n a manor there lived a lost, mirthful satyr named Dyer Wright. Not a beautiful errie, shadowed manor, filled with Dogs and an intense smell, nor yet a compsionate, noble, curious manor with nothing in it to sit down on or to eat: it was a satyr-manor, and that means security.
One day, after a troubling visit from the messenger Sorrow Lythe, Dyer leaves his manor and sets out in search of three somber gems. A quest undertaken in the company of cyclopses, witches and striking centaurs.
In the search for the messenger-guarded gems, Dyer Wright surprises even himself with his cunning and skill as a scout.
During his travels, Dyer rescues a spear, an heirloom belonging to Sorrow. But when Sorrow refuses to try dancing, their friendship is over.
However, Sorrow is wounded at the Battle of Ember Bridge and the two reconcile just before Dyer engages in some serious dancing.
Dyer accepts one of the three somber gems and returns home to his manor a very wealthy satyr.