2. Imperium

Contains spoilers

Overview

A meta note on pronouns precedes Gurgeh’s long transit: he trains obsessively aboard Limiting Factor, then on GSV Little Rascal, and learns imperial etiquette from the library drone Flere-Imsaho.

Arriving on Eä, Gurgeh endures rigid ceremony, meets Emperor‑Regent Nicosar, and almost loses his first Main Series match before pulling off a daring comeback that propels him into sudden notoriety.

Culture envoy Shohobohaum Za reveals the Empire’s decadent underbelly. In the Hole, Gurgeh aids two women, faces a gun, and Za uncovers a hidden camera, forcing a hasty escape.

Summary

A narrator opens with a note on pronoun translation and teases Gurgeh’s naivety. Aboard the disarmed warship Limiting Factor, Gurgeh feels isolation while accelerating through ultraspace. He studies Azad’s theory and history for months, struggles with biotech pieces, and follows the ship’s advice to focus on subsidiary games. Rendezvousing with GSV Little Rascal, he meets the tiny library drone Flere-Imsaho and explores the ship while continuing intensive training and learning Eächic.

Contact’s envoy Shohobohaum Za appears on the GSV, flamboyant and irreverent. Flere-Imsaho receives a bulky disguise to hide Culture capabilities. Briefed on Azadian ownership-based society and taboos, Gurgeh arrives at Eä under escort, is lodged in his module atop a grand hotel, and endures a lavish palace ball. He meets Emperor‑Regent Nicosar and, after an awkward kneel, survives the introduction. Za warns him about the Empire’s dangers, introduces grif, and outlines the colleges’ political power. A young female player, Trinev Dutleysdaughter, reveals gender bias in the tournament and secretly taps Gurgeh’s robe bug, whispering, “You win.”

Gurgeh begins his Main Series group: he wins strategy-cards and minor boards, but on the Board of Origin a coordinated alliance led by a priest nearly eliminates him. Refusing to resign, he spends a sleepless night; from the distant Limiting Factor he asks only for hope, not guidance. The next day he feints and lies through moves and pre-placed cards, shattering the alliance, routing the priest, and surging to victory. Reporters swamp him; Lo Pequil plans publicity, which Gurgeh refuses. The ship congratulates him; Flere-Imsaho frets as Gurgeh bristles at being managed.

Seeking relief, Gurgeh accepts Za’s invitation to the Hole, an underground warren of vice and spectacle. Amid staged sex-fights and drugs, Gurgeh declines private amusements but befriends two witty Azadian women, Inclate and At-sen. When At-sen’s ex‑master drags her away before she can gain freedom, Inclate begs Gurgeh’s help. Gurgeh confronts the abuser, who brandishes a gun and flees; they find At-sen shaken.

In a mirrored room, intimacy begins before Za kicks in the door and smashes the wall to reveal a hidden camera. Realizing they were being recorded, Za pockets the device and urges flight, ending the night with danger and exposure looming.

Who Appears

  • Jernau Morat Gurgeh
    Culture game-master; trains en route, reaches Eä, meets Nicosar, nearly loses but engineers a brilliant comeback; gains notoriety; explores the Hole and aids two women.
  • Flere-Imsaho
    Tiny library drone; etiquette coach and translator; forced into antique casing; cautious, critical of Za; warns Gurgeh and manages protocol.
  • Shohobohaum Za
    Flamboyant Culture envoy; cynical admirer of Azad; mentors Gurgeh socially, guides him into the Hole, and exposes a hidden camera.
  • Lo Pequil Monenine senior
    Azadian liaison; arranges rooftop lodging, palace audience, and media; anxious and status-conscious; thrilled by Gurgeh’s upset victory.
  • Limiting Factor
    Disarmed Murderer-class warship; tutors Gurgeh intensively in Azad; offers high-level strategy and needed hope from far away.
  • Emperor‑Regent Nicosar
    Black‑clad apex ruler; formally greets Gurgeh at the ball; college-groomed leader advancing in the games.
  • Trinev Dutleysdaughter
    Young female player; reveals systemic bias; secretly signals Gurgeh via his bug, telling him he will win.
  • Unnamed priest
    Apex opponent who leads an alliance against Gurgeh on the Board of Origin; routed and leaves without courtesy.
  • At-sen
    Azadian woman from the Hole; abducted by ex‑master; rescued by Gurgeh and Inclate; moment with Gurgeh interrupted.
  • Inclate
    Azadian woman; witty companion at the Hole; seeks Gurgeh’s help to save At-sen and leads him through the warren.
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