Showing posts with label farming. Show all posts
Showing posts with label farming. Show all posts

Thursday, May 2, 2024

The Spell-Handler's Guide to Magic

Howdy, 'zardner!

So you're lookin' to become a certified member of the Wizened Pardnership of Spell-Handlers?

Well you should thank your lucky stars, because you've come to the right place! With this handy little primer, you'll have everything you need to embark on your journey to become a trained spell-handler, breeder, or even arch-rancher!

Let's begin by going back to basics, and answering a few simple questions about the nature of magic. If you have any aspiring young buckaroos nearby, now would be a perfect opportunity to introduce them to the topic of spell-handling as well!


To start off, what is Magic?

Magic is a blanket term for the huge and diverse range of bodily functions produced by Spells.

What are Spells?

Spells are small, domesticated creatures belonging to the phylum carmenifera. Each species of spell produces a magical effect unique to itself. It is the job of the spell-handler to rear and harness spells for their magic.

What can Spells do?

Why, plum near anything! A better question to ask would be "what can't spells do?" Even then, the Wizened Pardnership believes that it should be even more precise to ask "what can't spells do yet?"¹

What is a Spell-Handler?

Spell-handlers (also known as "wizards" or "'zardners" for their association with the Wizened Pardnership) are specialists trained to rear and care for spells. They are the foremost experts on the theories and applications of magic, and often serve as pillars of their community besides.

How do Handlers use Spells?

Spell-handlers form lifelong² bonds with their spells that grant them the trust, familiarity, and know-how to coax magic out of them. This is sometimes called "casting" because many magical effects involve the spell ejecting substances from its body, sometimes at impressive ranges. A skilled spell-handler knows how to get their Fireball to sneeze, how to shake their Daylight just right, how to stimulate their Cure Wounds' musk glands to express healing goo on their pals, and so many other marvelous tricks!

What is Spellcare like?

Handlers have a robust set of daily obligations toward their spells. They must ensure that each spell is given proper food, water, exercise, and attention. If they are adventuring together, the handler must also tend to any injury or fatigue suffered by their spells, and keep any others from befalling them. Proper spellcare avoids waste and ensures that spells and their magic can be relied upon when they are most needed.

Why do Spell-Handlers go adventuring?

There's only so much a body can learn in class or in front of books. At the end of each handler's initial training period they enter their Journeyman Years, in which they gain practical experience and know-how about magic in the real world. Oftentimes this may be done by working at a string of ranches away from where they studied. Less common but more famous are the handlers who go a-venturin', often for the same reasons anyone else does: for excitement, challenge, and opportunity!

How long do the Journeyman Years last?

On average, handlers-in-training spend 2-to-3 years on the road. Some prodigies may complete this period in as little as 1 year, while slow-goers may take as long as 3-and-a-half or 4 years, depending on the details of their contract.

Contract? What contract?

Every spell-handler-in-training negotiates an education and employment contract at the start of their career. The contract outlines a mutually beneficial split between training, and making use of that training. Teaching someone how to handle spells is an expensive process, after all, and the educating institution has to make a return on its investment somehow. And that is why after a gap period, all spell-handlers return to their alma mater to work and repay the awesome opportunity that has been provided for them, as set forth in their voluntary and mutually agreed-upon contract.

Isn't that kind of like Indentured Servitude?

Haha, what?

Nothing, nevermind. Do Journeyman Handlers befriend their Spells?

'Friend' is a strong word that has many connotations incompatible with the realities of spell-handling. Spells are not pets, and handlers are not pet-owners. It is a serious working relationship in which attachment is unbecoming of someone of the handler's office, which requires executive decisions in the interest of the whole community.

Do Spells grow attached to their Handlers?

Unfortunately the spell-breeders have yet to breed attachment out of most spell strains. They are prone to mistaking grooming and cordiality for affection, and may respond in kind, even to the inconvenience of its handler.

But there is a silver lining: this makes spells great for ranch-sponsored petting zoos. Bring your kids!

How many Spells can Handlers have at a time?

As many as they can handle!

C'mon now buckaroo, you walked right into that one.

Jesting aside, the number of spells in a handler's repertoire can vary greatly depending on their individual responsibilities and skill level. Many folks go their entire lives with just 1 or 2 handy spells by their side, while some mavens have been known to handle a dozen or more at a time!

How do Handlers carry all their Spells?

Spell-handlers invariably rely upon the invaluable spell-kennel for all their on-the-go magical needs. A spell-kennel is a container for a spell meant to be convenient and accessible for the handler carrying the kennel, and cozy for the spell inside. Anti-magic lining³ and a convenient feeding port ensure that no day is too long or too arduous for a prepared handler.

What do Spell-Kennels look like?

Spell-kennels may take the shape of backpacks, bandoliers, folding organizers colloquially known as "spellbooks", and many other styles depending on individual needs and preferences. They may project an air of style, confidence, or simple, workmanlike professionalism to suit the handler. The beauty of the spell-kennel is that it is whatever you want it to be!

While supplies last, of course.

Can't Handlers keep Spells outside of their Kennels?

Technically they can, but any handler worth their salt would know better than to let their spells flop around all willy-nilly. It poses a needless inconvenience and risk to the handler to have their spells not immediately at-hand and under their control. Besides, most spells would not be able to keep up on foot.

Why can't some Spells walk?

The marvels of selective breeding have only been achieved by making a few very carefully considered sacrifices across the many diverse breeds of spells. One consequence is that many breeds of spells possess vestigial limbs that are no longer functional for locomotion- which makes it all the more important that the world have plenty of licensed spell-handlers to help take care of them.

Where do Handlers get their Spells?

Most spell-handlers receive their spells from the spell-ranch where they were currently are employed. If that is impossible or impractical, such as the case is with spell-handlers working abroad, they may acquire replacement spells from any nearby ranches or independent breeders at their convenience.

What is a Spell-Ranch?

Spell ranches are the centers of all things spellish. They are where spells are raised, new spells are created, spell-handlers learn, and countless members of your communities work, all to build a better and brighter future together. You could call it a farm that grows spells instead of crops, but to call it just a farm is to sell it woefully short. It would not be hyperbolic to say that the modern spell-ranch is the cornerstone of society.

Non-Handlers work at Spell-Ranches too?

Of course!

Spell-rearing is a multidisciplinary market, and it wouldn't behoove a ranch to have nothing but academics running around the fields sweating buckets. Anyone from any walk of life has the skills necessary to help keep a ranch running. Many towns and villages receive the majority of their employment from nearby ranches, all of which are solemnly grateful and duty-bound to provide for them in turn.

It may be hard for the layman to see it, but ranch hands know that they are essential: every spell fed, ditch dug, and pen mucked is a step toward prosperity and magical progress, and it fuels each and every one of their boundless hearts with a burning purpose that the Pardnership is plum gobsmacked at, even to this day.

I heard some Spell-Ranch workers are trying to unionize due to alleged mistreatment.

"The Wizened Pardnership and its affiliated spell-ranches are not anti-union, but they are not neutral either. They will boldly defend their direct relationship with their workers as something that is in the best interest of the worker, the ranc [sic], and the community. They do not believe unions are in the best interest of the ranch, the community, or—most importantly—the worker.

Spell-ranches optimize themselves to work best according to the core values of dependability, innovation, and efficacy, without which the world would not have such revolutionary wonders as brand-new spells."

Hang on, let's back up. How do you create "new" Spells?

So glad you asked!

An important part of spell-breeding is selecting for desirable traits. By paring the right spells of the same species together, those traits can be brought out and enhanced, made even more wonderous than what nature endowed them with. This is how you get new, subtle variations between spells of the same class; the kinds of things an outside buckaroo looking in might call different "ranks" of spells, though the reality is far more nuanced.

Alternatively, a skilled breeder may hybridize two different spells together into an all-new spell that combines some of the traits of each parent, or even results in something entirely new to magic and science.

It isn't as simple as plopping two spells down in the same room and waiting for the magic to happen, of course. Conditions must be carefully controlled, and a lengthy period of stabilization and strict testing follows all successful attempts.

What is Stabilization?

Stabilization is the process by which a new spell's magico-genetic structure is made stable enough for the specimen to be viable, as well as safe to handle. Failure to run a new spell through proper stabilization protocols is dangerous: it may behave erratically, attempt to self-terminate, discharge its magic uncontrollably, or even spontaneously explode.

Do some folks still try it anyway?

Regrettably yes, there are some bad actors among us who would disregard the wisdom of the Pardnership and pursue their own agendas in spell-breeding without oversight, putting themselves and their communities at risk. We condemn them in the strongest possible terms.

What should be done about that?

It is for the stated reasons above that unauthorized spell hybridization has been made strictly illegal in most jurisdictions. It is your civic duty—as well as the professional and moral duty of all 'zardners everywhere—to report any suspected cases of spell-breeding or related activity to local law enforcement.

We don't want another Larrold's Ridge Incident, now do we?

What Happened at Larrold's Ridge?

The Larrold's Ridge Incident was a tragic ████████ ██ █████ ███████ ██████ ██████ █████████ at an uncertified independent facility rapidly █████████ ███████ ██████████████ resulting in large-scale destruction and the almost complete loss of all ████ ███ ████████ within a 3-kilomile radius.

For more information, contact ███████████ at ████████████████████████.

Wow, I feel kind of unsafe right now. How can we trust Magic?

By trusting the Pardnership!

The Incident was shocking in its size and severity precisely because of the efforts of the Pardnership; otherwise, it and events like it would be far worse and far more frequent. But by putting the best and brightest minds in spell-handlerdom together, we can work to prevent such things from happening. It is thanks to these fine folks that magic remains and will continue to be a net positive and a force for good, both in your communities and across the world.

Trust us. We will protect you.

I feel much safer now, but I am not a certified Spell-Handler. How else can I help support the Pardnership?

There are many ways to help support the Pardnership, and they can all be done at the local level. You can volunteer your time at a local ranch, support the Pardnership by purchasing some of its marvelous products, or just be a good citizen and attend to the civic duties morally incumbent upon all of us. Keep the world clean and friendly, and make sure to report any feral spells you find!

Feral Spells? Aren't all Spells domesticated?

Almost! While most spells have been bred in captivity and virtually all extant species have been selectively bred from their wild ancestors, there are many feral spell colonies across the world. These "wild magic" populations are the result of domestic spells escaping captivity or being abandoned by negligent handlers, then reproducing in the wild. Wild spells should only be approached by certified spell-handlers with trap-neuter-return training, as they pose a potential danger to bystanders and their communities if agitated.

If you believe there is a feral spell colony in your area, please contact your nearest ranch.

Wait! I saw someone using Magic without a Spell. How is that possible?

Easy now, buckaroo. There are many spell-based products commercially available nowadays. What you may have witnessed was the proud owner of a spell-egg, magical wand, or staff showing off their shiny little slice of modernity.

What is a Spell-Egg?

Simply put, a spell-egg is an egg laid by a spell!

More properly, commercially available spell-eggs are unfertilized eggs that contain enough residual magic from the spell that laid it to allow it to be used as a sort of disposable single-use spell. The effects produced by eggs pale in comparison to what a live spell can do in the care of a handler, but they offer a wide range of options and conveniences to the layman.

How does one use a Spell-Egg?

Simply break open the shell of an egg to activate its latent magic. This may be done either by throwing the egg at the spell's intended target or, in the case of spells intended for oneself, by cracking that bad boy open and sucking the yolk down like a real Hoss.

Always consult the expiration date on spell-eggs before use. Do not purchase if shell is broken. Report any health code violations to your local ranch.

What are Magical Wands & Staffs?

Wands are a spectacular invention designed for the discerning non-handler who wants dependability and scalability out of their magical products for the best price. Through generations of selective breeding, certain spells have been designed to fit inside an enclosed space as small as a piece of wood or ceramic tubing without food, water, or air for months on end before reaching a natural expiration date.

Staffs are functionally identical to wands, except they are enlarged to hold up to a half-dozen (or more!) spells at once.

How does one use a Magical Wand or Staff?

Wands and staffs need only be activated with the proper gesture or phrase in order to effect its magic. This may be done several times depending on the size and type of the product in question. Once the spell within has been fully discharged of its magic, the wand may be disposed of in any way that is safe and convenient for perishable goods.

Vendors are required by law to supply suitable activation instructions with every purchase. Do not attempt to open wands or staffs or activate opened ones. Check your local ordinances.

Are there any sources of Magic other than Spells or Spell-Based Products?

We understand that in this modern age there is a growing sense of conscientiousness surrounding the use of spells, stemming from ecological, ethical, and dietary concerns. For those whom it concerns, it may be pleasing to know that a group of researchers is hard at work inventing a synthetic form of magic for experimental use. But R&D is a slow process, and Big Egg has one hell⁴ of a wizard lobby. In the meantime, remember that all available spell-based products are guaranteed safe and sustainable.

This has all been very enlightening, but I want to learn more.

You're in luck! Chances are, you have a world-class education in spells just a stone's throw away from home. Every Pardnership-affiliated spell-ranch has an information and admissions office ready and waiting to receive you and all your questions, curiosities, or concerns. Take a guided tour of the ranch, join community outreach programs, or apply for preliminary screening interviews to become the spell-handler of your dreams.

You'll know you're in the right neck of the woods when you pass the statue of our beloved mascot, Blorpy the Excarnating Illiquation spell.

Have a good'un, 'zardner!


¹ Such as create gold. No known magical effect can as of yet spontaneously generate gold, nor convert another substance into gold. But the fine folks at R&D are hard at work, and thanks to their ceaseless self-sacrifice and the hard work of their communities, a breakthrough could come any day now! The cost will be worth it. Literally.

² Lifelong for the spell, that is. The average life expectancy of a spell is 6-8 months, depending on species. Particularly long-lived specimens can exceed 2 years. Parents are advised not to get spells as children's pets.

³ Made from only the most high quality spell stomach lining using state-of-the-art rendering and polymerization techniques.

⁴ Literally. Since they successfully bred the Infernal Gulper (binomial name pending), portals to the underworld have been opening left and right. Watch your step, pilgrim!

Monday, October 8, 2018

Zuq-Artlash, and other sedentary Fokari towns.

"Grain-slaves, yes, kha'en, yes, weak people of soft stuff, all of it. But what does that make you for dining with us? I thought so. Now come and pour some fermented milk with me so that we can discuss terms."
- Neshan Mez-parh, pashdehm rug merchant and elected go-between for negotiating trade with nearby tribes.


By and large, the enigmatic Fokari are believed to be a nomadic people. They inhabit the narrow bands of hospitable grazing territory in between the easternmost frontiers, and the wastelands proper. Out there, carefully migrating in cycles to prevent land overuse and tribe overlap, they herd fine-faced and strange-footed goats called yuum. They dwell in tents of felted wool, produce clay and bronze vessels of unexpected but exquisite quality, and they live their lives according to a rich and dualistic belief system.

Not all of them live like this, however. As fearful as they are of He Who Reaps & Sows, some Fokari flirt with the idea of extracting more than just wood, clay, or water from the land around them. Some Fokari live far past the edges of the wastelands, so far deep that none from the outside world are believed to have made contact with them in centuries. Out there, past the point where the ground turns to sand and bizarre rock formations dot the stretches in between mountains and gorges, there are rare few dots of life. Sometime in the forgotten past, Fokari pioneers or exiles stumbled upon the first deep-desert oases. Here, with more water in one place than most would ever see in their lives, they did what feels like anathema to many traditional Fokari: they settled down.

They still reared goats, of course, but they were no longer the vast, communal herds of entire tribes. They were smaller, family-owned flocks which could be watched by one or two people at a time, not far from the homes of mud brick and reed which they erected for themselves. Fewer meat animals were needed--and indeed wanted--when the available grass and foliage was to be focused on and cultivated.

The trees under the care of the oasis Fokari grow taller than any others in or around the wastes. Of course they would still appear quite stunted compared to their western cousins, and all of the above would be equally dwarfed by the giants of Reossos, but they are still impressive specimens for their situation. Some species are selected and grown to possess thick, wide canopies able to offer shade on the oasis outskirts, but the bulk of them are less lateral, and have been bred with harvesting in mind. Dozens of varieties of stone fruit and edible seed-bearing trees crowd the green belts in groves populated by small animals and the odd songbird, grown to supply each oasis town with food. Surplus is either stored in deep pit-houses, or traded and exchanged with the Fokari of nearby oases alongside other goods.

The largest of these oasis towns is known as Zuq-Artlash. While the exact meaning of the name is lost on us because of a very limited understanding of the Fokari languages, the root elements of it suggest wind and heights. This is entirely appropriate, because one face of the oasis is hedged in by a cliff which acts as a windbreaker for the town and groves below. It is also the site of the other curious innovation of the sedentary Fokari.

Overlooking Zuq-Artlash are rows upon rows of twisting wooden things, held in place by squat clay walls and wood which has nearly petrified with age. Harnessing the wind which blows out over the oasis, a veritable farm of vertically oriented windmills spins day and night to power grindstones for the residents down below. Rumor among the traditional nomad tribes who dare trade with the oases holds that the wind is even used to pump water up from the earth, though this is even less substantiated than the rest of the knowledge concerning the towns. The nomads are distrustful and mildly pitying of the town-dwellers however, so tales telling of impressive wonders rather than dolefulness may have a grain of truth.

The adoption of sedentary lifestyles has done a few peculiar things to Fokari social order. Though it is still a far cry from the old caste systems of the ancient Pach-Pah kingdoms or Ersuunian warlords, society in the oases is more stratified than on the wastes. The khiltah and mish'khiltah bodies--council and lesser council respectively--seem to have been merged into one entity which handles large and small matters in a very public manner. Families are no longer so self-regulating, and something as embarrassing and intimate as a dispute between lovers may become known to all of one's neighbors if a case is disruptive enough to merit the attention of the elders. This has a discouraging influence on trouble-making, or at least that is the intent, keeping civic life orderly. The chief or headman holds far more authority than in the pastoralist tribes as well, resembling something of a town mayor merged with elements of a quartermaster.

The positions of Speaker and Seer still exist in this context, supporting the Fokari worldview of dualism and of past and future. But they often occupy or tend to buildings or grounds specifically dedicated to their duties. These shrines or holy houses for lack of a better term are often the site of much larger and more ornate braziers than are to be found in the transient tribes. Depending on local tradition, some might even be tended to so that their sacrificial flame is never allowed to die.

It is unknown where in relation to the other oases Zuq-Artlash is located. Nor is it known where or how many similar towns exist across the deeper wastes. What is known is transmitted through the Rare nomadic Fokar who deals with outsiders, so there is obviously some contact between the two parties, no matter how stiff or pragmatic. But what is not known is if the denizens of the desert waters know who or what exists east of east, beyond the edges of the wastelands.

Thursday, June 28, 2018

Riverine Despotism in the Ersuunian & Early Haraalian Periods.

As we pass farther away from the cesspits downhill from the alehouse, my mind relaxes as chances of some strange tricks on the part of Elrusyo diminish down to the minimum level of risk one always runs when consorting with herb-hermits.

In place of that mental exertion, I'm able to appreciate the river, now broadening and clarifying steadily, for what it is. It, like so many other bodies of running water across the Basin, is a vein of life running through the heartland of so many former states.

And, like real arteries, one need only apply a little pressure to them in order to affect change in the body at large.

The Ersuunians, and the people of Haraal who would eventually subsume or supplant them, are famed in written history as well as modern popular culture for their vast forces of cavalry, able to wash over any opposition like crashing waves. They conquered their enemies and then held onto their winnings through the threat and force of that mounted elite, which would grow increasingly landed and powerful as time went on. They remained the focus of warfare and political might until the appropriation of dry-stone building from Esgodarran architecture eventually met with mortar and resulted in the first fortified and stone-walled cities, which complicated the art of the siege and seriously hampered a cavalry focus.

But an equally important component of control was water access. As mixed and settled Esgodarran-Ersuunian petty-kingdoms formed, pastoralists and montane herders alike became more and more discouraged from true nomadism, and the ability for them together with their entirely agricultural neighbors to move to a new area in the event of drought became practically nonexistent. Recognizing this, chieftain-kings along the Basin's periphery exercised control over the wealthier heartlands by building the most elaborate series of earth dams the world has ever known- excepting the irrigation systems of inland Nambar of course. By limiting or allowing the flow of water into a particular region, the rulers of the northeastern reaches (where the highest percentage of rivers have their source) were able to exert formal or de facto control over groups who were downstream of them and had no way to rectify the issue or displace some other tribe in a better position.

We know this because the descendants of Haraal utilized the exact same methods of control centuries later, as evidenced by one passage offered by our ever-present friend Yashka the Sage, in which "the sons of the conqueror restored to use the old choke points of the rivers."¹ Opposition to this view traditionally argues that the dams must have been an invention of Haraal himself, and the restoration was by many later generations of his descendants whose forebears had let them fall into disrepair. I would argue against that by pointing toward the trend in existing literature of painstakingly and in excruciating detail exulting all of the achievements and creations of Haraal or his known lieutenants. Nowhere within that swollen body of chronicles can be found mention of the river controls. I know- every sophomore-level student at the ITU is expected to have them memorized.²

Today, the majority of the dams and other earthworks are lost along with much of the rest of the architecture present during the height of the Haraalians. Those that remain have been converted from weapons of war to tools of commerce, being used to aid river navigation or at times irrigation. If we are fortunate enough to develop a funded archaeological community in the near future however, I do not doubt that many spectacular artifacts of that bygone age could be found.

It could even shine light on--or put to rest for good--the notion that once upon a time, up until the migrations of the Ersuunians through the eastern highlands, the River Khesh flowed not south into what would become the Deltas region, but east into what we now know to be foreboding wastelands.

What cataclysmic event could have caused that? Had there once been a green east?



¹ Verse 28,441, line 8 of the Histories of All, Yashka the Sage, 1284 BR.

² And while it is officially attributed to Haraal's spontaneous knowledge and intuitive battle-prowess, I would argue that a broad, inherited cultural knowledge of the Ersuunian Basin's waterways from preceding generations played a large role in his conquest of the western reaches. This was one of his last campaigns, which culminated in the battle at the Masib River, south of the Oron'er Mountains. The river's original name is unknown, but today it bears the name of the Masibi people, apparently a distant offshoot of one of the mountain tribes, who believed that the river was the gateway into the afterlife, and as such traditionally set their dead adrift on rafts down its current. Haraal demonstrated that he was no stranger to dramatic irony when he first ordered the flow of the river to be cut to a trickle,  then released it in a flood that swept away the surviving Masibs who hadn't been pinned and cut down upon its banks by his army.

Sunday, April 8, 2018

On the Consolidation of the Ancient Ersuunians.

History seems to enjoy starting cycles just as much as it likes seeing those cycles broken.

It began a new cycle with the settling-down of the Ersuunian tribes into semi-sedentary or even fully agrarian communities within a few generations of mastering the Basin for themselves. They still maintained animal herding as their chief industry, but their vast pasture lands became more rigidly delineated from one another's over time, even to the point that they were individually owned by a chieftain and/or his people. Other land was tilled and farmed, not so that the people could live off of the fruits of those lands themselves, but so that the vast herds would have stored grains to subsist off of every winter.

It isn't explicit where this large number of agricultural workers came from all of a sudden, but I am open to the speculation that they were the first Esgodarrans and lower-caste Ersuunians living together in any sort of cooperation, with firsthand experience and knowledge of the land coming from the hill-people of the periphery. That extensive harvesting of tree products never caught on among the ancient Ersuunians at this time also indicates to me that it was a specialization developed by the Esgodarrans who were pushed farthest into the hilly forests from their original, more pastoral homelands.

Small-scale raiding and regional disputes kept the tribes mostly separate until a warrior named Gohr united them. He did this by launching an aggressive campaign across the basin, incorporating defeated groups into his army and continually pushing forward from south to north, until he was able to force the coalition of tribes battling against him into a stalemate. He then extended an offer for peace and the other chieftains, expecting him to demand of them a treaty which would heavily favor him and ensure him the customary decades of tribute plus bonuses, reluctantly agreed.

Gohr had different ideas in mind however, and at the banquet where they had all gathered together, his political rivals were all poisoned. This included the heads of allied families, and many members of each noble family as well, leaving the entire basin in a state of political instability which Gohr was able to mold to his liking. Out of this vomit-slicked usurpation, he became a proper king. To this day, even in Deneroth's heavily influenced as well as reformed dialectical Ersuut, the phrase "invited to a warlord's dinner" survives to describe an experience expected to be bad, but turning out to be even worse.

This king consolidated his power and pioneered the greater use of agriculture by his people, though the cavalry elite which had won him his battles was exempted from this, as well as the eventual land-tax system which was put in place. It is said that while his riders expanded his domain even farther beyond the heartland of the basin, Gohr's subjects grew skinny and complaisant while Gohr himself grew fat and complacent. A little more than twenty years after taking power, before an heir had been decided upon, one among his corps of nomad-cavalry organized a coup which saw him overthrown, and a new dynasty put in place. Though Gohr did not die from it personally, mass poisoning was used once more as a political tactic.

This set the trend for the next several centuries, as hot-blooded young heroes from the marginal lands of the basin won the allegiance of the riders, overthrew the acculturated and corrupt dynasty, became acculturated and corrupt in turn, and was then overthrown by the next young hero from the periphery.

Successive generations of rulers in their palisade-towns and nascent stone-foundation cities were keenly aware of this cycle, and attempted to break it. Naturally, the remaining dedicated equestrians were opposed to all measures taken. But over the grinding years of centuries, the mobility and independence of those pastoralists was diminished until they could pose no credible threat to their lords, and the ways of war among the Ersuunians transitioned from being focused on an almost mercenary mounted elite to including far more mixed varieties of specialized and in some cases even career soldiers. It took generations of bloodshed and repeatedly denied justice by a hundred different parties, but finally an uneasy peace settled over the basin, where political strife more and more took the form of courtly intrigue over open warfare.



And then Haraal showed up.

Sunday, March 25, 2018

On the Arrival of the Ancient Ersuunians.

It occurred to me as I wrote the last complete parchment of my current travelogue that I have never given a great deal of attention to those commonly alluded-to progenitors of ours, the Ersuunians. I often write as if my audience has received the same general schooling in history as I have, or at least a fraction of it, but as I try to write for a readership not confined to the upper levels of Deneroth, I realize now that I leave far too many gaps and vistas of untouched possibility in my works. This will never be completely remedied, but I will attempt to remain conscious of the issue while moving forward.

Or in this case, even farther backward.

Disregarding for a moment the Esgodarrans, the Pach-Pah lineages, the tribes of the Oron'er Mountains, half of the ethnic admixture of the Nambarish, the Gertish, the aboriginals of the Khokhantipa Mudflats, and the Delta-dwellers¹, the Ersuunians were the catalyst for the development of complex and wide-reaching civilizations in all of the known world.

According to classical depictions, they were a tall and broad-shouldered folk with dark hair and dark or sometimes blue eyes, possessed of a bronze complexion and, in the case of the men, truly impressive mustaches. With that said, I point to the much wider diversity exhibited by the groups descended from them as an indicator that this was simply one of many phenotypes found among them and their constituent peoples at the time of their arrival on the landmass.

More verifiably, the Ersuunians were well-established pastoralists who carried or carted what little material wealth of theirs which couldn't be herded. According to tradition these other articles of wealth included finely crafted iron tools and weaponry, and the materials used to create them, but it is unclear how they managed to maintain both a pioneering lifestyle and a long tradition of blacksmithing. Perhaps their carts were larger and more numerous than commonly reported, or perhaps the speed of their expansion across the continent should be measured more in centuries than in decades.

The Ersuunians were accomplished riders, and the horse is strongly associated with their culture to this day, though it is unclear whether they had such a surplus of horses that all had a mount, or only the nobility and warriors--those most likely groups to have records or accounts about them extant--had access to such resources. By "nobles", I mean the tribal chieftains who led a group in practical as well as ritual affairs, and who commonly passed their title down through a patrilineal like of succession. These chieftains would host a court and establish fortified camps for at least as long as winter lasted, often building them so that they resembled an ovoid or more rarely crescent (perhaps even horseshoe?) shape.

They originated from somewhere far to the east, beyond the lands which have since become dried and parched. Either they dwelt in those regions soon to become desert until they became less favorable, or they passed them up directly in their efforts to find or claim a new homeland for themselves. Wherever they or their own ancestors originated from beyond what is now wasteland is lost to unwritten history, for the extent of those trackless and dangerous lands is unknown either by land route or sea. Whether the Fokari lived in the area at that time is also unclear, but I speculate that if they did, the Ersuunians had one more reason to push further west, rather than contend with established tribes and their herds.

Settling first in the highlands to the east of the rivers and the corridors of steppe country north of there, the Ersuunians spread out over the region over a period of time which might be better guessed at if the University begins to develop an archaeological studies group in the next few years. I imagine that they moved with less than burning purpose, with those who arrived first establishing themselves and their families in decent grazing lands while those behind either passed beyond into the newest frontiers, or forced their erstwhile neighbors ahead of them in return.

Eventually, or "forty-by-forty generations before the cracking of the alabaster bristlecone pine's trunk and the birthing of Haraal" to be exact ³, the Ersuunians would come to the basin which now bears their name.

When they did happen upon this vast and comparatively quite verdant depression, they also encountered the Esgodarrans living there. Exactly how these two peoples related to one another at first is unclear, but at some point their relations turned hostile. It may have been a matter of land dispute, because the mounted Ersuunians were victorious over the Esgodarrans and "drove them into the hills" of the basin according to the Histories of All written by the sage Yashka, circa 1284 BR.⁴ The implication is that the Esgodarrans were present outside of the hills prior to that conflict, and the resulting clashes allowed the Ersuunians to move in and occupy the territory by themselves. This too needs better research than I am able to attempt at the time being, but were I to make the attempt, I would seek to cross-reference these histories with those surviving in Esgodarran accounts, oral or otherwise.

Whatever the catalyst or the series of events, the result was that the Ersuunian tribes now controlled vast swathes of rich new territory, which they quickly adapted to their lifestyle. It was only so long until exploration into the agriculture practiced by several of their new neighbors began, and after that it was a sad inevitability that the first chieftain arose up among them who got the wild horsehair up his backside and decided that he wanted all to refer to him as "king".

Fans of my short piece on the Pach-Pah Empire might be able to spot history repeating itself here.



¹ Why yes, that is quite a substantial list of peoples to ignore when discussing the qualifications for "original" civilizations.² Almost seems like our definition of the term is worth revisiting, doesn't it?

² Let me also preemptively admit to my bold-faced hypocrisy in not including the Longfolk of the Reossos or the Fokari of the eastern wastelands in this list. Much to my chagrin, I cannot treat all of my sources on those peoples as accurate after two to four hundred years have passed since their (arguably) shaky formation. In the latter case, sheer distance has prevented recent exploration by any daring adventurers, and in the case of the former, our modern brand of daring adventurer tends not to be very arrow-proof. Let me also acknowledge the unwritten word which must remain so even now, lest I return home to find my accommodations back at the ITU completely and wholly dismantled despite what any technicalities in the University's code of law and conduct might say otherwise about the matter. Even so far south, I can still feel the shadow of Adelbramp's black marker looming close.

³ Verse eight, line eleven of the Histories of All, Yashka the Sage, 1284 BR.

⁴ Because the passage in question is not drilled into each and every freshman's brain by orientation courses for three semesters straight like the citation just above, and because I am far away from the text at this moment, I cannot state with a great degree of accuracy where in the Histories this information may be found. However, I am reasonably confident that it is located somewhere within the first 48,000 verses of the narrative, narrowing one's search down considerably.

Friday, March 23, 2018

Looking Southward and Backward, Part 12.

Out here, we are utterly exposed. The wind is dying down by itself, but it can be legendarily powerful across these flatlands. Once upon a time, this whole area was the heartland of pastoralists of varying sorts. First the Ersuunians, then the Haraalians and their kin, grazed vast herds of cattle as well as horses in between the patches of intense hill-country which dominate the imagination of many people confined to the walls of their towns and cities. Indeed, the homelands of the hillfolk are grand and extensive, but the plains which surround them are what allowed for the formation of those first nomad confederations which would eventually give rise to the urban existence which so many of us enjoy.

Even after their fences and tents were traded in for walls and buildings with stone foundations, the hooves of beasts trod over these regions in uncountable numbers along the borders of vast farming estates built to feed burgeoning polities. It was only when the Rupture occurred, and vast areas of grassland were subject to killing frosts the likes of which had not been seen before, did their numbers dwindle. And when they did fall, they plummeted, for the herds and their owners had multiplied and gorged for uninterrupted centuries. Even now, a few hundred years after that winter of winters, local belief holds that one cannot drive into the topsoil with a plowshare anywhere in the south-central plains without striking the skull of a bull.

Not that there is much driving of plowshares around here these days. Many areas are still given to dirt so loose that it blows away on windy days such as this, and deeper soil still possesses that imperceptible taint of overuse. The land that may still be good for hardier crop-raising would have to be reclaimed from the wild first, for the old towns--such as the one purportedly erected alongside Janskurf's Place--crumbled away into nothingness long ago. Deneroth, rather than investing in the risky venture, has opted to feed itself primarily through trade- even as it rulers bemoan the loss of territory and loudly champion returning to the territorial integrity of the old days. Still, the dirt road is wide enough for wagons going both ways at once, attesting to the stubborn regularity of trade from the south.

A peculiar aisle of raised ground divides the two horse paths, dotted with the same tall, tough grasses which surround us. I am remound of the details of one of the accounts of the palace of Haraal, as penned by one of the personal scribe-assistants of Laizij himself. Supposedly for a whole mile leading up to the entrance to the ill-fated stronghold, two roads positioned closely together like this were divided by a pair of tapestries of immense length and height. Woven upon each face was all of the accomplishments of the godlike emperor, oriented so that they could be read while approaching from one road and while leaving along the other. Every day they were being dragged forward or back as new chapters of his greatness were added, lengthening the tapestries while ensuring that they remained perfect, if flipped mirrors of one another.¹

Up ahead, at the highest point on a gentle slope, we can now see the dark timbers of Janskurf's Place. It rises up out of the least inviting-looking patch of heath in the entire land, perhaps a result of one clever bit of business acumen- the worse the environment looks around it, the more inviting and safe the old tavern seems by comparison. The two halves of the road merge together before it and pinch inward as they lead toward it and the structures nearby. The roadside sign we are nearing now is even larger than I had pictured, standing easily twice as high as I do. Elrusyo lightly elbows me and grins as we come close enough for Hraela to recognize that the sensationalist Denerothi Ersuut engravings upon the sign are not even accompanied by anything in a known Gertish dialect.

She is not amused.



¹ I am also remound of one infamous passage described in The Attestations of Itraszes, in which one of the tapestries miraculously transformed to reveal the future of the empire on the night of Haraal's disappearance, describing in grizzly detail all of the plagues, catastrophes, and evils to be visited upon its peoples. The Attestations only surfaced about a century after the ruler departed from his realm, but it was accepted as true enough to be used as an argument for the deification and veneration of Haraal. While I am no expert on topography, I can somewhat confidently state that these plains have not yet been swallowed up by an ever-expanding lake of black fire, causing me to cast some of my own humble skepticism upon the prophesies.

Thursday, July 6, 2017

On the Soil-Slaves.

"That these people have such a strong and visceral reaction to large-scale agriculture built into their mythology is uncanny, and suggestive of a long-lost chapter of their history from which they may still derive the lessons of firsthand experience."

- Roberick Bertrum Litte, Associate Undergraduate Scholar of the Department of Natural Philosophies at the Ivory Tower University of Deneroth.



The outside world of mankind is known to the Fokari, at least vaguely, and much of it fills them with a certain existential dread. Chiefly, they fear that one day the people from the lowland green will rise up and consume them like a dust storm raging in the heart of the wastes. But the anxiety extends to certain practices of "neighboring" peoples which tend not to lend themselves in any way to invading like bogeymen.

There exists within the vast Fokari pantheon a singularly reprehensible creature which is bereft of the usual qualities of dualistic positive and negative. He is a deity, after a fashion, for whom the enslavement and debasement of all creatures is His desire. He is also the patron god of farming, making clear the nomads' equation between working the land and hopeless bondage. It is also no surprise that His name, never uttered aloud by any Fokar, shares an etymological root with the most common word used to describe any acts of sexual aggression, making Him (and His vocation) the metaphorical violation of the Mother Earth figure prevalent in much of the rest of the mythos. Rather than invoking this distressing episode, He is referred to sparingly by the equally sinister epithet of "He Who Reaps and Sows".

The slaves of the soil are those beings miserable and unfortunate enough to be ensnared in His seductive lies of full bellies and surplus. Both people and the animals yoked by them are unwitting pawns of His, set to toil away and struggle against the land to the tune of His silent, mocking laughter. Though the power they are beholden to is a terrible one, the slaves of grain and fodder are more to be pitied than reviled. Such desperation has the potential to clutch anyone. While less common, some versions of the myth even suggest that mind control and enchantments play a direct role in keeping them tied to a plot of land, often taking the form of maankhir, or agonizingly tight metal bands set around their skulls in order to crush out all thoughts of tribe or self.

Years of plenty are His means of lulling all into a false sense of security, and crop failures or freak incidents of pests and natural disaster are, at best, His way of testing His servants and reminding them of the uncaring nature of the soil which will one day consume their decomposing bodies. But more often than not it does not carry any such message of warning, and serves only to amuse Him more deeply. The gradual, imperceptible erosion of soil and the degradation of its nutrients over the generations is the grandest of all cruelties engineered by He Who Reaps and Sows, for it forces over-committed populations to uproot themselves in order to seek literal greener pastures, thereby breaking covenant with Him and inviting upon themselves further punishment, according to His warped mind.

That the borderland frontier farmers eking out an existence at the watered edges of the steppe return again and again to that damning livelihood no matter how many hardships they've faced is admittedly a testament to their dedication and hardiness, but it is an even greater testament to the might of the Grain God.

No rites are performed in His name, though very rarely if a tribe's Seer determines that they've somehow earned His ire or the attention of one of His fiendish spiritual servants, a ritual is performed in order to placate and distract Him. Several farmers in effigy are constructed from sticks and sacks and positioned around a patch of tall grass. The grass is then cut close to the base like grain being harvested, and then the farmers themselves are felled one by one, like lives being taken by starvation and disease. While this is all being acted out by one very brave volunteer, the rest of the tribe rapidly breaks camp and flees as far as it can move in a half-day's time. Upon completion, the volunteer sprints to keep up, and undergoes a cleansing ritual once he or she has reunited with their breathless fellows.