Showing posts with label seas. Show all posts
Showing posts with label seas. Show all posts

Monday, June 10, 2019

The Gutted Belly & Her Crew.

By now it is somewhat of an open secret that far below the surface of each adventurer-friendly world and all of its drama lies a lightless world of cruelty, brutality, and harsh wonder. Less well known is that this dim land possesses its own seas of unknown breadth and depth, and lesser-known still is that those seas are "sailed" by those who have been rejected even by the alien cultures of that dark below.

Of course it isn't always ruthlessness or dire prophecy that leads to these outcasts taking to the sea. Just as often it is bad luck, or some quirk of the individual. And like moths to an exceptionally dim flame, these freaks band together and find some semblance of fellowship upon the abyssal waves. Because together, they just might find fame, wealth, or glory upon the undersea.

Of course most find a watery grave beneath it, sooner or later. This bunch is probably no exception.

The Gutted Belly

The origins of this ship are as mysterious as the ship herself is ugly, but it is abundantly clear that it is not a normal vessel. While generally shaped like other ships of the Underdark, it is constructed in a manner completely unlike any other. It possesses many organic or non-euclidean elements to its geometry, and rather than being made of wood, its hull has an unsettling resemblance to flesh- though what creature all of that grey-green hide could have been taken from is unknown. And given that the ship's hull is one contiguous piece of material almost 20 fathoms in length, it is something best not thought about for long.

Also unusual for the subterranean world is that it possesses sails.

There is not a lot of weather to be had so far underground, except for faint, constant currents of water or air in or out of the vaults which keep them (relatively) livable. These currents are enough to stir a breeze or set the waves in motion to carry things adrift, but rarely can they be harnessed to move a vessel with purpose. Therefore most ships rely upon manual labor, primitive engines, or magic for propulsion. But, somehow, The Gutted Belly has sailed into port countless times over the years, her membranous airfoils turgid with a strong wind that is only ever felt in the ship's wake.

Notable personalities include...

Istoyn Maerret- Drow, Captain.

"Welcome aboard, lads! We'll be running through a known kraken haunt today, so I hope you've all got your wits about you. We need lively bait! What? No. I said 'bayt'. That's short for "bay technicians".We'll need you down in the cargo bay. Yes, that's what I meant. Hahah. Anyway, welcome aboard!"

The exuberant shepherd of deranged sea-gits himself, Captain Maerret is a living reminder that even the truly hopeless can survive and thrive on the Undersea- for good and ill.

Born to some insignificant piss-ant hill of a non-noble drow family in one of the many dark elf cities dotting the underground, Istoyn Maerret was a sickly child. When debt collectors and Lolth religious hardliners both came down hard upon the clan one day, he was one of several superfluous children given over as sacrifice or sold into slavery. Istoryn found himself on a galley rowing the breadth of the Undersea before long, and remained in that state well into his adulthood. At some point in his past that ship was destroyed in a freak accident, and the dark elf washed ashore alone. Another gulf of mysterious, unaddressed years passed by then, and suddenly the drow was hiring a skeleton crew in a coastal city to bring a ship to port from an undisclosed location. Hours later, the somewhat rattled sailors disembarked from the bizarre Gutted Belly, captained by the cockily grinning former galley slave.

It is no secret or scathing defamation to say that the ship and the crew it has attracted survives on luck. Almost immediately after becoming seaworthy, Captain Maerret and his crew began to pursue high risk, high reward objectives that ranged from legal trading ventures, to piracy and smuggling, to the most heinous of all professions: adventuring. Life is cheap, short, and utterly thrilling to most who sign onto the crew, making the captain's more unique derangements stand out less.

One doesn't live long in the Underdark without cracking a bit, and in Istoyn's case he seems to have developed a very efficient form of mental compartmentalization in order to cope with a myriad of stressors. He exhibits (or mimics) certain symptoms of personality disorders during downtime which make him unpredictable, and just a little uncomfortable to be around. Yet his penchant for brutal, calculated violence reminds everyone that he can be perfectly, horribly sane when needed. He consistently shows competence on the job, leads his crew from the front in times of danger, and cultivates an atmosphere of egalitarianism among his peers that is difficult to find elsewhere in the Underdark. The instances where he has saved a crew member's life, executed a stunning flourish to secure victory, or austerely foregone his own share of booty in order to keep things literally shipshape seem in general to balance out the occasions where he has expended considerable resources to sate his (mediocre) alchemical curiosity, or thrown an unpopular cabin boy to that week's newest beasty "because it seemed like an easy and amusing solution".

If you sign your contract with an honest name and do right by your crew, the captain can be counted on to lead you to the wealth or the exciting end you seek.

... So long as you don't make the mistake of calling his cutlass a scimitar. If you do, he'll simply have to demonstrate their myriad differences to you- at length, and in torturous detail.

Shursh- Quaggoth, Boatswain, 1st & 3rd Mates.

"It is the compact-given right of every last one of you to air your grievances on matters of ship governance. Just as it is my hammer's right to reply."

Most quaggoths exist in a state that one could be forgiven for calling "savage". The ash-furred bear people are necessarily brutal to survive in their environment, xenophobic toward all outsiders thanks to a drow penchant for enslaving them, and occasionally more hateful of any and all technology than even the most misinformed Luddites.

But as evidenced by one quaggoth named Shursh, they can clean up nicely.

Another former oar-slave, Shursh had been the prized catch of one dark elf reaver until he realized one day that the menacing crew actually feared his prodigious strength. He walked off of the boat at port with several torn-out spinal columns thrown over his shoulder that same day, and soon learned how to use his strength to turn a profit. Eventually this landed Shursh in the crew of the Belly, where his resilience and cool head under attack ensured that he began to outlive more and more of his superiors. Captain Maerret, strapped for able bodies, proceeded to pile ranks upon the quaggoth, who seemed not to complain- though he did later split the role of 2nd Mate up into dedicated Navigator and Medical Officer roles, delegating them to others because he simply didn't want to be bothered with that type of work.

Now Shursh is one of the most visible members of the crew, standing heads taller than most and representing the captain when he is away or indisposed of. He also holds the respect of much of the crew, though the fact that he often walks around with a massive carpenter's maul resting on his shoulder might contribute to that.

Letil Idki- Svirfneblin, Navigator.

"Attention crew, we are now approaching a known shipwreck reef site. We will be slowing wind propulsion by five knots in preparation for scavenging. Anchor is on standby for deployment. Shark status is currently unperturbed. And your weather forecast for this evening is whatever the hell I decide it will be."

One would be understandably curious as to how and why a deep gnome came to be part of a pirate crew. One would also be understandably hesitant to ask Letil after she electrocutes someone else for raising that very question.

Deep gnomes are a famously earthy people, if anything can be called "famous" about such a reclusive group. They were born from the earth, live in it, and shape it around themselves. They also tend toward pleasant dispositions, or at least avoid mucking around in other people's lives for the worse. But this society produces weirdos and imperfect fits like any other, and like any other it can do a plain awful job accommodating them.

Letil seems to be a druid, after some fashion. Inborn, intimately tied to aspects of nature, utterly powerless to ignore that power. And it just so happens that her power manifests in the fury of biting winds and churning waves, quite out of place in the tunnels of the Underdark. She was exiled early in life, and ironically became more 'earthy' only after the experience hardened her to be stone-like, body and soul. She never found her way up to the surface world, but she found an acceptable surrogate in the subterranean seas.

Now, Letil Idki is the navigator of the Gutted Belly. She conjured its earth elemental anchor up and bound it with hate and chains in equal measure, and now aids the corsair vessel in propelling itself without need for rowers. Hers is the enchantment which keeps the ship's sails turgid and bloated with conjured winds, and which allows its prow to cut so smoothly through the undersea waves.

Needle Threader- Grimlock, Medical Officer.

"Shh, child. I cannot hear your lacerations with you whimpering like that."

Needle Threader is perhaps the gentlest soul on board the Gutted Belly, not that that's saying much. Surprisingly open about her past, the grimlock explains that she was once a warren-matron for her clan of sightless subterranean humanoids. Children were raised communally, she explains, and it is with bitter fondness that she remarks she was once mother of dozens, despite never producing any of her own.

She doesn't like to recount what happened when routine tunnel renovations disturbed a particularly large nest of gricks. Somehow though, Needle Threader blindly groped her way through the Underdark until she came upon a port city which was cosmopolitan enough not to kill her on sight. Captain Maerret took her aboard as another one of his frivolous "acquisitions", only for her to prove useful after the fact.

The eyeless trogloxene now serves aboard the Belly as an exceptionally hands-on surgeon and medical officer, well known to the crew for her tendency to emit a constant, low humming during examinations or operations while rolling her head from side to side in what looks to an outside observer like a trance-like state. According to Needle Threader, it allows her to 'see' in finer detail, even when she's rooting around in a patient's guts. Surprising recovery rates attest to her competence, but her first-time patients are rarely comfortable around her, nor her vast array of knapped stone tools.

Doolploobdulilb- Kuo-toa, Chaplain.

"Le'suor'bren'sehan'aul'tel’lahr'ath'Blibdoolpoolp!*"
* "I bless this voyage in the name of Blibdoolpoolp!"

It's a common saying aboard the Belly that Letil keeps the wind in check, while Doolploobdulilb manages the waves- best not to piss either one of them off. And there is a considerable amount of truth to this. But while the svirfneblin is a very public and approachable fixture on the crew, the kuo-toa whose name is typically shortened to just "Doolp" for everyone else's sake is rarely so approachable.

Of uncertain age and identity but of absolute conviction in their goddess, this kuo-toa cleric or "whip" is a devotee of The Sea Mother, The Drowning Goddess, The Mistress of the Black Pearl, and Uncomfortably Buxom Lobster-Lady, Blibdoolpoolp. Though vocally hateful toward any and all surface-dwelling species--as well as most other species besides kuo-toa in general--Doolp's actions on board the Belly speak to a milder nature. As the ship's chaplain, the cleric's ministrations are directed at proper observance of ceremonies meant to placate and appease sea deities (such as their own). This keeps the ship from falling prey to the worst of dangers out on the undersea, and allows for the occasional seafood feast in honor of this, that, or the other thing.

Ostensibly Doolp is also tasked with seeing to the spiritual health of each crew member, but the reality is that everyone will say they are just fine and dandy in order to avoid the flabby fishnet-wearer coming around to their bunks one day and asking them if they have a moment of their time to spare for the Drowner of Lands and the Scourge of Sekolah.

Understandably, Doolp is the most vocal opponent of the continued practice of keeping and feeding the frenzy of sahaugin below the ship, but they haven't yet gathered enough votes to do anything about it.

Ulwiss Coaleyes- Duergar, Quartermaster & Accountant.

"Togrysh has not come to collect his bonus for volunteering to lead the boarding party three days ago. What is that? He died in the attack? Well, death is no excuse for tardiness. Tell the kuo-toa to raise him, and then remind him of that. The bonus will go toward his debt for the spell components."

Dwarves often get a bad rap. It seems that wherever one goes, one can always find the same stereotypes in place- that they fill whatever time isn't spent being workaholics with time spent as alcoholics, that they hate elves almost as much as they do goblinoids goblin-speaking peoples, and that every last one of them is given a beard and an axe at birth. And, most regrettably of all, there are just enough individuals who conform to those ideas to perpetuate the hate. Grey dwarves are treated much the same, with the addition of a healthy dose of vitamin D deficiency and totalitarian callousness.

Temperate, impassive, pacifist, and almost clean-shaven, Ulwiss Coaleyes avoids checking off nearly all of those dubious boxes. Unfortunately for Ulwiss the last box on the list was checked, first in pencil, then in charcoal, then signed in red ink, then sealed with wax, branded, circled and underlined a thousand times until the paper tore away and there were scratches on the desk, and then rewritten and copied in triplicate.

Ulwiss in the one who keeps the Gutted Belly financially solvent and ensures a well-ordered list of supplies and individual accounts, but he doesn't appear on any of his own payroll reports. This is because he doesn't accept payment for his work- his payment is the work. The work--or as he would write it, the Work--is an end in and of itself, giving a single all-unifying purpose to the sack of meat he occupies, and to the universe around it. Numbers, ledgers, tables, ink pens, and the hands that use them are all vectors through which Work may flow into something which is for the moment Unworked.

When Captain Maerret and his crew boarded the ship the duergar was on and slaughtered the rest of the crew, Ulwiss Coaleyes hardly looked up from his writing desk. Only the drow's cutlass prodding at his chin lifted his head, and only long enough for him to negotiate a contract with the captain, who was in good spirits after a battle ruthlessly won, so he humored the strange dwarf. No one really doubts that he'd do it again if the Belly is ever overtaken, but then again if the Belly were boarded, no one would really care what the book-balancer was doing.

Tongueless Tizzkar- Derro, Chief Cook.

"Unnyoy!*"
* "Enjoy!"

It's a strange, happy bit of luck that the crazed ramblings of the hereditarily insane derro people sound quite a lot like the humming or muttering of a top chef hard at work.This helps cement the idea that Tongueless Tizzkar knows what he is doing in the galley of the Gutted Belly. Unfortunately this illusion of competence normally dissipates as soon as one gets a taste of the food he prepares back there.

The title of "Tongueless" is not a literal naming- aside from a few teeth or finger joints, Tizzkar is quite physically whole. The nickname comes from his enormously thick accent, coupled with a speech impediment, which makes him sound like what most people might assume a tongueless person to sound like- though most have never actually met one in their lives to be able to make that assumption with any accuracy. It's rather mean, really.

Tizzkar is also tongueless in the sense that there is no way on or below earth that he is able to taste the things he prepares for the crew, or else they'd never leave the kitchen out of culinary shame. But his rates are low, his products and workplace are shockingly hygienic, and it brings a tickle of laughter to even the most dour brute's heart to see the manic little figure running to and fro, grey hair thrusting out in all directions like porcupine spikes from beneath a saggy, ill-fitting chef's hat.

Vashen Skitter- Chitine, Lookout & Sailmaker.

"Land ho, port side! Wait... wait, no. It's just a floater of chuul eggs... Breakfast ho!"

The loudest and most vulgar of the ship's crew is, appropriately enough, its lookout. Hyperactive, neurotic, and always inexplicably greasy, the man-spider makes good of his namesake all day every day, skittering up and down along the ship's masts. Less commonly he can be seen spinning strands of his own resilient web to mend damage in the sails. Most rare and begrudging of all are the times down below deck when he can be spied mending clothing with a needle or four in his dexterous, chitinous claws.

Despite a famous dislike for saltwater, Vashen is one of the few senior crew members with prior experience at sea. Much like Ulwiss, he originated from an opposing vessel, but unlike the work-addicted number-cruncher, Vashen willingly, even eagerly defected from the slaving ship dominated by Lolth faithful. One might think that a religion so centered on spiders and their various permutations would afford a measure of egalitarianism among arthropods. Instead, Vashen Skitter found himself firmly set among the bottom rungs of a strict, pseudo-theological racial hierarchy with nothing but ettercaps beneath him- and only because everyone hates ettercaps, including other ettercaps, he is quick to emphasize.

Scrubs- Scrag, Chief Beakhead Officer & Barnacle Remover.

"Scrubs iz done cleanin' hull, cap'n! Scrubs did a good job today. Scrubs took off twenny-eight new barnies! Twelve on port side 'n' sixteen on, uhm... not port side. Scrubs wuz wundrin', though. Duz cap'n fink if the seasonal meltwater from above ground is lowerin' water salinity to lethal-enough levels to kill off barnie larva, it could be damagin' fish health 'n' reducin' their nutritional value enough to impact crew productivity? Wut'z that? Get back t' work? Yessir!"

One day while coasting along during prescribed bedtime hours, the Gutted Belly struck something that made the crew fear that they had hit a reef or been attacked by some leviathan. But when the alarms and lights were raised, they only found a very stocky, mostly-dead scrag drifting in their wake. Out of curiosity and a desire to harvest some troll blood and/or fat for alchemical experiments, the captain ordered the crew to hoist the troll's body up on board. There they found that the prow of the ship had split its head almost in two, but also that the troll's regeneration was slowly knitting things back together. Fancy struck the captain, as it often does, and he cauterized a seemingly random portion of the aquatic troll's brain before the hole closed up.

When the creature awakened in chains shortly thereafter, it was docile to the point that it resembled a (poorly handled) lobotomy patient. It responded surprisingly well to basic commands given in Undercommon, and hardly tried to eat anyone after a week of impressive labor. Once Needle Threader gave it a clean bill of health (and determined that it was a he), the troll was given a tentative place in the crew as a heavy-lifter, beakhead toilet cleaner, and most famously, barnacle remover. And so he came to be known as Scrubs.

But Scrubs did not remain quite so placid. His job performance and amiability have remained constant throughout, yet his mind seems to have pieced itself together over the years. He reacquired language and complex problem-solving some time ago, and now seems to be working on abstract, conceptual thinking with the enthusiasm of a wide-eyed child who's walked into a library desperately wanting to understand all of the big words around them.

Grakk'ha- Goblin Lacedon, Figurehead.

"Who's that, pretty? Give ol' Grakk'ha a kiss~"

No one in the crew entirely remembers how they ended up with Grakk'ha. She's just always sort of been there. In a rather literal sense, she has become part of the ship. Specifically, she is the prow ornament of the Gutted Belly, lashed in place with just her arms and head free. She doesn't complain overmuch about this, and somewhat enjoys being the unofficial mascot of the crew. She'll even make a show of waving and shouting greetings when they finally sail to port- so long as they continue to feed her.

The small, gangling goblin woman was turned into a lacedon--an aquatic ghoul--long ago, and needs at least a semi-regular diet of carrion to stay what passes for healthy for an undead body. This, the ship's crew is able to supply her with regularly. But it's the rarer treat of live, humanoid flesh which she truly enjoys. As such, "a kissing session with Grakk'ha" has become the final destination for any mutineers or sufficient screw-ups who don't meet their end thrown overboard or at the hands of Istoyn and his unnerving powers.

K'shevash- Sahuagin, Honorary Disposal Officer.

"There is no friend or foe to the frenzy of K'shevash. There are only warmbloods who will or will not be dining with it tonight."

The sahuagin with a name almost as difficult to pronounce as the Chaplain's is not an actual member of the crew. In fact, they would probably eat any member of the crew who tried to parley with them or their tribe at closer than arm's length. (Though, to be fair, a number of proper crew members would also eat their fellows if push came to shove.)

Rather, K'shevash and its band are a bunch of exiles from the depths of one of the surface seas. How they found their way into the undersea, or why they've just sort of latched onto the Gutted Belly for so long, is unknown. But their presence is somewhat of a boon to the corsairs, for several reasons. They provide security from the other, lesser known threats of the deep which might otherwise try to attack the ship. They also eat much of the refuse from the ship's kitchens, in particular any meat scraps and offal to be had. And, as stated earlier, they have no qualms about eating any humanoids who find their way down into the wake of the Belly, with the seemingly sole exception of Scrubs- a compact was established after he ate several of them for making fun of his thoughts on causality one day.

In addition to providing a quick and easy method of disposal for the dead, the "Sharks" as they are affectionately referred to are also quite the deterrent from mutiny. Walking the plank takes on an even more grim character when you know that in addition to drowning, you'll be eaten in a creative fashion, over a period of time. And woe betide anyone who earns a keelhauling.

Anchor- Earth Elemental, Literal Anchor.

"Mmmmmmrrrrrdh...*"
* "A little to the left, Scrubs. There has been a mussel wedged under my shoulder for days now. Ahh, that's it..."

Anchor is, well... the ship's anchor. Summoned and bound in magical chain years ago by Letil, this elemental grabs a hold of features of the sea floor and keeps The Gutted Belly from drifting while at rest. It also acts as a lookout for dangers below the waterline, relying basic information to its mistress through a telepathic link when needed. It otherwise leads a rather solitary existence, content to lay on the seabed or drag along beside the ship's hull, doing little of note while the sahuagin swim past it, mildly annoyed that it isn't more edible. It is known to have an occasional, mostly one-sided conversation with Scrubs while the latter is removing built-up detritus from its craggy form, however.



Lesser-known personalities include...


Admiral Scratch- "Cat", Informant.

"Miaaaooo. Miao, mao, mao- HLGHKSHAULGH! ... Miao."

Whatever this thing is, it isn't a cat, and it does a rather poor job of imitating one. Members of the ship's crew still refer to it as one, however. They ignore the way its body shifts and morphs as it walks around on what might not always add up to four legs. They pretend not to notice when a tendril snakes out from beneath one of its unblinking eyelids. They just try to brush it off when some of its barbed hairs get stuck to a surface and cause mild damage to it as if from acid etching. They smile, call it Admiral Scratch, and make sure to leave treats out for it.

It does possess a rather catlike fondness for hunting rats, however. Perhaps a little too fond.

Admiral Scratch is ostensibly the obese calico longhair belonging to Captain Maerret. While he is the one person the animal spends the most time with, they clearly do not bond like a master and pet. More often, the Admiral leaps up onto his shoulder, sitting weightlessly as he stares unblinking at the dark elf. In turn Captain Maerret cocks his head and gives the cat an ear, at which point it proceeds to whisper to him. At least, it seems like whispering. No purr should sound that lilting, disjointed, or vaguely conspiratorial. Once he's spoken his piece, Scratch leaps back down to the deck and resumes his rodent vigil. Some believe that he is the real brains behind the captain, using him like a puppet. Others think that the Captain uses him as a spy on his own crew. Neither rumor has been substantiated, though the latter has slightly more credence in light of the list of would-be mutineers who have met sudden and messy ends aboard the Belly.

Hilivonsuul- Decapitated Illithilich, "Head" Adviser.

"..."

Anyone who's ever seen the inside of the captain's cabin will have noticed the grizzly trophy mounted on the wall behind his desk: a large, discolored illithid head, mummified into leather with its face tendrils braided together and then pinned together by bronze nails. There is no general consensus as to whether its eyes are milky and lacking pupils, or if it has pupils like an angry cuttlefish.

Captain Maerret is always happy to tell the tale of how he came across it, however.

Supposedly (and that word cannot be emphasized enough when dealing with one of Istoyn's tales), he slew the illithid with his very own hands and cutlass. One day early on in the drow's career of piracy while prowling the shore of one of the more treacherous vault walls, the Belly's crew caught sight of a battle unfolding. It was a chaotic three-way between githyanki, githzerai, and a small cell of mind-flayers trapped in the middle. Doing the only sensible thing, Istoyn ordered the ship to fire upon the melee on the rocks, scattering all parties and allowing for a landing party to loot the battlefield briefly.

Istoyn found a particularly withered-looking brain-eater, certainly not dead but not entirely alive either. He hacked its head off before it could utter a spell or make anyone's head explode, and carried the grizzly trophy back to the ship where he had it embalmed.

The part he leaves out of that story is that the head still isn't entirely dead.

Ensorcelled by dominating magic and kept in a docile state by a little-known source of psionic echoes which interfere with its ability to regenerate, there is little left of the desiccated head once known as Hilivonsuul, former acolyte of a coven of illithids who dabbled in arcane and necromantic magic. All that it can do is obey the will of its new master, who feeds it the names and thoughts of every soul upon the ship, living or dead. Hilivonsuul had known a thing or two about True Names back when its mind belonged to itself- after centuries of feasting on brains, one begins to hone their palette to pick out truly subtle flavors.

Much can be done with a Name like that. From subtly encouraging compliance with a captain in the pliable, to encouraging the sudden, explosive rupture of a dissident's head.


The Gutted Belly Herself- Taxidermied Aboleth Carcass, Marine Vessel.

"The sea, the sea, the sea, the sea, the sea..."

Istoyn definitely couldn't have killed this one. But since he claims to have built the ship himself, it is implied that he knew the creature, or at least its corpse. "Gutted belly" was quite an apt description for the state of the eviscerated aboleth when the dark elf equipped with a hammer, saw, and oscillating sanity ran across it. As distasteful as that is, the story only grows worse the deeper one goes. The Gutted Belly is not the largest ship on the undersea, but it is absolutely massive for an aboleth body, even taking into account the likelihood that all of that loose, flabby skin was stretched and smoothed out as far as it would go during construction. Aboleths never stop growing during their exceedingly long lifespans, so the specimen which became the Gutted Belly must have been old indeed. An aboleth's power also grows with age, raising the eerie question of exactly what could have killed such a being, only to leave it to rot on a scintillating beach somewhere.

The carcass still possessed some of that power when the marooned slave found it, in the form of powerful psionic emanations. They warded off virtually all other denizens of the deep, save for the drow who'd heard them throbbing in his skull ever since the wreck. They were the reverberating echoes leftover from a dying mind laid low and regressing, playing over themselves over and over again like the fever dream of a frightened child.

The sea.

The sea.

Where is the sea?

It wants to swim.

Swim away into the sea.

The sea.

Where is the sea?

The echoes have died down considerably since those lightless days. Only the most sensitive could still detect them, though their influence runs deeper than most might know. Such interference could be enough to prevent a certain head from regenerating, or perhaps stimulate the mental growth of a lumbering, formerly blank slate always clinging to the hull. It could even resemble blind, dumb luck at times, as The Gutted Belly herself strives to "survive" yet more perils in order to enjoy just one more swim across that vast, abyssal sea.

Wednesday, February 13, 2019

Goblin Watch, Episode 3: Mythology 2

 


Hello, and welcome back to Goblin Watch! The mini-series dedicated to the origins and iterations of everyone's favorite X and Y!

... Whoops, I didn't come up with variables for this intro.

Uh, let's see here... tricksters and knaves, no, I used that... critters and adventurer-fodder, no, that was from the time before last... This list really isn't going to last me as long as I had hoped unless I get creative. Maybe if I consult a thesaurus... Ah-hah!

Everyone's favorite sneaks and house-helpers! Yes, let's go with that.

Last episode, all the way back in the tumultuous year of 2018, we took a look at the earliest of the proto-goblins found in Classical Mythology- kobaloi, kabeiroi, kerkopes, ketcetera.

Today, we'll be moving forward by an indeterminate amount of time, and a few hundred kilomiles north to the interior of Central and Northern Europe, where the ancestors of the Germanic peoples settled during the later stages of the Indo-European migrations thousands of years ago. These peoples had a diverse set of religious beliefs and practices which fall under our umbrella of "Germanic mythology" today. Deities such as Odin/Wōtan, Thor/Donar, and Frigg/Frija figured prominently in those belief systems, and were venerated well into the Common Era before a shift toward newer religions caused a break in continuity. But other, smaller beings such as Heinzelmann,  Hödekin, and King Goldemar persisted or even came into existence as syncretized pagan outcroppings in a predominantly Christian context. What these three men have in common in modern German(ic) folklore is that they are all kobolds.


A kobold is a secretive spirit of a more domestic or artificial (in the sense of craft and artifice) persuasion than the wild or primal kobalos. They dwell in homes or the walls of mine shafts, assisting those who honor them (or at least staying out of their way), and causing a wide variety of mischief for those who anger them. They weren't just tricksters to encounter rarely in the wild or in the entourage of some greater god- in fact they seemed to factor significantly into the daily lives of mortals, albeit in an almost invisible way.

As mentioned in previous episodes, "kobold" seems to be etymologically descended from "kobalos", meaning a mischievous spirit or rogue. This etymology comes down to us from Jacob Grimm, a German mythologist as well as the elder of the famous Brothers Grimm. But that is not the only explanation for the origin of the word. Other competing etymologies look for a native Germanic origin.These include kuba-walda ("one who rules the house"), kofewalt (a cognate to Old Saxon cofgoda or "room-god"), and the contraction of the words koben and hold ("pigsty" and "stall spirit" respectively).

Interestingly, while these home, hearth, or room-related etymologies all distance the kobold from the kobaloi or kerkopes of ancient Greek and Anatolian religion, they also cause cause the kobold to resemble in function the di penates or domestic Lares of ancient Roman religion- spirits in effigy who also presided over and protected specific locations to which they were limited. There are, broadly speaking, three types of kobolds, and the above characterization fits best with the first.

House kobolds dwell in a family's home and act as house spirits--helping with chores, offering good luck, making it wealthy in gold or grain, etc-- though they are not bound to the existence of that house, nor do they originate from it. The home and the kobold seem to have completely independent ontologies. Many stories deal with how kobolds first come to live in a house of their choosing, often by announcing their presence through some ominous event and then reacting according to how the owners of the household respond. If a small, miserable creature appears at the door during a stormy night and the residents decide to take pity upon it and welcome it in, the kobold takes up residence in order to repay the favor. Or, if wood chips and cow manure are suddenly found tracked around the house and inside of the milk containers, a family who is tolerant of it will gain a kobold for being good sports. Other times a kobold has to be deliberately attracted to the home through a very specific set of events, such as bagging and speaking magic words to a bird standing on an anthill in the woods between the hours of noon and one o'clock on Saint John's Day.

I feel like that much work and planning could have more easily gone toward hiring a normal servant.

After a house acquired a kobold, it dwelt somewhere in the building, often in or around the central hearth. The occupants were expected to care for their new house spirit by leaving offerings out at night. These often took the form of food or drink, particularly beer for the subtype of house kobold called a bieresal, known to dwell in inn cellars. It appears that mortals did not generally interact with their kobolds directly. If all was as it should be, a kobold was not visible in the flesh (or whatever other form it took). Rather, they'd be represented by small effigies and statues, made in their ugly or exaggerated image and placed around the home by its owners. Kobold idols were being carved from boxwood at least as late as the 13th century, as recounted by the German poet Konrad von Würzburg, though Konrad describes the practice as mostly being "for fun" by that point in time, rather than as part of a serious ritual practice.

Heinzelmann,  Hödekin, and King Goldemar were each house kobolds, and each brought varying degrees of good fortune to their patrons. Goldemar was a great kobold in particular, being a king among kobolds with his own queen, nobles, and court in service of the human king Neveling von Hardenberg. His retribution was as terrible as his gifts were great, however. As with many kobold tales, a servant eventually tried to catch a glimpse of his invisible form by deception, and in response Goldemar killed him, chopped him up, roasted his meat, and left Castle Hardenstein after placing a curse of bad luck upon it. In fact, most of the high-profile, named kobolds in myths seem to rack up quite a body count from being angered so easily, invariably slaughtering and cannibalizing other people. Heinzelmann seems to be an exception to this, giving fair warning of his bad luck and generally acting more gentle.

Just don't ever ask him what's in the trunk of his car.

The next type is the mine kobold. These industrious workers were expert miners and metalworkers native to the shafts and tunnels of mines throughout early Renaissance-era Germany. Or rather, they lived in the stone of the shafts and tunnels. Some legends surrounding mine kobolds claim that they can actually move through solid earth the same way a human can move through open air. They seem to be more immediately malevolent toward humans than house kobolds are, with the bulk of tales about them showing them in a negative light. The sounds of kobolds working could be heard throughout otherwise quiet tunnels, and if one followed after the sounds of their drilling, shoveling, or knocking, one was liable to end up collapsing their tunnel, flooding it, or filling it with noxious fumes. Mine kobolds were also blamed for the disappearance of tools or food, or the breaking of machinery in and around the mine. But the most famous type of mine kobold trick takes a far more physical form.

They would deceive miners into prospecting what looks like rich veins of copper or silver and then mining all of the ore out, only for the miners to realize later on that the ore was worthless, devoid of precious metals, prone to causing skin irritation on contact, and sometimes possessed of a toxic gas which was released during the smelting process. These veins of junk were named after the kobolds who put them there and wisely avoided until the 18th century, when a Swedish chemist named Georg Brandt isolated a substance from it that was hitherto unknown to mineralogy. Later on in 1780, this metal was discovered to be an all new chemical element. Cobalt still bears the name of its ill-disposed creators.

Less frequently, mine kobolds were known to be benevolent, and to operate under the same system of respectful conduct and reciprocal favors as house kobolds. They were fond of such appeasements as silver and gold. In such instances, their tunnel-knocking could be interpreted as being a warning not to dig toward danger, or alternatively to dig toward hidden veins of metal. Or they could give them more poisonous cobalt. It was pretty tricky business.

This is the part where I make an aside to address the tiny, scaly elephant in the room. I believe that the classic mine kobold--a nasty interpretation of it in particular--was a partial inspiration for kobolds when they became monsters in the original release of Dungeons & Dragons. Territorial, fond of mining and traps, and antagonistic toward the subterranean creatures they lived close to (including the dwarves and gnomes whom traditional kobolds are often conflated with), these little para-goblins would go on to become an endearing and colorful part of fantasy pop-culture. I will leave the bulk of that discussion for its own episode someday, but there is one point I'd like to touch on. Oftentimes older tabletop gamers will remark at how strange it was for 3rd Edition to remake of kobolds as reptilian dragon-sycophants, but in researching for this project, I've come to wonder what inspired the "original" form of kobolds-as-adventurer-fodder to begin with. After centuries of approximately human or dwarf-like appearance, 1974 marked the date when kobolds became dog-faced goblins with scales and forehead-horns.

And let's not even get started on the Vulcan ears.

Carrying on the spirit of odd ones out, we come to the third and final major type of kobold.

The Klabautermann is the kobold of a ship, protector of sailors and giver of good fortune to fishermen of the Baltic and North Seas. Sometimes, it will even rescue people washed overboard. It takes a fairly modern appearance, seeming to be a little man with a yellow sailor's hat or coat, and smoking a pipe filled with tobacco. Rather than having figurines or effigies of the ship's kobold, its image is often carved into the mast of the ship directly. Unlike house kobolds who come and go as they please, a Klabautermann seems more strongly associated with a particular ship. For instance, they come to protect a ship by having lived in a tree used for wood in the construction of the vessel, so the ship becomes an extension of its home. A Klabautermann is also known to carry around a caulking hammer for ship repairs, lending some credence to one etymology for Klabautermann which derives from the Low German verb kalfatern, or "to caulk". But in keeping with the theme of dualism among kobolds, Klabautermann can also be responsible for accidents and pranks aboard a ship far out at sea. And rather than being punished for trying to see the kobold's physical form, he willingly reveals himself to the crew of a ship so that they know that they are doomed by a storm or some other impending terrible event. The sea-kobold even goes down with the ship in such instances.

Similar in name and shape but different in nature is the Dutch Kabouter. A Kabouter is a small creature who commonly lives in a hill, or in modern popular culture, a large mushroom house. They are more shy of humans than dedicated house spirit kobolds, but will occasionally teach a nice young Dutchman how to make wooden shoes or deep building foundations. Kabouter men typically wear long, full beards and pointed red hats. If you're noticing how similar this appearance sounds to a certain other fictional creature, you are correct: Kabouters were famously written about and richly illustrated by Wil Huygen and Rien Poortvliet in their 1976 book series, Leven en werken van de Kabouter. In English this translates to "Life and works of the Kabouter", but when the book was translated for sale in English-speaking countries, "Kabouter" was replaced with the word "Gnome". Eight years later the Spanish animated television series David, el Gnomo was released, and the following year David the Gnome hit American audiences.


And he kept on swinging.

So here we have another example of syncretism between a member of the goblin family and something quite different. This conflation with other sprites and beings is as common for kobolds, up to and including King Goldemar whom I referenced above. In the cycle of legends surrounding Theoderic the Great (taking the mythical form of Dietrich von Bern), Goldemar is described not as a kobold but as a dwarf. This might be a case of the terms for such creatures being vague, overlapping, or even synonymous during the times they were first used, and then that convention carrying on into modern times. I believe that this is supported by the fact that his brother Elbegast was described as an Elf-king while hanging out and robbing people with Charlemagne in a Middle Dutch poem. Their other brother, the dwarf Alberich, appears in the Nibelungenlied and serves as a treasure guardian for the protagonist Siegfried. They were a pretty popular bunch.

Despite the long and storied histories of German and Dutch communities in the land that would eventually become part of the United States, I was surprised to find almost nothing in the way of kobold myths or traditions in modern North America. Perhaps because they were so often tied to certain houses, or particular families, or to the earth itself, the kobolds were largely left behind in the Old Country by emigrants. Of course, just because there's no popular tradition centered on them doesn't mean that they aren't here. A handful of kobolds have made their way to this "New World" over the ages, always keeping just out of human notice or the eyes of history in these strange new lands. When the Dutch privateer Jan Janszoon van Haarlem was captured by Barbary Pirates in 1618, you can be sure that his fleet's water-kobolds came in tow. When he became Murat Reis the Younger, Grand Admiral and Governor of the Republic of Salé, they hunkered down in those balmy ports and made an uneasy alliance with the Djinn of Morocco. And when his son Anthony Janszoon van Salee moved to the New Netherlands and became the first and largest grantee of land on Coney Island, they were right behind him, pleased to find a semblance of home at last. Certainly, Janszoon's descendants have enjoyed considerable good fortune for the past few centuries, being the Vanderbilt Dynasty and all.

Coincidence?



Next episode, we'll be moving further west, to the shores of France as well as the British Isles and Ireland, where we will finally touch upon the linguistically modern goblin and its Insular Celtic neighbors.

I want to give a special thanks to all of my donors and supporters, as well as to one Goody Mooncup. Without her letter to the editor and advice column, I wouldn't have completed my research for this episode nearly as "quickly".

I am the Furtive Goblin, this was Goblin Watch, and I thank you for listening!




Dowden, Ken. European Paganism. Taylor & Francis, 2002.

Grimm, Jacob.Teutonic Mythology, Part 2. Kessinger Publishing, 2003 [1883].

Rose, Carol. Spirits, Fairies, Leprechauns, and Goblins: An Encyclopedia. W. W. Norton & Company, Inc, 1996.

Wednesday, August 8, 2018

Going Downhill: The Pem-Pah, Part 3.

"Don't throw them back in. Not even if they have too many heads, or too few fins. Those we take back to the city. The priests burn them and don their ashes."
- One fishmonger to several apprentices, on the choicest picks of fish to bring to market.

"Like kneeling to adjust your sandals."
- A Pem-Pah expression arising from fisherman jargon, meaning to make a rookie mistake which results in immediate, often severe punishment.



The mid-range heights of Pach-Pah Yul are known for experiencing truly terrible blizzards, the valleys below avalanches, and the peaks above both freezing temperatures so low that no precipitation falls for years at a time. There is no denying that the rugged mountains are a challenging place to live, coupled with a periodic earthquake or the rare century's reacquainting with a dormant volcano.

But the shore of the Khaitam-po bay is another matter entirely. Storm and sea both make their presence known at all times at the heart of the Pem-Pah homeland. The most immediately visible is the former, taking the shape of unnaturally frequent lightning over the estuary and the water of the sea proper just beyond. Virtually every day and night, spiderwebbing crackles of lightning fill the roiling skies or shoot downward into the waters, ranging in frequency from once every couple of minutes to several times a second (according to the reckoning of those who make no use of the standardized taleck). The lightning has a range of colors as well, some of them allegedly very bright and lurid, and a particularly active show can be as captivating as it is distressing.

The cause for the lightning storms and the accompanying thunder is unknown at this time, and shall probably remain so. But the Pem-Pah believe that it is the manifestation of all of the hate and malice possessed by the dark gods of the world, directed toward their people in particular. Naturally for the Pem-Pah mindset, this is in the natural order of things, and a lengthy cessation of the Khaitam-Po Lightning is guaranteed to stir up native anxieties.

In the published journal of one truly adventurous tall-fellow, Basen of Meroth, we have a midsummer event dated to approximately B.R. 84 in which the lightning entirely stopped for a full day and a half, to the point that the sky cleared and stars were visible during the night. The shock to the nearby capital city of Anqoh was so severe that what Basen hoped would be a night of quiet respite turned into endless parading and ritualizing in order to bring back the ire of the gods. Without their bay as a focal point, they explained, the entire world would be ravaged and robbed of its sanity. As our sleep-deprived friend concludes, the return of the storms on the second day resulted in the tearful cheers of thousands crowding the desolate beach which rings the water.

Of course just as soon as they saw their job finished, they one and all sprinted as far up and away from the shore as they could, for the fishermen and keen-eyed among them were quick to point out how the lightning was now joined by something else.

They saw how the unsettled waters had suddenly become much more turbulent, and how the waves were now breaking with foam and bubbles as far out as the barrier between bay and sea. And so, keeping their necks stuck out high and faces upturned as a precaution, they retreated to the places above sea-level where they would not be in danger of the aptly named Killing Tide.

It is a truly insidious killer. Besides the bubbling of the water, it comes without warning. It is tasteless, colorless, and odorless, yet it is capable of wrapping around a person like a cloak and killing them without them even fully realizing it. Some take it to be the groping of angry spirits, released form a chasm in the underworld deep below the bay. Others, including theorists at Nambar or Deneroth (by way of ideas from Nambar), hold it to be some sort of heavy, toxic gas. Whatever it is, it seems to only have an area of influence about as broad as the shore, owing to its inability to reach much higher than five or six feet above the waterline.

This limitation, learned over centuries of hard trial-and-error by doughty fishermen, has been exploited to the safety of those workers, and to the benefit of the industry. Far more often than they are taught to swim, Pem-Pah fishermen are taught how to maintain and use a pair of stilts while working along the coast, or how to operate their small fishing vessels while tethered to  flexible poles thrusting up from their carefully balanced centers which are just long enough to elevate, but not long enough to make them more of a target for lightning than the occasional spike positioned across the bay. Just out of reach of the tide's influence, they are able to continue working their trade until such a time as it is safe to come back down- generally one or two hours after the end of the bay's bubbling are considered safe, depending on how chaotic the water first appears. Similarly perfected over the years is the art of determining which fish are safe to eat or not. Their catches are far healthier than one might think, suggesting that either the killing tide has no effect upon marine life, or that it rises through the water too quickly to harm them to a great degree. Nonetheless, they are also taught to look out for things which do not even meet a generous definition of the word "fish", and what precautions to take against those occasionally aggressive aberrations.

Through normalization and adaptation, the Pem-Pah are able to live quite ordinary lives in the face of truly great and terrible natural forces. Casualties to the storms or tides are either nonexistent, or remarkably low per year. The disposition of the land's people almost makes a stay in the place seem like it could be enjoyable in a challenging and thrilling sense, and I don't doubt that it could be for the right type of person.

But the consensus from people who have done just that seems to be that, no matter how muggy and buggy they are, the outlying villages and trading towns are preferable places to stay than in the scalloped monolith that is Anqoh.

Saturday, August 4, 2018

Going Downhill: The Pem-Pah, Part 2.

Click here to read Part 1. 

"The bugs, the waves, the roaring... I can't sleep like this!"
- Tabren Achek, first Pach-Pah Yul ambassador to the cyclopean city of Anqoh.

"Just try counting the thunderclaps, oh Commendable One. That is what I do when I am restless."
- Apota Dolj, his local guide. They lost count somewhere after 186.



In the vast cosmology of the Pach-Pah Yul, there is a clear delineation between good places in the world, and evil places. The underground is feared as the underworld- not because of any malevolent spirits or gods of the dead abiding there, but because it is understood that the place is simply a natural anathema to anything with a surface-born nature, as the People of the Earth possess. The peaks of their homeland however, are pure, cleansed by their proximity to the breath of their greater gods who dwell in the space between the land and the sky.

The lowlands, meanwhile, are theoretically livable in mythological concept, and explicitly so in day-to-day life, yet they lack the protection of the spirits and ancestors. So while the rest of the world is not explicitly forbidden, it would be folly to try and dwell there, because a Pach-Mih would never truly "belong" there. This is the logic which has been used by highlanders to understand the perceived bizarre way in which Pem-Pah culture has developed over the centuries since their genesis. And it his stuck and gained cultural currency, even after years of gradually increasing contact with the Pem-Pah. Because one could be easily forgiven for mistaking the land of Khaitam-po as a cursed and forsaken place.

First, it must be understood that in the unique case of the Pach-Pah who perpetuate this idea, they are spectacularly adapted to their homeland. In addition to their generally stockier builds protecting them from the cold better than those of taller men and women from the lowlands, they are also resilient to the debilitating effects of thin air which have been reported by many a rangy-limbed traveler.

This specialization, however, seems to have a reverse side.

When traveling from high altitudes to low ones, many of the Pach-Pah have been observed to experience a prolonged period of weakness characterized by such symptoms as headaches, fatigue, dizziness, inability to sleep, loss of appetite, and even an overactive bladder. These ailments are generally worse the lower one goes, reaching their ironic peak at sea level, which is exactly where the entirety of Khaitam-po is located. To a person informed by the logic of gods-breath and discouraged or forbidden places, it is natural to believe that this weakening is a very real, very serious treat to one's health, and proof of the bond between people and land.¹ Though the Pem-Pah still visibly share many aspects of physiology and size adaptation with their cousins uphill, it can be surmised that they transitioned into lowland living over a long enough period of time in the ancient past that low-altitude sickness became nonexistent for them. Tall folk seem to lack this handicap, and their contributions to the ethnographic record have been considerable, but I don't believe that each half of these people will be able to form a full and rich appreciation of one another until this divide has been more thoroughly circumvented.

While it is known that a handful of Pach-Pah have been able to temporarily acclimatize over a period of days or weeks throughout history, few other than dignitaries, traders, mercenaries, and adventurers have done so, and virtually none of them have been bothered to do so for the sake of staying deep within Khaitam-po, thanks to the number of other oddities which the location boasts.

In addition to the air being thicker, keen-eyed outsiders have observed that it has a strange, perpetually yellowish-green tinge to it in the atmosphere. Certainly, it is more humid and salty thanks to close proximity to the sea, but many have reported less clearly discernible aspects as well. There is a stifling quality to the air, which can cause a tickle in the throat of outsiders. There is also a discreet odor to it which tends to cling to things, including the clothes on one's back. The Pem-Pah are entirely unfamiliar with these experiences, and have playfully taken to referring to outsiders as being "baby-nosed" as a result.

Flora and fauna are far more diverse in Khaitam-po than elsewhere, with an uncomfortably high percentage of both being harmful to people in some way or another. Toxic plants and venomous pests are known throughout. These things too, the Pem-Pah are adapted to, in the sense that they learn early and thoroughly from their elders how to deal with each one. It is remarkable, though also somewhat off-putting, to see a man casually handle and show to outsiders a species of horn-backed spider whose bite can kill in under five talecks.

Chief among the oddities are sea and storm, however. I have to believe that these alien phenomenons came about some time after the Pem-Pah had founded in their new homeland. Because if they willingly settled down in full view of those ominous sights, I am afraid to wonder what horrible circumstances of their migration caused them to decide that permanent lightning storms and aptly named "Killing Tides" were preferable to what laid behind them on their journey.



¹ This logic has also informed the argument by some of the more isolationist camps within the spectrum of P.A.S.C.O.P.P.Y. nationalism, that other peoples outside of their homeland should not be consorted with in any meaningful way.  This has been another significant obstacle to trade and integration.

Thursday, June 14, 2018

The Goats Who Stare for Men.

"I send Hhicza with you for fourteen stalks, a good deal for a friend. What? You sail against the wind, through the Pinholes? Twenty-eight stalks, and not a grain less!"
- Tal ad-an-Perap, a savvy priest-herder known for his somewhat questionable credentials.

"You'd think with such a pampered lifestyle, they'd at least taste a little better cooked. Worst thing I ever got tried as a heretic for."
- A tattooed and prodigiously paunched man standing about ten feet behind me as I write this. Name unknown, and not about to be asked for.



For some reason which eludes my understanding, I have the thought of the maritime traditions of Nambar stuck in my head- right in between the splitting headache and the worry that this breakfast might have been spat in. At least the hunk of cheese I was given seems to be from a goat, rather than the pig dairy "delicacies" which we are treated to back up in the higher tiers of Deneroth.

Goats, as the case happens to be, also occupy a long and storied place in the history of Nambarish seamanship.

While not often considered the proudest of animals in our reckoning, goats are highly prized and symbolic in Nambar. Owing I think to the pastoral traditions of the inland folk who would eventually join with their coastal kin to form something of a (relatively) unified people, goats have ritual importance imbued with the memory of practical considerations. While they themselves might not be considered very clean, they are the cleaners of society by having such a hardy constitution and adventurous appetite. Of course the stories of goats eating one's entire pouch of tin coins for dinner are fancy, but they do help to keep the streets of towns and cities clear of refuse. They also serve as apotropaic protectors, either as a whole or in pieces, and it is frequent that those with a stronger belief in magic will keep around a lucky goat, or an amulet made from the bones of one. The unusual pupil of a goat eye is likewise imbued with power, being just unnerving enough to cause the Evil Eye to blink and avert from its target out of discomfort. Because of this, goats are associated with more than a few protective deities, and may be sacrificed or sacrificed to. More mundanely, they also serve as very effective producers of milk, fur, and meat.

All of those are reasons to bring a goat along on an uncertain voyage where supplies may run low or the waves of an angered deity might rise up high. But far more fascinating is the goat to which no harm is ever, under any circumstances, permitted. These are the Mir u'Yam, or Goats of the Sea in our language.

No voyage into uncertain waters out of red-shored Nambar is considered complete without a dedicated, multi-functional sea-goat. They tend to be specially bred and trained from a young age to be obedient, patient, observant, and above all, stately in demeanor. The responsibility of breeding them tends to fall to the devotees of one of the associated deities, such as the blue-bearded and resplendently robed figure of Hhuuzt, who also brand their goats or dye patches of hair--such as the chin--a deep blue.

Once introduced to the appropriate vessel, a sea goat's first duty is to calmly and smoothly guide the rest of the voyage's goats up the ramp and into the holding pen where they are to remain until the ship's return to port. For reasons not entirely known to outsiders, the Mir u'Yam have a particularly pacifying effect on other, less well-bred livestock. After this, and once the ship has properly departed, a crewman hefts the Mir up on his back in a specially-designed harness, which allows him to ascend the rigging of the ship's (usually solitary) mast up to its highest point.

There, the goat is placed in a small, cage-like nest which gives it a full, uninterrupted view of the sea in every direction. Provisioned with fodder and water, the goat stands placid yet alert as a lookout. Thanks to the wide vision of goats, they may see a very broad swath of the horizon at once, and have to only turn their heads a bit. Thanks to the training of their breeders, they are not utterly and totally bored to death by the job of being lookout. It is given periodic exercise breaks down on deck, both otherwise its voyage is solitary and high-altitude.

In the event that something interrupts the wine-dark waves around the ship, the Mir u'Yam produces a trained series of bleats with particular intonation conveying different messages of direction and distance. Typically, one bleat refers to sighted land, two bleats refers to another ship, and three indicates that something other has been sighted. The ocean accessible from Nambar, truthfully or not, is believed to be filled with all manner of terrifying monsters, and those daring yet superstitious types who make up the ranks of their seafarers like to have some advance warning on when they should arm themselves with lacquered bows and toggle-spears. It is said that particularly brave and battle-hearted sea-goats even adorned the masts of the long warships which sailed into battle against the Gertish proxies of the Third Trade War.¹

When at last a ship returns safely to portage, the Mir is brought down from the mast for the last time, and kissed between the lozenge-shaped eyes by every member of the crew out of gratitude, captain included. Then it leads what remains of the supply flock ashore, depending on how many needed to be eaten or sacrificed to appropriate spirits. Finally, it is either returned to its previous handlers, or given over to a comparable group for safekeeping in the new location. Rented sea goats can come at considerable expense, however, so most find their way back to their priest-herders.

In the event of the premature death of a sea goat, whether by incident or natural causes, many sailors might fall victim to utter despair at this absolute omen of impending doom. But others, at least frequently enough that anecdotal evidence of it exists in amusing tales all across Nambar and beyond, might take a more self-determined approach. More than once, the careful eye of a priest has found that a very different goat from the one they sent off has returned to them, done up in a rough approximation of the proper branding and regalia of a Mir u'Yam. As for how the ships continue to navigate without a sea goat, I presume that no decent crew would ever let their own skills as lookouts atrophy completely.

Perhaps we should consider painting one of our own mules in lucky colors before resuming our travels today.



¹ While I don't currently have access to a verifiable source on this subject, I am quite confident that the above is correct, given that I have previously studied the events and effects of the Third Trade War, specifically in the context of how it led to the creation of Hylek's Hundreds. In lieu of a better citation, I can at least provide evidence that the occurrence is well-known enough to have become a popular subject of literature, resulting in it having been featured in the second half of Tirti Naorut's Twenty Children's Bedtime Stories from the Occident, 231 A.R. ²

² What? There's nothing wrong with carrying around a token from one's childhood. And it's as lavishly illustrated as any old codex in the library, I can say that with confidence!

Tuesday, August 8, 2017

Magic in the World.

(While many of my posts dedicated to this nebulous and poorly-defined setting have included mysticism or magical elements, I haven't yet gotten around to explaining how it actually works. Or even delving if it does work in a fashion which allows for explanation. It was always present at the edge of my consideration, but finally I decided to do something more with it after I read this post.


Found within is a pretty neat way to advertise oneself while also engaging with others who are interested in the same topics as you, just by writing a specialized blog post. It's a fun community-building mechanic, and I decided I'd throw myself in with the rest of 'em. This month's topic is, of course, "Magic", and the carnival is being hosted by Kobold Press. Check out their published books sometime, if core materials for your game of choice aren't quite cutting it.

Without further ado, here is another manuscript picked up off of the scattered mess of papers found on the desk in Roberick Bertrum Litte's subscalanean abode.)





"Pontificating blowhards, and elitist know-it-alls more arrogant than Ivory Tower alumni alike, will try to tell you that there are sharp divides between different forms of magic, whether they call them "schools" or "domains", or what have you. They will argue which ones come from rigorous arcane study and which ones must be earned from the gods. Which are inherent gifts or curses of the individual, and which are obtained from one's environment. They will exalt the benefits of their own path while belittling or outright demonizing all others. The worst part about it is that they are all right- but only barely."
- Elrusyo, "hedge magician" pen pal & outside contact of Roberick Litte.



A holistic approach to understanding the various forces, practices, and phenomena collectively known as "magic" is about as difficult to formulate as it would be to explain the third dimension to a group of flat pictures who can't stop fighting one another long enough to act as a good audience. But despite these odds, the attempt has still been made, and to a degree, the challenge overcome. It would appear that, even including systems of magic which operate under the belief of one incredibly narrow specificity (i.e., that all of a practitioner's power derives from a single boulder out in a field), all traditions seem to share the concept and acceptance of a plane or similarly distant yet permeating place in which the powers dwell. For some this is the land of the gods, while for others it is a roiling chaos of nondifferentiated cosmic soup. But the act of engaging with it, regardless of medium, seems to be enough to effect some sort of change upon that plane, insofar as some of that energy and potential is siphoned off.

The skeptical reader may now be thinking that this is all beginning to sound very much like a fairtale-esque case of "belief makes it real". And the skeptic would be correct.

(The skeptic should also be wary if they are reading this article within the walls of Deneroth, because the University enforcers can sniff out a curious mind from up to forty yards away.)

Belief is an immensely important element of engaging with magic. Without it there is no magic to speak of, after a fashion, and the mind is like a blank spot- a hole in the tapestry of the universe's mysticism. But belief is not all that is needed. One needs to be dedicated to a form of practice which evokes magic in any of its forms. This is most obvious in the case of rigorous study of the "laws" (more like gentle, self-enforced suggestions) of magic by wizards, or by the equally dedicated and self-effacing devotion of one's body and soul to their deity of choice. But the need for a system and skill is still present elsewhere. Even among those hot-blooded "sorcerers" of the Occident who claim to be able to evoke power by virtue of being themselves, there is a requisite belief in the self, and ability to empower and manifest the self. Much like a braggart about one's own deeds, a sorcerer out of practice is much more bluster than blaster.

This, coupled with the general belief that magic is unique to the sentient mind or things invested with power by the sentient mind*, suggests that all effects are indeed being drawn from the same source. To borrow from the metaphors of oracles, it may very well be that all forms of magic access the same place from which knowledge and godheads may (or may not) arise.

Observing upon the existence or nonexistence of the gods is something for an entirely different article, however. I have only just recently been forgiven by the Tower censors for including in one journal the various unflattering limericks which refer to Laizij, our eternal scholar and university patron.

What I openly wonder now, is how exactly all of these different-yet-similar means of drawing power from this "plane" interact. What would happen if two practitioners tried to draw out the same motes of force? Could they bereave one or the other of that power and leave their evocation wanting? Could they cancel one another out, as the sensationalist talk of "antimagic" from the northeast would suggest? Is the font of magic instead so vast as to make individual magic-users like rafts adrift in a sea, utterly unlikely to ever encounter or ram into one another?

Could this sea ever be drained?





* The recent reports of levitating sheepdogs in the southern reaches of our nearby Akell-Ar Valley are as of yet unsubstantiated. An attempt by one Eneko Sehi to have an expedition and study funded, while demonstrating a promising degree of initiative, has been met with red tape by the Committee for the Preservation of Esgodarran Wildlife.*

* Note that there are no native Esgodarrans present on the Committee at this time, nor have there ever been, nor do any current members of the Committee speak the indigenous dialects.

Tuesday, August 1, 2017

The Zood Riders of the Khokhantipa Mudflats.

"Most fascinating about the Khokhantipa natives is, in my opinion, their ancestors' willingness to settle a land which they could not possibly have seen any appeal in, yet they did so anyway. The reckless and indomitable spirit of humanity, all in one squat, vaguely fishy-smelling package!"
- Ossonyel of Old Miccime, travel literature author and self-proclaimed scholar.

"... It's like a pig mated with an eel, and then their descendants had long and sordid affairs with eyeless moles and lampreys."
- Ut-luush Tabd, trader and first-time visitor to the mudflat border towns.



Separated from the rest of the continent by the small but steep Tampiir Mountain chain, the Khokhantipa Mudflats are an anomaly of size and staying power. It is unknown how long ago they formed, because recorded history of the region does not begin until very recently. But no matter how young it may be, it tends to feel to an outsider like a terribly time-lost and ancient place. The flats were once separated by lengths of proper continental land, it is believed, but over time these eroded into nothing more than prominent sandbars which may be seen as large hills during the lengthy low tide, or as small islands during shallow high tide. Taken all together, the mudflats cover an area several leagues deep and several dozens in length.

According to the rarely-consulted histories kept by the natives themselves, their people have been inhabiting the flats for "thirty-by-thirty" lifetimes, or well over one thousand generations. It was at this location that the earth first met sea, for the sky had once been filled with parched earth until the trickster god of their pantheon kicked its stilts away and sent the whole thing crashing down into the gods' primordial soup of creation. Life flooded the earth for the first time, and so the mudflats are the first frontier of terrestrial life, and the soggy cradle of all. The autonym of the Khokhantipan people is notoriously difficult to transcribe, combining several glottal stops with a nasalized series of vowels and an upper-left-side tongue click for good measure. "Khokhantipa", the name ascribed to the area by early mariners and then applied to its people, finds general acceptance among outsiders and border towns, partly due to the fact that approximations of the correct name with imprecise tonal consonance results instead in an insult being directed at the listener's second male cousin.

The most popular image of mudflat life to the outside world is, naturally, the Zood. The Zood is an immense creature nearly sixteen feet in length for bulls and sometimes almost twenty for cows, dull pink in color, covered in a dense blubbery hide, and possessed of some of the strangest appendages seen on life outside of some volcanic sea-trench. The Zood's lumpy, segmented body is supported by eight legs which end in stubby little extremities somewhere between flippers, claws, and hooves, and they are well-suited to the variable terrain of the flats and surrounding territory. It lacks any shoulders, and its head is formed by the tapering of the front of its body into what could almost be mistaken for a raised ninth foot, if not for the semicircle of whiskered skin adorned with a myriad of eyes, perched above a cavernous mouth which can rapidly invert to form a rubbery pseudo-proboscis. The name "Zood" is supposedly derived from the humming sound which the creature makes while filter-feeding or tasting the air, or while at rest among their herds. Other names given to them by spectacularly uninspired outsiders include Mud-Pig, Slow-Stepper, and Sea-Bear.

Zoods are herded by the Khokhantipans, who are able to produce a stunning array of versatile, if pungent, clothing and fuel out of the hide and thin blubber of the animal. But more often, they are kept alive as mounts and companions, which give them a high vantage point during the low tide from which to look for beached food, and a comfortably buoyant ride during high tide. Food for the Zoods consists mostly of small animals and algae or plankton which it is almost perpetually filtering out of the mud underfoot. Food for their riders is in bulk large catches of sea fish, as well as seaweeds and the broad ranges of mollusks, crustaceans, and gastropods which wash up on the flats or are found nearly year-round in the immense tidal pools closer to the open sea.

Home for these strange strand-riders most often takes the form of the rigid hide huts accessed from the roof and anchored to the mudflat floor by tethers of water-treated gut, sinew, and specially-made rope attached to stones embedded in the earth. They are designed so that when the tides rise and fall, the hut remains upright and moves up and down with it with the family within mostly undisturbed. Visitors to the region tend to prefer the more static borderland villages, or the few "island" towns which dot the flats, as these are far less prone to making one violently seasick. In the event of broken tethers and a family set adrift, such as in a storm, they simply set about rowing back to home territory from atop their house, sometimes while enlisting the services of the remarkably docile wild Zoods who float back and forth with the tides like undulating, methane-scented fat balloons.