THE PRINCE AND DILBAR PLAYING BACKGAMMON— p. 250.

From the most remote times of which any records have been preserved, wine, music, dancing, and dice seem to have gone together in the East. The ancient Arabs were passionately addicted to gaming, till Muhammed strictly forbade all games of chance; a prohibition which—like that against wine-bibbing— has not been so strictly observed by all his followers, though Muslims are not, perhaps, so much given to gambling as most other Asiatic peoples. They are excessively fond of chess, which, however, cannot be included amongst games of pure chance. Of all races, the Chinese are probably the most inveterate gamblers: they will play at hazard till they have lost all their possessions, wives, and children, and finally their own freedom. In our own country the mania for dice-play was fatally common among the upper and middle classes until within comparatively recent years, and if all stories be true, gaming with cards or dice, though forbidden by law, is still only too prevalent, to the speedy ruin of the deluded votaries of the Goddess of Chance. For it would appear that, though some gamesters may win and others of course lose, yet nobody is ever a gainer in the end, and hence we must conclude that all the winnings go to—the Devil!

The Hindús have always been infatuated gamesters, and of this we have ample evidence in the noble Indian epic, the Mahábhárata, out of which one or two notable examples may suffice. In the Second Book (Sabha Parva—Effort Chapter), sections lix-lxvi, Yudhisthira, the eldest of the Pandavas, plays at dice with Shakuni, who by foul means* wins all his wealth, then his kingdom, then his brothers one by one, then Yudhis-thira himself, and finally his spouse Draupadi. In the Third Book (Vana Parva—Forest Chapter), sections lix-lxi, Rájá Nala, infatuated by Kali, who had possessed him, plays at dice with his brother Pushkara and loses his wealth and his kingdom, but refusing to stake his sweet queen Damayanti he goes accompanied by her into exile. Ultimately, having exchanged with Vahuka his skill in dice-play for his own wonderful know­ledge of horses, Nala plays again with his brother and wins back his kingdom.*

European fiction furnishes analogous incidents to those above cited. For example, in the mediæval romance of Guerni de Monglave, the hero loses his kingdom at a game of chess. In W. Harrison Ainsworth's novel (or “romance”) of Old Saint Paul's, in the chapter entitled “The Bully and the Gamester” the latter, after losing all his money, is induced to stake his wife on a “cast of the ivories”—and his opponent wins. In Prior's Danish Ballads, ‘Sir Thor and the Maiden Silvermor,’ vol. iii, p. 151 ff., a damsel stakes her own person on a single throw of dice, and loses.—Other instances occur in the early European romances.

In the latter portion of “All for a Pansa,” in the Rev. J. Hinton Knowles' Folk-Tales of Kashmír, we have a pretty close parallel to the incident of the Prince and Dilbar at the game of nard, or backgammon, but a very ancient version is found in the following Panjábí legend,* which recounts

HOW RAJA RASALU PLAYED AT CHESS WITH RAJA SIRIKAP FOR THEIR HEADS.

News was once brought to King Rasálú that at Kot Bhitaur on the Indus lived a certain Rájá, Sirikap by name, who was notorious for his ferocity, and renowned for his skill in chess-playing. King Sirikap only played with those who would accept his conditions, which were: In the first game the stakes were to be horse, clothes, and lands. In the second game the stake was to be the loser's head. King Rasálú, who could not bear the thought of a rival in anything, resolved to visit him. So he called his captains together and said: “I am going to try my luck against King Sirikap. But if I lose the game and forfeit my head, say, what will you, my followers, do?” One of the officers answered: “You may lose the game, and you may lose your head, O king, but one thing is very certain—if you lose your head, the head of Rájá Sirikap will be forfeited too. Of this he shall be certified.”

Then the king mounted his horse and rode to Kot Bhitaur, the castle of the “handsome” Sirikap the Beheader. King Sirikap welcomed his brother king with every demonstration of affection, and conducted him into his palace. “O youth,” said he, “you must have come from a long distance. What is the purpose of your visit?” “My kingdom is Siálkot,” answered Rasálú. “Your fame as a chess-player kindled my ambition, and I have come to play with you; only, as I am now fatigued, let us play, if it please you, to night.” To this-Sirikap agreed, and King Rasálú, having refreshed himself, descended from the mountain rock on which the castle stood, and walked to the bank of the river. There he saw struggling in the water some small clusters of ants which were being washed away, and stooping down he saved them. Then he saw a drowning hedge­hog, and, being a humane man, he saved it also, and one of the attendants begged for it to amuse the servants in the castle above. Going a few steps farther, he came to a breakwater, which was close to the castle-rock, and there he heard a voice proceeding from the cliff: “O sir, you have come to Kot Bhitaur to play at chess with Rájá Sirikap. But I warn you that he is a magi­cian.” The astonished attendants looked about them and cried: “What voice is this?” but they perceived no one. Then they saw on the sand a representation of the game, well figured, and they said to the king: “O king—see, here is the game. It is an omen of good fortune. This is your conquering day.” At this moment the mysterious voice again issued from the rock: “O prince—for such I perceive you to be—I have been witness of your humanity. To you I may confide my life, being satisfied that you will not betray me. Rájá Sirikap is a man of blood— deep, sudden, and treacherous; but observe what I say, and your life will be saved.” “Speak on, O hidden one,” answered King Rasálú. “First of all,” continued the voice, “do you walk along the bank until you see a rat with a black head. Catch him and bring him here.” The king obeyed, and re­turning to the crag he said: “The rat, O friend, I have found, as you said, but now I would find you.” Climbing up the ledges of the steep rocks, he came to a roughly-fashioned cell in the face of the cliff, in which he discovered a lady of noble birth, chained by her feet to the floor. “Who are you?” said he; “and whence came you here?” She answered him: “I am one of the five daughters of King Sirikap. My fault was one which I will not reveal to you now, but my punishment is imprisonment in this rocky cell. Yet I knew, by my power of divination, that a prince would come from a distant kingdom, strong and young, and that, having cut off my father's head, he would release me. In you I behold the prince of my prophetic dreams.” “And I will release you,” cried the king; “but first inform me how I am to be conqueror at the chess-board.”

The princess then gave him full instructions how he should proceed in the trial of skill which awaited him. “First of all,” said she, “play with the king only on a Tuesday, as to-day; and, secondly, play only once, and let the stake be the head of him who loses. You will proceed thus: Tie the rat with a string, and keep him near you, as you both sit on the floor, but keep him so that he may be visible. That King Sirikap may not suspect your design, lean your cheek upon your hand, and call out now and then: ‘O Rájá Núl! O Rájá Núl!’ for he was the inventor of the game of Chaupúr,* in which you will be engaged. There are two sets of men of eight pieces each, and they are of two different colours. Now at the critical point of the game Rájá Sirikap will give a certain signal, and straight­way from his capacious sleeve will issue his magic cat. On her head she bears a light which renders her invisible, and which is also invisible to all but the king himself. The effect of the mysterious light is to throw a glamour over the king's adversary and to dazzle his eyes, so that he is unable to see, and during this interval the cat dexterously disposes the pieces in such a way that at the next move King Sirikap wins the game, and his adversary forfeits his wager. But do you, O Prince, in order to guard against surprise, keep the rat secure, and now and then put your disengaged hand upon it, and now and then take it off, patting it playfully. The moment the cat comes forth she will make a dash at the rat, and, coming in contact with your hand, the light will fall to the ground. Then keep her at bay, and the game will be yours for the cowardly heart of King Sirikap will begin to quake, and his disordered mind will ensure his discom­fiture.”

Having received his instructions, King Rasálú returned to the palace, and that night, being the eve of Tuesday, the two kings sat down to play. The issue of the game for some time was doubtful; but at last it was evident that a few more moves would decide the result in favour of Rájá Rasálú; when his rival made a secret signal, and the magic cat, unseen by any but himself, stole from his sleeve. The moment she did so she caught sight of the black-headed rat, and, forgetting her duty to her master, she instantly sprang towards it, but the hand of Rájá Rasálú, chanced to smite the light from her head and to keep her occupied until he had won the game.

Then sprang the mighty king to his feet and cried to his trembling rival: “The game is won and your head is my prize”; and drawing his long sword he was about to strike off his head, when Sirikap, lifting up his hands, implored a short respite, that he might enter his inner apartments and bid farewell to his family. That moment a messenger brought news to him that his queen had been delivered of a daughter. But he heeded it not. His perturbed soul was full of schemes as to how he might escape his impending fate. As he walked sadly from room to room, he said to himself: “If I hide in my own chambers I shall be discovered.” So this idea he dismissed from his mind. But in an unfrequented corner his anxious eye caught sight of a large disused drum, and, disregarding his kingly dignity, he crept under that, and began to feel himself a little secure.

Rájá Rasálú was meanwhile pacing the hall with impatient strides, waiting for the return of his adversary. At last he could tarry no longer, so, calling his captains, he summoned King Sirikap to appear. But no answer was made to his call. He then began a careful search of the whole of the castle, feeling satisfied that the king could not have passed his guards who were on the watch at every post. When he came to the drum, the quick eye of Rasálú detected that it had been recently moved. “Aha!” cried he, “the caitiff must be skulking here,” and in another moment he dragged the dishonoured monarch forth by the heels. Then he handed him over to his officers. “As he was a king,” said he, “lodge him in his own palace, but guard him well, for at sunset he must die.” Then turning to Sirikap, he spurned him, saying: “O villain! hundreds of heads you have smitten off in your time with your own hand, and all for pastime, yet you never grieved or shed a tear. And now, when the same fate is to be your own, you sneak away and hide yourself in a drum.”

Some time after this there entered the royal soothsayers, and they, addressing their fallen master, said: “Sir, we have sought for the interpretation of this mystery, why ruin should have visited your house, and we conclude that all this calamity is on account of your daughter, whose baneful star has crossed your own. She has come in an evil hour. Let her now be slain, and let her head be thrown into the Indus, and your life will be saved.” Sirikap answered: “If my life depends on her, bring me her head, and mine may yet be saved.” So a slave-girl was de­spatched to bring the infant to its father.” And as she carried it along from the apartments of the queen she said: “O what a pretty child! I should like to save it.” Rájá Rasálú, overhearing her, said: “Whither are you taking that child?” The slave-girl answered: “This is Rájá Sirikap's child, born only this very night. The Bráhman soothsayers have told my master that his child is the cause of all his misfortunes, and that her head is to be taken off to save his own.” When Rájá Rasálú looked at the child he loved it, and became very sorrowful, knowing the power of divination. So he returned and said: “O Rájá Sirikap, your head shall be spared on certain conditions: First, you must surrender this infant princess in betrothal to me. Secondly, you must become my vassal and pay me an annual tribute. Thirdly, you must consent to have your forehead branded with a red hot iron, in token of your vassalage. And fourthly, you must discon­tinue your bloody games at chess.” To all these conditions King Sirikap was only too glad to agree. So a treaty was drawn up between the two kings, and it was confirmed and ratified in the presence of their principal officers.

After this Rájá Rasálú mounted his horse and was riding away when he thought of the princess in her lonely cell. Turning his horse's head, he sought the foot of the cliff and ascended to the cavern. “Of course,” cried she, when she saw him, “you have won the game? But tell me, have you cut off my father's head?” “No,” said he, “I have not.” “What!” replied she, “have you beaten your antagonist in the game of death, yet not exacted the penalty of his failure? What luckless man are you?” Then King Rasálú explained to the princess all the circumstances of his adventure. “But,” con­cluded he, “one thing I omitted, namely, to stipulate for your deliverance from captivity.”

The princess, who expected no less than to be espoused to this handsome stranger, was overcome with distress. Seeing this, the king, who pitied her misfortunes, took up a piece of rock and broke her chain, and then, lifting her over his shoulder, he descended with her from the cavern, and carried her up to the palace of Rájá Sirikap, her father, who, seeing company return­ing and fearing some new calamity, once more endeavoured to conceal himself. But King Rasálú reassured him, and brought him forth, and said to him: “Behold, here is your daughter;— now say for what crime was she imprisoned?” “A certain prince,” answered Sirikap, “came to play with me, and my rebellious daughter gave him, to sit upon, my fortunate carpet of state. ‘Aha,’ said I to myself, ‘so, my lady, there's treason afloat?’ upon which I ordered her to be perpetually chained and imprisoned.” “One more condition,” said Rájá Rasálú, with a stern air, “must be added to the others; it is, that you forgive her, and that you let me know within three months that you have made a suitable match for her.” Nor could Rájá Sirikap dare to dispute his new lord's will, but he received his daughter and provided suitably for her in accordance with his pledged word.

Once more King Rasálú mounted his charger, and at the head of his brave companions, whose lance-heads glittered in the sunlight, and whose accoutrements clashed merrily, he rode proudly away to his own capital. With him, in a magnificent litter, travelled the infant daughter of Sirikap, whose name was Kokilan.* She it was, who, in after years, when she grew to woman's estate, became his beautiful but ill-fated consort.*

It is not likely that our author adapted his story of the Prince and Dilbar the courtesan from the foregoing legend of Rájá Rasálú: the fact that a similar tale is current in Kashmír, as already mentioned, would seem to indicate that, in more or less different forms, it is known in various countries of Hindústán. But the Prince's game with Dilbar, mainly to rescue his brothers who had fallen into her toils, finds a curious analogue in the mediæval European romance which recounts the adventures of four brothers, Agravain, Gueret, Galheret, and Gauvain, all of whom set out, in different directions, in quest of Lancelot du Lac, according to the analysis given by Dunlop, in his History of Fiction: Agravain, as a coup d'essai, kills Druas, a formidable giant, but is in turn vanquished by Sorneham, the brother of Druas. His life is spared at the request of the conquerer's niece, and he is confined in a dungeon, where his preserver secretly brings him refreshments. Gueret also concludes a variety of adventures by engaging Sorneham, and being overcome is shut up in the same dungeon with his brother. Galheret, the third of the fraternity, comes to a castle where he is invited to play with the lady at chess, on the condition that if he wins he is to possess her person and castle, but losing, should become her slave. The chessmen are ranged in compartments on the floor of a fine hall, are as large as life, and glitter with gold and diamonds. Each of them is a fairy and moves on being touched with a talisman. Galheret loses the game, and is confined with a number of other checkmated wights. Gauvain, however, soon after arrives, and vanquishes the lady at her own arms; but only asks the freedom of the prisoners, among whom he finds his brother. Having learned from an elfish attendant of the lady the fate of his two other brothers, he equips himself in the array of the chess-king. In this garb he engages Sorneham, who, being dazzled with the brightness of his attire, is easily conquered, by which means Agravain and Gueret are delivered from confinement.