).


Magic works, when germane to the plot. Strange invented beasts populate it, like giant hot-blooded white-furred snakes, multi-headed plesiousaur-like sea-monsters and intelligent rats who walk upright and wear clothes.
Magic works, when germane to the plot. Strange invented beasts populate it, like giant hot-blooded white-furred snakes, multi-headed plesiousaur-like sea-monsters and intelligent rats who walk upright and wear clothes.
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The Gods ''in'' Lankhmar (not to be confused with the Gods ''of'' Lankhmar) are multitudinous, and their relative power is determined by their position on Street of the Gods almost in the manner of a pop chart.
The Gods ''in'' Lankhmar (not to be confused with the Gods ''of'' Lankhmar) are multitudinous, and their relative power is determined by their position on Street of the Gods almost in the manner of a pop chart.
== The Stories ==
=== Induction ===
A brief introduction to the world of Lankhmar and our main protagonists.
=== The Snow Women ===
In which Fafhrd is introduced. He is eighteen, and lives in a tent with his mother Mor, the acknowledged chief of the Snow Clan, a hidebound matriarchy dwelling in Cold Corner in the snowbound Cold Waste. He is tall, fit, intelligent, philosophical and skilful with the various tools of his environment. He is also a skilled singer and story-teller. His father, it turns out, has perished some years earlier while mountain-climbing.
The story opens with the arrival of a troupe of travelling players whose presence is barely tolerated by the womenfolk, but (in general) welcomed by the men of the clan, as it offers them the opportunity to escape for a while from the tyranny of the rule of the women. Fafhrd is forbidden to watch the show, not only by his youth but by his mother.
He has already fathered an as yet unborn child on his sweetheart Mara, and he is philosophically resigned to the fact that he is about to transfer his slavery from his mother to Mara. As the story opens, he is contented for this to happen, as he still enjoys his love-life with Mara.
However, an encounter with the intriguing Vlana, whom he rescues, is about to change all this. She is a good decade older than he, a performer in the troupe, and a victim (it will turn out) of certain political skullduggery between the Snow Clan and the management of the troupe.
Fafhrd and Vlana's relationship is illicit on many levels, mainly because in different ways both are in a kind of slavery. Both wish to escape this slavery, and see in each other a means by which to do so. They plan to flee south, go to Lanhkmar (probably), and live the free and happy life of vagabond performers, or something equally romatically alluring or whatever. However, what Fafhrd does not know is that he is but one of the possible means of Vlana's escape, and that he has several more-or-less deadly rivals for her affections. It transpires that she seems not to be particularly concerned exactly which of these rivals she ends up with.
Considerable entertaining mayhem later, Fafhrd sees Vlana flee on a stolen sleigh, with one of those rivals at her side. He follows on skis. This exciting pursuit requires his utmost skill and strength, as you would expect. He is just in time to thwart an ambush by ''other'' parties concerned in Vlana's future, which he does by exploiting his considerable reserves of cunning and skill. As you'd expect, the tale ends with Fafhrd and Vlana fleeing in the stolen sleigh, destination (eventually) Lankhmar.
=== The Unholy Grail ===
Mouse is a small, skinny orphan. He is apprentice to a wizard, Glavas Rho, whose magic is exclusively white (i.e. "good"). Mouse has, apparently, been experimenting with black, or course, as youngsters would. Hence he has already gained the soubriquet "gray", and indeed his clothing is gray, as described in the opening paragraph.
All is not right. Mouse has returned from a minor quest to find that Glavas Rho has been murdered by Janarrl, the local Duke, a thug, bully and bigot who despises magic in all its forms. The reason Janarrl has done this, and burned his woodland hut to the ground, is that he has discovered that his daughter Ivrian has also been secretly taking lessons from Glavas Rho. This is too much for Janarrl.
Ivrian is Mouse's sweetheart. They have met via Glavas Rho himself. She is also faint-hearted and somewhat cowardly, a bit of a milksop. Her mother, who died when Ivrian was younger, was a fit and outdoorsy type like her husband, but without the brutality of the latter.
Mouse suspects, with some reason, that Ivrian has in fact betrayed Glavas Rho, from fear of her father, who treats his daughter with contempt. He is equally concerned that she will in turn betray him. However, he has a plan of revenge of his own.
Using black magic (specifically, the pins-in-doll technique), he deliberately sets out to kill Duke Janarrl. This would be accomplished at great danger to his soul, which would forever after be tainted. However, he is thwarted, as demanded by the exigencies of the plot, by Ivrian. She has been followed to Mouse's lair, and so is the unwitting cause of Mouse's capture and imprisonment by Janarrl, as Mouse had all but expected. At this point he expresses his disgust at her cowardice and declares her as beneath even his hate.
However, he has another plan. He devises a black magical working which will rely upon Ivrian's presence in the torture chamber in which he is to be racked to death. What he intends to do is channel his suffering through Ivrian to her father as she sits at his side, dressed as she is in her mother's clothes.
Sure enough, this working is as successful as the reader would desire. Ivrian has redeemed herself in Mouse's eyes (although he is not blind to her character flaws), and they ride off into the night together.
=== Ill Met in Lankhmar ===
Inevitably, both kicking around in Lankhmar at the same time as they are, Fafhrd and the Gray Mouser are bound to meet. This they do, having both selected the same victims for a job, namely Sleyvas and Fissif. The latter are two thieves of the Thieves' Guild of Lankhmar, and have between then just raided a local jeweller.
Fafhrd and the Gray Mouser duly rob those two thieves, during the course of which they impress each other with their skills at swordfighting. Each forms an instant liking for the other. Despite their differences, they see each other as a kindred spirit.
It's probably worth pointing out at this point that they have suspicions of being followed by something, having been spotted in their robbing of Sleyvas and Fissif, but (in order to fulfil the vicissitudes of the plot) they shrug this off. Instead of following this possibility up, they convene with copious quantities of alcohol at the Gray Mouser's place, a sumptuously furnished upper room behind the Silver Eel (the local hostelry) in a ramshackle tumbledown building that in modern society would be condemned as unsafe. Fafhrd has brought his current squeeze Vlana (see ''[[The Snow Women]]''), and she meets the Mouser's girl Ivrian (see ''[[The Unholy Grail]]''). Fafhrd, incidentally, identifies the Mouser as the perpetrator of a whole series of thefts of carpets, rugs, tapestries and so forth - everything, in fact, that provides the furnishings in which the Mouser keeps Ivrian in a state of cosseted seclusion.
The wine runs out, the tales get taller, the party rolls on. Vlana (as we have learned in ''[[The Snow Women]]'') has a vendetta against the Thieves' Guild, and is disappointed in both of our heroes that they did not actually terminate the lives of both Sleyvas and Fissif when they could have done (the pair are actually not, in fact, that kind of person). After some argument and self-aggrandisement from both our heroes, they embark (drunk as they are) succumb to Vlana's insistence that they go and bring them the head of Krovas, the chief of the Thieves' Guild.
Predictable and gloriously entertaining mayhem ensues, in which the pair disguise themselves as beggars from the Beggars' Guild and sneak into the headquarters of the Thieves' Guild, as planned. They are discovered before having accomplished their aim, and barely escape intact, having failed to achieve their aim.
Returning to the Mouser's abode, they find their loves murdered. They had been followed, after all, by an animal familiar of Sleyvas and Fissif. The deed had been done by magic while Fafhrd and the Mouser were causing trouble at the HQ. In fact, they realise that they had actually been viewing the adept Hristomilo performing that act while sneaking about.
Overcome by madness of grief and rage, Fafhrd and the Gray Mouser burn down the Mouser's dwelling, then go out to do the same to the Thieves' Guild headquarters. They are but partially successful; several thieves die that night, including Hristomilo and one or two others who perhaps did not so deserve. Krovas remains alive.
Fafhrd and the Gray Mouser walk off into the night, still burdened by their grief, and walk out of Lankhmar, swearing never to return.
WORK IN PROGRESS.

Latest revision as of 11:18, 8 May 2010

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Fafhrd and the Gray Mouser

Fafhrd and the Gray Mouser (sometimes rendered as Grey Mouser) are a pair of characters who feature mightily in tales by the author Fritz Leiber. Their adventures are collected in a series of books varying in number depending on edition and publication.

They were in fact invented by Harry Otto Fischer, a comrade and colleague of Leiber's from before the latter was writing professionally. They first appeared in a fragment written by Fischer in 1936, which became the basis of the tale The Lords of Quarmall some twenty-five years later.

They are a pair of hard-drinking, hard-fighting, woman-obsessed thieves, both with a finely-wrought sense of personal aesthetics and a complete inability to hold onto any of their plundered wealth. They are expert swordsmen, climbers, sailors, riders and practically any other skill that may come in handy for a plot device.

They live in an invented world called Nehwon, its name itself a homage to Erewhon. Much of the action takes place in the principal city Lankhmar.

The canonical series is:

  1. Swords and Deviltry
    1. Induction
    2. The Snow Women
    3. The Unholy Grail
    4. Ill Met in Lankhmar
  2. Swords Against Death
    1. The Circle Curse
    2. The Jewels in the Forest
    3. Thieves' House
    4. The Bleak Shore
    5. The Howling Tower
    6. The Sunken Land
    7. The Seven Black Priests
    8. Claws From The Night
    9. The Price of Pain-Ease
    10. Bazaar of the Bizarre
  3. Swords in the Mist
    1. The Cloud of Hate
    2. Lean Times in Lankhmar
    3. Their Mistress, The Sea
    4. When The Sea-King's Away
    5. The Wrong Branch
    6. Adept's Gambit
  4. Swords Against Wizardry
    1. In the Witch's Tent
    2. Stardock
    3. The Two Best Thieves in Lankhmar
    4. The Lords of Quarmall
  5. The Swords of Lankhmar
    1. A complete novel, the first part of which contains the story Scylla's Daughter
  6. Swords and Ice Magic
    1. The Sadness of the Executioner
    2. Beauty and the Beasts
    3. Trapped in the Shadowland
    4. The Bait
    5. Under the Thumbs of the Gods
    6. Trapped in the Sea of Stars
    7. The Frost Monstreme
    8. Rime Isle
  7. The Knight and Knave of Swords
    1. Sea Magic
    2. The Mer She
    3. The Curse of the Smalls and the Stars
    4. The Mouser Goes Below

Fafhrd

Fafhrd is on the surface the stereotypical "northern barbarian". He is considerably taller than average; he usually has long, wild, red hair and beard (although see Lean Times in Lankhmar); he wears furs crudely cut and cured. He wields a hefty sword that he calls Graywand, and on occasion a dagger called Heartseeker. He has a predilection for older women, usually tall and rangy like himself, although he has been shown not to be particularly fussy in this regard.

His singing voice is better than average, pitched rather higher than would perhaps be expected for one so large; this is as a result of his training in early years to be a Skald.

His character is based on the conventional Nordic folk tradition, enhanced and carved for literary effect.

His parentage, upbringing and early life are depicted in the story The Snow Women.


Pronunciation of Fafhrd

Evidence in the canon suggests that the pronunciation of Fafhrd is something like "Faf-erd" but with a throaty aspirate associated with the second syllable:

Fafhrd stopped, again wiped right hand on robe, and held it out. 'Name's Fafhrd. Ef ay ef aitch ar dee.'
Again the Mouser shook it. 'Gray Mouser,' he said a touch defiantly, as if challenging anyone to laugh at the soubriquet. 'Excuse me, but how exactly do you pronounce that? Faf-hrud?'
'Just Faf-erd.'
'Thank you.' They walked on. -- Ill Met in Lankhmar
... 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 semi-literate, barbarous sense of the fitness of things. -- Lean Times in Lankhmar

The implication is that the general public (which, translating from Nehwon to Earth, means English-speakers with a relaxed attitude to the letter R) would be allowed to get by with a simple "Faf-erd", but one familiar with his native language would use something subtler.

Some feel that it might go something like "Faf-rrrrd" where the "rrrr" is a throaty rolled R in the manner partway between that of the Scots and the French; that is, as it would be imagined in the throat of the Norsemen of a thousand years ago.

He has been known to answer to the affectionate diminutive "Faf" on occasion (references being sought), and Hirriwi, Princess of Stardock, even manages to get away with calling him "Faffy".


The Gray Mouser

Only otherwise known by his childhood nickname "Mouse", the Gray Mouser appears never to have had a conventional name. Aspects of his early life, and how he turned out the way he did, are portrayed in the story The Unholy Grail.

He is a smallish, handsome, sly-looking and foppish man with an extreme streak of narcissism and egotism. He usually wears gray garments of fine cut, usually of ratskin and silk, manufactured and repaired by an erstwhile colleague in Lankhmar (seemingly the only person that the Mouser actually pays for his services), Nattick Nimblefingers (who never actually appears in the Nehwon canon - his purpose in the plot is merely to provide a pretext for the Gray Mouser to appear his usual dapper self after an episode of considerable exertion and privation). He sports a long, thin blade, which he calls Scalpel, and also a smaller dagger-like blade for his other hand, which he calls Cat's Claw.

His own sexual predilection is towards women rather younger than himself, to an extreme that in conventional Western terrestrial society would perhaps border on illegality.

Nehwon

Nehwon is the invented world in which all the action takes place (except for one story, Adept's Gambit, which oddly takes place in approximately the pre-Roman Middle East of our homeworld Earth itself, although not one which can be reliably historically placed). It roughly corresponds to the Iron Age period of Earth, in which technology is primitive, energy is generated by muscle-power and wood-burning, and transport is by horse and ship (propelled either by sails or by oars).

Magic works, when germane to the plot. Strange invented beasts populate it, like giant hot-blooded white-furred snakes, multi-headed plesiousaur-like sea-monsters and intelligent rats who walk upright and wear clothes.


Lankhmar

Lankhmar is the main city in Nehwon, in which much of the action takes place. It is noisy, smelly, anarchic, scruffy and crime-riddled, in other words, a perfect setting for tales of unbridled spooky swashbuckling. Significantly to the calling of both Fafhrd and the Gray Mouser, the Thieves' Guild is a powerful presence here, as is the Beggar's Guild. Early stories in the canon feature conflicts between the pair and the Thieves' Guild.

The Gods in Lankhmar (not to be confused with the Gods of Lankhmar) are multitudinous, and their relative power is determined by their position on Street of the Gods almost in the manner of a pop chart.