The Hand's Neck Inn was once known as The Tower Pub, and before that the Four Lions Inn. You can find it on the crossroads between Madingley Road and Crossbones Lane. During the day it is a quiet throughfare, and the pavement stones gleam with a grey respectability that drains away at sunset. After the Cathedral-school rings Vespers the daylight ordinances of the church give way to more urbane night-laws. The solid oaken door is unbarred and the lanterns cast a fetching orange light, seeping out from the windows and the cracks in the walls.
Once a gambler feels that glow, it leeches onto him. He finds it hard to merely walk past-Everyone knows that the Hand's Neck has the best games and the best players. In the thrill of the bet or the swoon that comes with winning, it's almost possible to leave your life behind.
The Gamblers in the Hand's Neck Inn
Tonight there are six in the main room, muttering under a blown-up portrait of Lord Chamberley (Magister of the Night-Laws and himself a frequent patron during his more rowdy years). Two more are hunched by the bar, their faces obscured by the gleaming brass taps. If they're drinking at eight, they won't be playing for a while, so we can ignore them.
It's still early-more gamblers will come by nine or ten, fat lawyers from the temples and grinning students from the colleges. Most are men, and almost all are poor, or headed that way. They are not here to win. They are here to play.
Sir Six-of-Knives
He was a knight, or says he was, anyhow. That wicked curled moustache and those fox-like eyes give him a shrewd look. His favourite games involve cards, shouting, and much staring across the table. He fancies that he's a noble strategist, but he always ends the night in arrears. When he loses, he makes a big show of reaching for his sabre, but he seldom draws.
He's ill and he knows it. Maybe soon he'll convert, and leave the Hand's Neck for a monastery.
The Lizard
A student from the accounting school that they set up four winters ago. He has a frilled collar and a trendy rose petticoat. His eyes dart about behind heavy copper spectacles, and he mutters incessantly while betting on dice. They call him the lizard, because he never quite seems to lose everything.
If you talk to him, he's convinced that he's beginning to spot numerical patterns in the dice. Patterns, he says, that will let him win big-any day now. He is eager to tell anyone about his discovery, because it pleases him greatly to be recognised for his intellect-not that anyone here cares. For now, he plays oddly and leaves by midnight to work on completing his patterns. He never drinks.
Miss Morning
A young countess, or someone with standing. Unable to force her way out of an arranged marriage, she plays to regain some sense of her dignity and choice. Her family do not know that after her lessons at the Women's College she puts on a shabby black shirt and hunches over the felt table while counting cards. Miss Morning, of course, isn't her real name, but her sharp eyes and face have a way of making people ask fewer questions.
Miss Morning won't show it, but she's observed the Lizard for several weeks now, and completed his half-finished work on her own. She plans to amass enough money to flee the city and start a new life. To that end she wins a little every other night, drawing from many houses of ill repute to mask her newfound skill. She won't be staying here for long.
Ladislaw the Younger
He had dreams once. What dreams he had, he's not exactly sure. Now his face is bloated and he has a beer belly, and his prim white shirt has stains that he can't afford to get cleaned off. With each cast of the dice or hand of cards he gets more enraged. Nobody knows whether this anger is directed at the life he is living, or the life he wishes he had. Either way, best not to win against him after ten thirty.
He's a regular, but he's almost out of his share of the inheritance. In a few weeks he'll be broke, and the debtors will have their way with him. Ladislaw knows this, and is becoming desperate.
Magister Schole
A stern lecturer at the cathedral-school who prides himself on his strict obsesiance to rules and regulations. He sees the Hand's Neck as an escape, and will play to forget the shackles he has placed himself in. Drinks to excess, and often vomits. If you can collect evidence of his debt, he will pay handsomely to protect his reputation and his posting at the cathedral-school. On the other hand, you'll have made a power-hungry enemy.
Hans of the Gun
He's a mercenary from some land outside the empire. A long scar runs across his face, down into his neck, the sort of scar you see when someone's been tortured by a fine sabre. His clothes are some tattered mockery of a captain's uniform, and his gun and knife are not for show.
If he is provoked, he'll end your life in a heartbeat. He has a strong sense of fairness, however, and always pays his debts. It's best not to ask where he got his money from.
What are they playing?
A new game, it seems, called the First Flush. Everyone buys in first, and gets two cards which they keep to themselves. Three cards are dealt onto the table from a shuffled deck. One by one, the house flips them over. At any time someone can call and take all three cards. They are then placed in front of him and turned over. If all three are turned over and nobody takes them, the cards are discarded. Then three new cards are laid.
This continues until someone collects five of a suit. If someone ever gets six or more of a suit, however, they are bust and out of the game. People can continue to up their bets between deals. The winner is the last player standing and takes everyone's bets, unless there is no winner, in which case the house takes everything. The Lizard is busy trying to understand the chances involved here.
Addendum
The hand's neck refers to the wrist, which is of course essential to flicking cards, shuffling decks, or casting dice. The proprietor, John of Somers, is a wily man, and this is his device.