Showing posts with label art. Show all posts
Showing posts with label art. Show all posts

Monday, November 3, 2025

An Alternate Universe of Dwarvish Art & Architecture as Glimpsed in MERP's Mines of Moria

Or, a Manifestation of Furt's Guilt Over not Doing More with the Art History Courses He Took in College

I've tangled with Rolemaster's little sibling in the past and thought I was done with it for good, but a recent interest in megadungeons led me to crack open Middle-Earth Role Play's take on the Mines of Moria, particularly with an eye toward what the book does with the deepest depths of the dwarf hold and the Nameless Things known to lurk therein.

I was disappointed by a lack of support for the latter, outside of a handful of paragraphs gesturing at the dark mysteries and scary campaigns one could place down there. But I soon found myself thoroughly distracted by something else that I decided to spin into a whole blog post: the book's art direction, or rather, directions.

If you know MERP, you probably know the MERP art MO: slap an Angus McBride painting on the cover and then fill the pages with black-and-white illustrations by the omnipresent Liz Danforth. Danforth's style features both action scenes and still life portraiture, often very naturalistic with a bit of art nouveau throughout, but still possessing a clear place in the timeline of LotR art with inspirations going back decades, all the way back to the first doodles penned by jurt¹ himself. It is no different in Moria for MERP 2E, except there's far more art deco in keeping with how most Tolkien dwarves are presented.

As far as I'm concerned she is MERP's visual identity, with very few exceptions. But it just so happens that we're talking about one of those exceptions today, rather than Liz's work, except where comparing and contrasting feels appropriate. She will come back at the end though.

The second interior artist in Moria is one Kent Buries, a name I'm unfamiliar with but which is apparently closely tied to a whole lot of Palladium books. Right from his first piece on page 18, his take on dwarves is... different.

Initially I mistook the helmet for a bird face headdress or some kind of weirdly floppy hood, since they're out in some nasty weather. But then I saw how the ridges sit and I realized that they were actually rock, or something emulating it. That, plus the incredibly chunky-looking mace at the dwarf's side confused me.

I'd only been skimming the text up to this point and thought, maybe these aren't dwarves? Maybe they're hide-wearing Umli, the culture of half-dwarves invented for the game, who live in the wastes between Forodwaith and the northernmost mountains. But with my second look at these dwarves a few pages later, I quickly abandoned that theory.

Facing toward the viewer rather than away, we can see the unmitigated lumpy glory of this dwarf's weirdly organic and bulbous armor and weaponry. The knobs and protrusions aren't random despite how they first looked to me, and care was taken in making each piece symmetrical. His helmet reminds me of something a one-off villain from a sentai series would wear. I was confused and perplexed.

Yet another face-to-face with a dwarf in strange armor. This one lacks the winter weather furs the previous dwarves wore, and that causes an odd effect where it almost seems like there's no distinction between armor and exposed skin, like he grew this out of himself rather than putting it on. Combined with those thick cords like pieces of tubing that keep appearing as part of their gear, he almost looks sci-fi.

Here are some standard Danforth dwarves a few pages later for contrast:

Notice the radically different—by which I mean very traditional—armor and clothing they wear, obviously inspired by real life human material culture from various parts of medieval Europe. Notice also the noncanonical lack of facial hair on that one dwarf woman; at least get some sideburns going, girl!

By now the book had moved indoors from the historical timelines and overviews on the geography and climate of the Misty Mountains, to move toward the domestic. The books in this series love going over every facet of their subjects in grueling detail, to the point that we're treated to some Khuzdul vocabulary constructed specifically for the game. We're also treated to this... excitable fellow.

Five minutes into Smith, Flux & Chill
and he gives you this look.

By now the text had clearly established that this book is about the regular dwarves of Moria, from the time before Khazad-dûm was abandoned. These are just two artists' very different depictions of the same community, presented side-by-side without explanation or comment on the part of the book. But the textual descriptions of specific parts of Moria lean far closer to Liz Danforth's illustrations, so Kent's stuff is just kinda... there. The readers are left to deal with these incongruities by themselves, and at least for me, it bugged the hell out of me.

Then I got to the first Kent Buries depiction of Morian(?) architecture, and the wheels finally started to spin.

While there are some clear signs of artifice like the squared column bases and that carved archway in the back, the number of lumpy and organic features in this hall of lamps and light stones is unmissable. These dwarves deliberately sculpted the room with these rounded features in mind, a far cry from the clean lines and sharp angles of traditional dwarvish art deco.

An armory receives the same treatment later in the book, although I couldn't readily describe it as one if the marginalia didn't describe it as such:

Those might be shields hanging on more of those chunky cords they like so much, but the shapes along the wall and column more closely resemble teardrop-shaped eyes to me. The weapons held aloft by the procession of dwarves are fairly mundane-looking, though once again their helmets are very ridged and rocky-looking, as is the knife or short sword carried by the one in the foreground.

I can't quite tell if that axe up top is just an illustration separate from the scene or a gigantic capstone decoration, but it's possibly the most raw and nature brut thing (a term which I've made up unless it's actually a real thing) in this whole series of images in either case, with a head made of slapped-together rocks that feels like it belongs in the hands of a Gruul Clan barbarian from Magic: the Gathering or something.

This next image was seemingly drawn by Kent by himself, yet within it the Kentish and Danforthian dwarf styles clash almost comically:

This incredibly normal-looking Chamber of Mazarbul with recognizable furnishings and fixtures nonetheless hosts a group of very lumpy dwarves, whose material culture apparently didn't develop so far in that aesthetic direction as to create books made out of boulders, or lecterns shaped like an outcropping of flowstone. The pattern on the wall, though difficult to see through the shaft of sunlight, even resembles the Danforth image of "axehead" pattern stonework described elsewhere in the book.

I don't know how to address this clash, and it's kind of the exception that proves my hypothesis later, but it's weird and amusing all the same.

A "freestanding" Kentish dwarf building appears elsewhere, this one a rare glimpse at the dwarves' surface level architecture.

Unlike the armory, this building's function as a watchtower is very much evident, but it arrived at that functionality by being grown and carved out of an existing rock formation, rather than creating something with blocks and mortar. This is the closest dwarvish equivalent I can think of to the broader fantasy trope of elves or other woodland beings living inside still-living trees that have been nurtured and grown around their homes.

I had been sharing these pictures with a Discord server, and one person pointed out how similar the hall of lamps and armory look to those old "Net of Being" paintings by Alex Grey, which you might know better as the thing where they got the face for that one TOOL album cover.

It would actually be pretty easy to explain all of this as dwarves listening to TOOL and taking a bunch of shrooms and call it a day, and I'm only half-joking. I think dwarves would be fairly likely to cultivate weird forms of mushrooms given their limited forays into agriculture seem to focus on underground-friendly crops and root vegetables like earth-bread.

But instead I choose to ascribe a deeper, albeit probably accidental meaning to this art style.

Do you all remember the Glittering Caves, where Éowyn and the civilians at Helm's Deep took refuge? 

Like a handful of other locations in Middle-Earth, they were directly inspired by a real-life place jurt had visited in his life, in this case the caves of Cheddar Gorge in Somerset. Both Cheddar Gorge and the Glittering Caves' depiction in the live-action Two Towers film (which I think was just a set constructed for the scene rather than any existing cave where it'd be a nightmare to safely navigate dozens of extras and equipment around?) are dissolved limestone caverns struck through with stalactites, stalagmites, bands of minerals, columnar rock formations, etc. and as a result have an overall extremely lumpy character.

Early in the Fourth Age it was the site of one of the last new dwarf colonies, where Legolas' and Gimli's bromance really started burning after the former listened to the latter's breathless adoration for the natural beauty of the caves and how his people would work to emphasize it rather than just use it to extract precious minerals. To quote Gimli's reply to Legolas warning him not to tell all dwarves about that pretty little place:

‘No, you do not understand,’ said Gimli. ‘No dwarf could be unmoved by

such loveliness. None of Durin’s race would mine those caves for stones or ore,

not if diamonds and gold could be got there. Do you cut down groves of

blossoming trees in the springtime for firewood? We would tend these glades of

flowering stone, not quarry them. With cautious skill, tap by tap – a small chip of

rock and no more, perhaps, in a whole anxious day – so we could work, and as

the years went by, we should open up new ways, and display far chambers that

are still dark, glimpsed only as a void beyond fissures in the rock. And lights,

Legolas! We should make lights, such lamps as once shone in Khazad-dûm; and

when we wished we would drive away the night that has lain there since the hills

were made; and when we desired rest, we would let the night return.’ ²

Gimli's fantasy, which eventually becomes policy enacted by him as lord of the Glittering Caves, is one of gentle stewardship of nature and its beauty. It fits comfortably within jurt's quasi-nationalistic, anthropocentric (or in this case, Khazâdocentric?) style of environmentalism in which conservation of nature's utility and beauty by and for the benefit of people is emphasized higher than raw as-is preservation. And in the distant future of the Fourth Age, I could easily see parts of the caves resembling that hall of lamps, or that craggy tower.

It's never emphasized nearly as much as with those caves, but dwarvish appreciation of their rocky homes is present throughout the universe. So I think it's reasonable to believe many more examples of naturalistic architecture could be found throughout the many dwarf-holds of the world, their history stretching as far back as the days when Aulë was finally permitted to wake his children up.

And if that style of building, mimicking the lumpiness and organic shapes of natural caverns, has been present for so long, isn't it also reasonable to think it would go on to influence other areas of dwarvish art, artifice, and aesthetics? Wouldn't those motifs and stylized landforms eventually find their way into smaller creations, weapons, armor, and even clothing? It's a little like how many real-life settled, agricultural societies adopt vegetal motifs which get so widely used and abstracted that eventually they cease to clearly resemble plants.

The Kent Buries illustrations, then, can be read almost like glimpses into an alternate universe where dwarf art and architecture was informed from the ground up (heheh) by that adherence to the forms of nature, rather than by the mastery of intricate stonework and yawning volumes shown in most dwarf depictions.

The images don't culminate in anything, and as I said before it's likely they aren't really "saying" anything at all, it was just one artist's personal style placed in an unusual context. In all likelihood I bet the reason for the two illustrators being present side-by-side at all was because of some long-ago contract, schedule, or budgeting reasons. But all meaning is fabricated out of nerve impulses and the consequences of random chance, so I guess why not read a little extra into it?

I consider the Buries illustrations the star of this book for that reason, as well as the reason that later in the book Liz Danforth sins against the entirety of Eä and all its creatures with this absolute nightmare of a Frodo face:

Delayed Happy Halloween, here's your dose of horror for the year.

At least we got that Absolute Twunk of a Samwise coming to the rescue like a snack back there.


¹ Jurt being my way of verbalizing the letters J.R.R.T., in typical Furtive fashion. Similar to how in the rare circumstances where I have to talk about him, George R. R. Martin is rendered down to gurm. I like how simultaneously "cute" and diminishing it sounds.

²  The Two Towers, "The Road to Isengard".

Saturday, February 25, 2023

The One Where Furt Gets Pedantic and Trashes A Beloved Fantasy Illustration

Dragonslayers & Proud Of It
Larry Elmore, 1989

Note, this is no slight against Elmore's style or the people who like his art. His Dragonlance work still shapes how I imagine that world, and I'm also fond of his work for Everquest, even if his stuff isn't as iconic to the franchise as Keith Parkinson's. I just happen to have developed a sudden and inexplicably intense dislike for this picture in particular.

Dragonslayers & Proud Of It is the first piece of art one sees after cracking open a copy of the non-revised edition of the AD&D 2E Player's Handbook, excluding the Jeff Easley knight on the cover. It depicts a party of adventurers--two fighters, a magic-user, a cleric, and some sort of elf archer (perhaps a thief?)-- who have just become the illustration's namesakes. The adventurers display their kill, each one posing around the dead dragon as it hangs from a tree in some scenic wilderness. Some of the adventurers gaze at the trophy while others look at the viewer, almost as if they are staging a portrait or photo for the occasion.

The piece was instantly iconic, partly because of how effectively it communicates a goal for any new players to strive for. These are low- to middling-level adventurers with no obvious magic items or ridiculous plate armor, which makes them only a few steps above what a brand new party begins at. But they are a successful party with bruises and rewards to show for it; models for an eager newbie to aspire to to be like. 'With grit, teamwork, and a lot of dice luck,' the piece seems to boast, 'you too could survive long enough to kill a dragon and take its stuff!'

It just doesn't do it for me, though. And here's why.

I'll be talking about it a lot more down below, but for now I'll say there's something scrawny and pathetic about the dragon that just doesn't inspire a sense of wonder in me. It's tiny, as far as dragons go, and savaged by the party's collective injuries to it.

Similarly puny is the "hoard" that your eye is drawn to see after passing down over the dragon's carcass. And I mean, look at this thing.

I see a corroded old crown with missing jewels, something that might have once been a goblet or maybe an emblem of some sort, and then a bunch of silver and (if I'm being generous with the color) gold coins. It all fits in a box the size of one of those vintage tomato crates you still sometimes find in rural stores, which only serves to highlight how small it is. Unless they were on a quest to find that crown for a wealthy heir, I think this box barely contains enough treasure to buy a set of banded mail for one of the fighters.

And I don't want to seem like I'm deliberately avoiding the alternate interpretation that the contents of this piece are deliberately humble, to contrast with the reactions of the party and make the title ironic. Modest accomplishment met with wide-eyed enthusiasm by novice, green-behind-the-ears heroes is a great subject for an illustration. But I don't think that's what's happening here either.

Because not even the party seems all that impressed by their achievement.

The cleric and one of the fighters are playing things up to be more visually striking than they really are, either holding the head up with a look of grim vindication or gawking at it in faux-surprise, respectively. But they try to sell it a little too hard.

The elf and the magic-user seem incredulous or slightly uncomfortable, like they have an inkling of what this might look like as they pose with their little kill strung up like wild game.

"Are we really doing this...?"     "We're really doing this..."

About the only one who looks sincerely and thoroughly satisfied with the situation is the other fighter who's busy Jeremiah Johnson'ing up there, although even he has a bit of a smug edge to him. I bet it was his idea to do this.

That post-murder afterglow, yo.

I think there's a good reason why the party seems so iffy on the whole thing, and to answer that I'm going to have to get even more pedantic- let's bring up some 2E Monster Manual stats.

I think it's reasonable to assume that this greenish dragon was an actual Green Dragon. They're fond of sub-tropical and temperate forests, much like the backdrop here, so we'll be using that entry.

Dragons of all types in 2E are divided by age category, which determines things like hit dice, breath weapon, magic abilities, etc. And because TSR was as devoted to statistical minutia as Gygax or Arneson ever were, we are provided with exact body and tail lengths for each age category in each species of dragon.

Green dragons of age category 1 are 2-7 feet long with 2-5 foot long tails. Since the specimen above is shorter than the (admittedly rather tall) male human fighter even when stretched to full length, and the tail is about as long again, it definitely looks like an Age 1 or Hatchling dragon to me.

That puts the dragon's age at time of death somewhere in the range of 0-5 years. That looks bad even in the frame of human years, where at best the dragon was little more than a toddler. But for a species that regularly lives for hundreds, if not thousands of years, this is essentially a newborn, and one of the weakest examples of dragonkind presented in the book.

"But Furt," you may say as you spontaneously animate out of a bale of straw to serve my argument, "even young dragons can still be a challenge for low-level parties." And that's true! This hypothetical infant dragon still has an average of 31 HP, AC 3, and a breath weapon for 2d6+1 damage, even if it's completely lacking in the fear, magic, and magic resistance departments. This hatchling could have easily caused a party wipe- except it clearly didn't.

The party is barely injured in the picture. The elf still has a nearly full quiver of arrows, and no one has any serious battle damage on their gear, with the exception of a pair of pants: of the five members, only the two fighters show any sign of injury, and those only take the form of relatively minor claw marks on the legs. Neither of them look worse for wear, though. You can get nastier scrapes on a hike. Heck, I've bled more than both of them combined after eating slightly spicy food and sniffling myself into a nosebleed.

On the topic of blood, the overwhelming majority of stains in this picture seem to be from the dragon's blood. It smears almost everyone's armor and boots, like they had to struggle with the corpse to drag it out of its lair and string it up- at least I hope it was dead before they hanged it. Blood also seeps in drying trails from the dozen or more wounds across all sides of its body. It even wells up from its nostrils and streams down its face, perhaps squeezed out by the pressure of the noose. The battle was one-sided, and its death was not quick. This was less of an epic confrontation, more of an unlucky schoolyard beat-down.

Let's return to the general and green dragon entries one last time:

"During the early part of a dragon's young adult stage it leaves its parents, greed driving it on to start a lair of its own." (Emphasis mine.)

"The majority of green dragons encountered will be alone. However, when a mated pair of dragons and their young are encountered, the female will leap to the attack. The male will take the young to a place of safety before joining the fight. The parents are extremely protective of their young, despite their evil nature, and will sacrifice their own lives to save their offspring."

We've already established that this dragon was way too small to have been young adult (over 80' long from nose to tail for a green dragon), so we can assume that this one was not only a hatchling, but also an orphan. Maybe it got forced out by stresses at the family lair, or maybe some band of higher-level adventurers already merc'd mom and dad in that order; whatever the cause, our heroes killed a dragon that should not have been alone under normal circumstances.

Hell, maybe that tiny crate is all the hatchling had to remember its slaughtered family by.

... Okay, that one's a bit of a stretch, even for me.

All told, a party of professional murderers mildly inconvenienced itself to kill an abandoned child and steal its paltry collection of trinkets, then decided to brag about it. To me they're less like role models to aspire to, and more like those retired cops who drive up here from the Boroughs every hunting season looking to act tough, but all they really do is spend an entire weekend getting drunk in a deer stand before accidentally shooting a fawn and taking a selfie with it anyway.

I'm coming down on this piece so hard partly because Elmore already accomplished this same goal years earlier. He did that with his cover art for the 1983 D&D Basic set, popularly known as the Red Box. (Side note, it takes a lot for me to willingly compliment BECMI. It's by far my least favorite edition/continuum of editions.)

That piece, which depicts a lone fighter battling a very alive red dragon in its far more opulent hoard, feels like a more effective inspiration for new players. The fighter is obviously either a higher level than the AD&D party (or just suicidally brave), but it still hits on all the same points in order to grip and inspire a new player: there's danger to be surmounted, treasure to be claimed, and yes, there is a dragon inside a dungeon.

The way some of the edges bleed out past the frame also just looks quite nice. The dragon reaching out helps to include the observer in the artwork, as if the scene might be from the perspective of one of the fighter's party members, standing behind him for protection. Or perhaps the fighter is stepping into the scene directly out of the observer's imagination?

At this point I've pretty much tapped every last drag of that one art class I half-remember, so I'll just leave it at that.

Monday, August 20, 2018

Going Downhill: The Pem-Pah, Part 5.

"You should add a few more cuts to that image before you make the trek back through the marsh. The Creeping and Slithering is resilient this time of year." 
- A rural guide to a performer-priestess and her entourage.



To understand why the religious performances at Anqoh are so severe, the Pem-Pah worldview and their place within it must be established.

They do not worship their gods. They worship against them.

It is unknown when this shift in religious practice occurred, assuming that the Pem-Pah practiced the same polytheistic religion as their upland cousins prior to their own migration into the bay country. There are surviving figures shared between the two traditions in the form of a class of trickster spirits, suggesting at least some common origin or interaction. Otherwise, the two faiths diverged almost completely.

Pem-Pah divinities tend to be as esoteric as they are malicious, lacking individual identities but being synonymous with larger, or sometimes hyper-specific, concepts. This has proved to make intellectual studies regarding them tricky, because their names are so difficult to translate out of a very old form or dead dialect of the spoken language. A few of the (relatively) more straightforward translations into Ersuut are as follows:

The Lapping of Fire; The Bloody Lungs of Saltwater; The Thirst of Drought; A Curse Spoken with a Death-Rattle; The Wailing of Children; The Laughter of Children when there are None; That Which Scrapes at the Dividing Wall; Something Which Could Happen But Never Will; An Unhealing Wound; It Which Deceives; The Lust of Siblings; The Exultant Agony. These "evils" for lack of a better term are the immaterial essence which fuels and causes terrible events in the world. They may or may not be intelligent, but they at least operate on a level comprehensible enough by humans that they can be thwarted, after a fashion.

The natural state of the world is decidedly unnatural to our perceptions, ruled by these forces and their countless relatives, a brutal perversion of life that is, dishearteningly enough, its rawest, perhaps truest form. The evils dwell in the air and in the earth, but originate from, or at least are familiar with, the water. Their eyes are everywhere, and their ire is easily earned. But once gained, it is believed that the attention of an evil can be held, to the disregarding of everything else.

To this end, the Pem-Pah seek to embody the evils in any way possible. Ironic praise-poems written about an evil wrap it up tightly around itself, temporarily forcing it into a mindless state of self-obsession. Speaking its name as well as that of one of its antagonistic opposites causes the two forces to seize upon one another, allowing a risky mortal endeavor to skirt by below them unnoticed. Crafting them in hideous detail in effigy upon one of the streets of Anqoh chains and binds them, and the many objects nailed into them or savage cuts delivered to their new bodies are believed to weaken them greatly as well. Like the devotees of Tallash struggling against the uncaring gulfs, the Pem-Pah battle against something far greater than themselves. Unlike those distant mountain folk however, Pem-Pah religion feels considerably more fatalistic. Respite is temporary, and ultimate failure may only be staved off. Thus it is heresy of the highest order to completely destroy an item of binding. To incinerate a parchment or completely deface an idol is to free the evil trapped within it, and its gaze rarely strays farther than the culprit, unluckily enough.

However song, dance, and performance are held above all other methods of anti-prayer. To wear the mask of an evil or one of its doomed victim-heroes is to invite it into one's self. It takes a strong will and firmness of purpose not to fall prey to such things. Cautionary tales tell of performers dropping dead suffering from injuries eerily appropriate to their respective masks, including to spontaneous burns or lacerations. I am not one for arbitrary skepticism, but I am willing to entertain the notion that at least some of these cases of injury and death could result from self-inflicted harm in the heat of the performance, or some other psychosomatic event.

That does little to describe what can happen when a high priest succumbs, however.

Its name is many lines long and mostly unintelligible to us, but there does exist an evil relating in some way to a failure of performance at a critical moment. When it is not properly contained, it is believed, the entire Maintaining can be undone, and lead to widespread death and misfortune. Civic records allude to a time several generations ago when the high priest of that year's ritual found himself subsumed beneath the weight of his strangely small and unassuming mask, which was meant to contain one of the greatest of spirits. The sky darkened overhead, the tune of every instrument being played inverted itself, the lightning reached across the bay, tearing boats asunder until the stones of the harbor were blackened and scorched, and a ravenous frenzy fell upon those who could not resist their patriarch's eyeless gaze. Groping claws of darkness described as "unlight" erupted from the space around his person, and reality itself keened and wept. Yet he remained quite conscious and apparently in control of his voice all throughout, despite the depravities which his body visited upon his brethren in the dozens. He reportedly begged for death until it was given to him by a low-ranking member of the city guard.¹

Despite these and other setbacks, the Pem-Pah continue to practice the way of life that they have known for centuries. They fish, farm, and act as surprisingly friendly hosts for those who enter their bleak but livable land. Considering the demons which each culture seems to wrestle with, I believe that increased communication and cooperation between Khaitam-po and outsiders--Pach-Pah Yul in particular--would be a fine opportunity for mutual growth and understanding of how to affect positive change on the world.



¹ Similarities between the story of this nameless high priest and case studies on the symptoms of Coherent Shambler Disease are hopefully incidental.

Thursday, August 16, 2018

Going Downhill: The Pem-Pah, Part 4.

"To us inlanders (the name they pin to outsiders regardless of their geographic origin), celebrity is a strange and alluring, but often vapid thing. But to the Pem-Pah and their performer-priests, it is a matter of life and death."
- Utlush of Tal, Nambarish traveler.

''They brought me out of my cage under the temple and told me I could either lose my hand, or wear the mask for an hour. I picked the hand."
- Yapun, former swine-duffing mastermind.



Anqoh, whatever else it might be, is an architectural wonder. Though only about one eighth the size of Deneroth according to the estimates of firsthand witnesses to the place, it is an imposing and impressive place in its own right. The city is built in stone tiers a bit like Deneroth, but inverted. Rather than concentric circles growing smaller the higher up one goes, the tiers are at their widest at the city's height, gradually narrowing into the center which is positioned relatively close to sea level.

Further separating it from Deneroth visually is that the symmetrical rings are cut into on one side, opening the city up to an uninterrupted view of the bay to its west. Because of this it might be more appropriate for me to compare it to an amphitheater on a gargantuan scale, which is in fact not far off from one of the principal uses of the city's sacred space. Most amazing of all in my opinion, though least relevant to this piece in particular, is the fact that the entire city is made without the use of mortar. Every stone is cut to fit together with interlocking tabs and sockets, like pieces of a half-finished puzzle thrusting up into the off-colored sky.

The city possesses a wharf with a very high embankment, protecting those working at the water from any Killing Tides which creep into the easternmost reaches of the estuary. Gates also bore through the thickest areas of wall on the flank of the city facing the land, allowing for traffic by road as well as by platform-boat. Individual homes are rarely built out of stone, further separating it from the static and limited living space of Deneroth's tiers. Instead, they are built from clay brick, wood, thatching, and other more perishable materials which allow for the city population to fluidly shrink or expand throughout the years.

The level of importance ascribed to each semicircular ring is also somewhat of an inversion, if I may use the clumsy comparison to Deneroth one final time. While the top tier (or top two tiers) of Deneroth are held as the most politically, socially, and religiously important within the city, the central "floor" of Anqoh is its administrative and religious center. Here, the tallest freestanding structure in the city rises up tall enough to be pronounced in the skyline from two or three levels up and behind. This structure is regarded in popular legend as the oldest in the city, preceding the walls and rings themselves. It functions as the seat of the curiously minimalist secular authority charged with maintaining the city, as well as the home of the city's priesthood.

Here they are recruited, trained, and then distributed across the region for the purpose of officiating rituals and concecrating the endeavors of others. In addition to learning rites and how to blind or dissuade the gods, each acolyte must be accomplished in dance, song, and at least two or three instruments of traditional Pem-Mih make. Thus it is much like a school, with several avenues of opportunity made available to those who are initiated into the priesthood. Yet again unlike in Deneroth, this system works remarkably well. This bureaucracy works year-round to meet the demands put upon them by the very real population of its adherents, as well as to house and care for the large numbers of pilgrims who circulate throughout Khaitam-Po, culminating in the massive festival centered on Anqoh at the end of every lunar year.

Here, the amphitheater shape of the city is put to good use, as every performer-priest available is made to engage in the most serious of rituals to the Pem-Pah: The Maintaining.¹ This nights-long performance involves multiple interconnected cycles of plays. Each play is supposedly a reenactment of a much older historical event, and each plot deals with the sealing away of an evil at great personal cost to the protagonists. These tragedies begin to pile up and develop into an overarching, all-consuming threat which is at last battled in real time by the high priests of Anqoh on the final night of the hectic, fatalistic festival.

Not only trained professionals engage in these rituals, however. Audience participation is all but required, and it is not unusual either to find civilians donning the ritual masks and costumes needed to act out a part on stage. The more taxing and dangerous plays are reserved for professionals and criminals, however. For every year, those who have been condemned for some crime by the courts of the Pem-Pah have the opportunity to commute their sentences by giving themselves over to the priests for their play. Or, in the case of especially heinous crimes committed, they are handed over regardless of consent.

It is a testament to the severity of these performances, then, that willingness to participate is exceedingly low among the punished, even in the case of those whose justice requires death. Incidentally, those crimes which require that one be handed over to The Maintaining are committed exceedingly rarely, especially certain forms of blasphemy which would normally place you on a fast track to the final night.



¹ Regrettably, I do not have access to the proper name of the ceremony- only its translation into Denerothi Standard Ersuut. It appears that the Pem-Pah language name is censored from all chronicles written by outsiders, which is the great bulk of the sources available to me. Allegedly this is because the ceremony is too sacred and powerful to be dirtied or detained by human speech and writing except during the time of its invocation.

Sunday, April 15, 2018

Artist Appreciation.

I hope spring has finally arrived for most of you, Burrowers. The high winds and 30°F temperatures of winter are lingering here as of late, with the added bonus of rain water causing the ground to become sodden or swollen. I had to kick the door to my den hard enough to dent the front of my shoe just to get it open this morning. Of course I saw a squirrel on the other side and immediately shut it again, and now I'm wishing that I still had that barricade of a dirt clod in place.

But while I'm trying to stay hunkered down and quiet, I've come across a couple of delightful things that I wanted to pass on to others.



First and foremost, I want to thank an artist known as Evoro for this awesome bit of sketchwork.


To any of you longtime readers, this gangling guy might be recognizable as Ergil, one of the gods of the ITUniverse whom I've written about before. He's a psychopomp and avatar of death, but also the acceptance and relief of death, so he's a fairly swell fellow. Not a great conversationalist, though.

I recommend that you can check out Evoro's art blog for other doodles. In particular, I like the Darkest Dungeon inspired character designs.

Also, I'd like to thank an unnervingly dedicated super-fan for initially commissioning the sketch.

You know who you are.



Completely unrelated to any of my work, I wanted to give the comic GoblinsGoblins a plug.

It's a once-every-few-days single-panel strip detailing the misadventures of two nameless little goblins wandering around a dreary, swampy, forested world full of death, grinding despair, ennui, ruined leather boots, and heart-rending determination in the face of all those things. It pretty well sums up the feeling I have when I'm trying to get out of bed some mornings, and I think other youngish adult-like people could appreciate and relate to some of the themes the Tall Goblin muses on.

I hope the comic persists for a good long while, and that we might get a more in-depth look into the thoughts or personality Small Goblin someday.

As an added bonus for you readers who dig Magic: the Gathering, the artist has apparently designed an entire goblin deck.

It seems a lot more effective than my last attempt at a minotaur tribal.

Stupid digeridoos never getting drawn when I needed them...