Friday, April 26, 2019

Arbor Day Deforestation Special.

Everyone knows that druids and forests go together like peanut butter and jelly, trial and tribulation, death and taxes, or college and regret. Forget their deep and murky history as elite members of Insular and Continental Celtic societies at odds with the imperialistic writers of early history- trees are where it's at! That's been their thing for well over forty years of tabletop-related fantasy, and for almost four centuries of suspect Romantic scholarship.

But what about when they're not?

What about when we delve into the realm of 3rd edition splatbooks or Pathfinder class archetypes, and search for an overarching logic behind the diverse yet isolated and independent groups of druids operating in different climes and biomes? You'd probably get a wealth of different arguments and answers from actual research, but for the purposes of this post we're going to pretend there's only one answer.

Nature and its method of selection tend to promote competition between organisms and species who occupy similar or adjacent niches. No living thing is exempt from this. Environments, able to shrink or grow, possessing good or poor health, and adapting by way of the sum of all of their evolving parts, are also living things in this grand competition.  Just as "classic" druids are advocates for and protectors of the forest and all its denizens, other ecosystems can (or even must) have their own sapient defenders to ensure that they grow in strength and size and are not encroached upon by other upstart habitats.

Which brings us to peat bogs.

Swamps and other wetlands tend to get a bad rap in fiction. They are nasty and unpleasant, if not depicted as actively evil and dangerous to all outside life. Monsters, witches, and worse things abode in them, and they are the ideal place to find an ancient, sunken temple which would have been pretty difficult to build on that site to begin with. There is some logic to this, since stories tend to be told by humans who in pre-modern times were fearful of or struggled to deal with the weather, diseases, and pests found in many wetlands.

More recently we've been able to realize that they are all tremendously important to the health and diversity of our planet. Peat bogs in particular are havens for unique species of plant and animal life, and the properties of all that ancient layered dead plant matter allow a bog to eat up massive amounts of harmful free carbon in the atmosphere. They are valued to the point that, in some circumstances, it is good for the environment to cut down a forest and then flood it.

Of course the magical wardens of the bogs wouldn't be thinking about the big picture when they cut down the eves of forests or wet the edges of prairies. Just like the forest druids planting saplings or murdering farmers and loggers, and the desert druids promoting rapid aridification of grasslands, they are another force of nature given thought and reason with which to be even more wholly committed to their cause- a moving part in a great big natural machine, kept in check by the other forces opposed to it. Out of this chaotic equilibrium, we get Bog Druids.

Bog druids are believed to be the most isolationist, misanthropic druids in the world because they live so far away from other humanoids in such inhospitable places. Bog druids would counter that they are isolated because other folk are too afraid or can't be bothered to adapt to life in a more neighborly area.The misanthropic part is a little harder to argue against, given their generally sullen demeanor. You'd have one too, if you woke up before dawn every day to chant over a stagnant pool and then spent the next sixteen hours wrangling serpents, chopping up felled wood, and walking around on stilts.

Their style of dress often sets them apart from other denizens or wanderers of bogs because of how specialized it is. Besides a fondness for bronze accessories given heavily to patina, bog druids are noted for their unorthodox skill in waterproofing. Generally, the more waterproofed their clothing is, the more outlandish it looks. Overcoats of near-transparent intestine glued together with rendered bone, rigid cloth painted in tree rubber, grass or leaves woven together and thickly oiled, or plain old animal furs tend to dominate their choices in fashion, with little uniformity between groups of bog druids, or even individual members.

The potent smell of all of that aforementioned clothing tends to be the second distinction to smack outsiders in the face.

Bog druids don't generally have a strict hierarchy. More experienced members have some measure of seniority, but because each commune tends to be so small, every member is expected to be able to make and carry out decisions on their own. Group decisions tend to regard large threats to the bog, interactions with outsiders, or grand discoveries and portents gleaned from the peat. Outsiders can come to them for a variety of reasons. Most often they come to lodge a complaint about some blight or plague of insects that they think was unleashed from the bog, but other times they come to trade, pay for flood information or access to water reservoirs, or to drop off one of their own who has gotten the peculiarly wild hair up their person to study and join the commune. Most don't last very long, but those who stick around long enough are eventually considered to be new peatkeepers.

Most of the druids don't know magic, and those few who keep animal companions or perform divination generally rely upon more mundane means for both. They do have access to such a tremendous wealth of rare reagents and ingredients that their chemistry often looks like magic, however. More than a few potion-makers have risked everything in order to gain access to such reserves, even going so far as to gamble away their precious apothecary alligators.

Every bog druid is handy with a hatchet, saw, and shovel. They use them to shore up or expand the edges of their homeland, as well as to defend themselves from anyone who might have a problem with that. Bloody skirmishes between rival ecosystems are commonplace, with the dead often left feeding new growth or moldering beneath the turf for ages.

The druids of the peat are above all enigmatic, keeping much lore to themselves in their sodden lands. Why would we name them something as geopolitically inappropriate as "druid", if we knew what they prefer to be called?

Some rumors about them may be true, or nonsense, or a bit of both.

20 Things That Might Be True About Bog Druids
1
They are lobbying to either outlaw or control the construction of turf houses in the entire region.
2
Most of them are actually symbiotic hosts to a sentient fungus.
3
The latest logging campaign is the escalation of a disagreement with the nearby forest druid grove over leaving written accounts and doctrines.
4
The group is a front for a highly erotic and comically phallic snake cult.
5
Peat can be necromantically raised to create miles-wide Turf Golems.
6
The druids occasionally hire their members out to oversee sacrifices or judicial procedure.
7
A high-ranking member of the order is actually just a very lost botanist.
8
The druids have a very strong tradition of poetry and music. Just don't mistake one for a bard or filĂ­.
9
They have no idea where that myth about scimitars and wooden armor came from.
10
Will-o'-the-wisps are a bog druid conspiracy.
11
They hate being confused with the Pyromancers of the Great Swamp.
12
The order was formed by a mystic with severe wood allergies.
13
Each bog druid cuts off a finger upon initiation and wears it with a necklace of woven hair.
14
... There is no official rule that the finger and hair have to belong to the druid.
15
The self-styled environmentalists are actually just trying to corner the market on bog butter production.
16
... They've already done so with the extraction and forging of bog iron.
17
They are the original Soggy Bottom Boys.
18
Topographic peat hags formed by soil erosion regularly come to life as literal hags and witches.
19
Layers of peat are meticulously cut out and studied by peat archivists to offer a rich history of the area's vegetation, pollen, spores, and animals.
20
The druids are guided by a reanimated peat mummy, strangled and sacrificed to the bog in the name of a long-forgotten god centuries ago.


Monday, March 18, 2019

Crypt Cities: What the Dead Carry.

Really?

Grave robbery?

No, that term is too dignified for what you propose. Corpse pillaging is what this is.

Were you listening to anything? Are you aware of the things your fellow Awakened have had to suffer through? The sanctity of one's death mask? The difference between collapse and perseverance embodied by the smallest of trinkets and sentimentals on one's person?

You are, and you just don't care?

... Smart. You'll go farther than most.

When one of you has just about had it, and all seems lost, the embrace of true death nonetheless remains elusive. Instead, you crumple under the weight of the Need as well as your own personal anguish, and turn inward. Without a body strong enough to carry you to a sarcophagus, your mind turns inward and consumes itself, slowly. You can look forward to weeks, months, even years as a tormented Husk, trapped inside of that desiccated head of yours. And after that, when you start to fall apart at the molecular level, the real fun begins.

Some of the damage can be reversed, if you were to be placed within an enchanted coffin of your own.

Of course most of the other travelers who come across your bleaching hide will be less interested in picking up and helping you, and more interested in helping themselves to the pickings of whatever you might have had on you when you went catatonic. If you're smart, you'll keep your eye-slots peeled too.



(Roll 1d40 whenever you come across a suitably lethargic-looking cadaver. Any rerolls ignore the same result twice in a row.)

1
Nothing But Dust
The Husk and any rags it has left fall to ashes at your touch, its mask crumbling into nothing. Have a moment of silence for this most grim of fates.
2
Tattered Clothes
Little more than a filthy, stained loincloth. Gain one rag. If you are feeling particularly brave, gain one bandage or article of clothing.
3
Encrusted Thing
This object is completely covered over in gunk, grime, or dirt. You have no idea what it is or does. Gain one crusty old... something.
4
Vile Trophies
This Husk must have been one sick puppy to collect all these. If you are not Hunted, become mildly unsettled. If you are Hunted, have a laugh.
5
Abused Rucksack
Spacious, but weakening in places. Gain a medium-sized container. If it is ever filled to capacity, it ruptures.
6
Ghostly Whispers
You find nothing, and the murmur of wind and ash fills you with a sudden, dreadful urgency. You suffer one additional day of Need.
7
Scavengers
Carrion-eaters and worse things have found the Husk before you did. If you fight or scare the competition away, reroll.
8
Noose Necklace
A piece of fashion commonly sported by alumni of gallows the world over. Gain one short length of rope.
9
Snipped Sinews
Several of the Husk's muscles are still good. Gain three uses of stitching, or one bowstring, cord, garrote, etc.
10
Old Child's Toy
A weathered wooden figurine or a threadbare doll, probably kept as a memento. Gain one bitter reminder of your own lost youth.
11
Rendered Human Fat
A jar full of fragrant adipose tissue. Gain five uses of fuel or oil, and attract predators at twice the usual rate.
12
Visceral Trail
Dried droplets of black ichor, the lingering reek of death-smoke, and the occasional severed limb point toward potential danger- and profit.
13
Shiny Rocks
Not even the dead are exempt from humanity's fixation on shiny things. Gain a bargaining chip.
14
Befouled Liquids
These vials or skins once contained valuable potions or life-giving water. Now they are spoiled and noxious. They make you nauseous to drink, but could be used as a stink bomb or olfactory concealment.
15
A Fistful of Coins
A few ancient coins of unclear mint and composition. Flipping them into a body of water and wishing might do something. Like poison the water.
16
Corpulent Swelling
Jostling the Husk causes its abdomen to burst and shower you in insides which quickly become outsides. You can be smelled from a much greater distance until you bathe.
17
Awful Poetry
In sanity, this Husk used poetry as a creative outlet and coping mechanism. In catatonia, it serves to make you groan. Gain one use of fuel.
18
Powdered Herbs
They might have been an apothecary's wares. Or an old pressed flower collection. Gain two uses of medicine. Or placebos. Or poison.
19
Rusting Fragments
Anything made of metal such as weapons or armor has long since broken, but the pieces remain. Gain one use of scrap.
20
Infestation
At some point this body became host to a den of vermin or a squirm of large parasites. Gain one ration of food.
21
Infested
At some point this body became host to a den of small vermin or a squirm of large parasites. Now, so have you.
22
Old Wagon Wheel
Some Nomad cart won't be going anywhere without this. Gain a shield that breaks after deflecting three blows.
23
Mimicry
That isn't a Husk. That isn't even humanoid. And whatever it is, it looks hungry.
24
Gnarled Branch
Someone tore the face off of a particularly old Holt-Dweller, but didn't get around to working it yet. Gain one piece of wood.
25
Weaponized Femur
Whoever this belonged to must have had legs like a workhorse. Treat as a club that breaks after five successful hits.
26
Old Bone Dice
Bones for throwing, and a bit of idle recreation. They're probably not cursed.
27
A Ghost of Warmth
For the briefest of moments you feel faint, pleasant sensation that you'd thought dead for ages. Nothing about the Husk or its possessions tells you why or how to replicate it, however.
28
Crypt-City Brochure
An old flier both advertising for one of the smaller, newer Crypt-Cities, and calling for the violent expulsion of all Awakened. If you become lost, you may reorient yourself toward your goal once.
29
A Spare Limb
Everything seems to be in working order for one of the Husk's extremities. Randomly gain a spare left or right arm or leg.
30
Dislodged Corpse Nail
This foot-long wrought iron spike is hammered into the limbs and torsos of the Awakened by Hunters to affix them to a Groaning Pillar. Treat as a dagger.
31
Moldering Pages
Scraps of some old tome or journal. They may offer some insight into local dangers or past travelers.
32
Rot Blossom Sprout
Run. Run as fast as you can.
33
Sandals!
A marvelously underused pair of sandals. Gain the ability to travel the Wasteland in almost-comfort for the next hundred miles.
34
Passage of Death-Priest Psalms
These grim old hymns allow you to reflect upon your struggle and the goal which lies at its end, bolstering your resolve. You may ignore one day of Need.
35
Looted Mask
This Husk was once another corpse-pillager like yourself. Gain one blank death mask to use as a backup, and don't dwell overlong on this glimpse into your own future.
36
Map Fragment
Manic scrawling making use of parchment and ink of questionable origins outlines the general area and points of interest.
37
Mystery Cult Trinkets
Ritual tools and artifacts of ambiguous design and purpose. Using them correctly might allow for the casting of a single spell. Or they might explode.
38
Black Marrow
The bones of every Awakened become imbued with a hint of death-smoke essence over time, and these are still juicy. Become well-rested, if you can tolerate the grizzly, selfsame feast. Just ignore the nightmares.
39
Smoke Pocket
A pocket of death-smoke hasn't yet left the Husk's body. Split open the bubo-like protrusion in its flesh and huff deeply to repair light damage or remove one minor debilitation.
40
Not A Husk!
The corpse you're scavenging isn't entirely catatonic yet! Take light but unavoidable damage as it suddenly bites and flails mindlessly at the rude awakening.

Sunday, February 24, 2019

On the Other Origins of Haraal.

We all know the classic version of the story by now. Kibra says as much while prefacing the speech she is surely about to give us. We each nod our heads, but then don't really object when she goes on to describe the origin myth anyway.

Most commonly (or at least, traditionally) the culture-hero Haraal is believed to have been birthed from the trunk of an aging tree on the side of the peak known as Yorl'di. This mountain is generally considered to have been an isolated part of the southeastern Pashels. Haraal is unequivocally described as being exceptionally tall and of Ersuunian ideal, so theories that he may have been one of the Pach-Pah are quickly quashed. He fell from the mountain, injuring himself, and then he was nursed back to health by a family of herders who would become his first servants in the conquest of the whole Ersuunian Basin. Spectacular feats of strength, skill, and seemingly divine luck quickly follow, mixed in with some tribal politicking. Wrap it up with a few vague allusions to abduction and ethnic cleansing here and there, and you've got the early years of our beloved bronze god-chieftain. Plain, simple fun for the whole family at the monthly Reaffirmation of the Law.

But there is another story. Several in fact, but this fountain brings to mind one in particular.

In the Histories of All by our beloved Sage, Yashka, there is a single verse which reads that once Haraal had conquered the last of the Ersuunian holdouts in the west--specifically after he finished tightening an iron band around the skull of king Sperhel until his head exploded--he decided to "settle down and embrace the land of his birth."¹ This excerpt has three primary interpretations.

The first, generally tied with the above narrative, is that it is metaphorical, and that Haraal was decreeing that he was going to shift from conquest to administration, thereby embracing all of the land that he now claimed as his own by birthright. Thus "the land of his birth" is synonymous with every area of the Basin which he eventually claimed as part of his empire.

The second is that Haraal was specifically regarding the area where he would later found his court and capital city, styled on the palatial nomad camps of old. Following this line of logic, the area in the northwest of the Basin would have been the place where he was "born", which happened to be the farthest point in the entire empire from the purported site of Yorl'di.²

The logical conclusion of this interpretation was that Haraal was born in some other fashion, and that the mountain and tree were more symbolic than actual, historical sites. The Ersuunians of the northwest were quick to apply one of their own myths to the story, in their attempt to subsume their conqueror into their own culture, probably before those filthy mid-landers or water-drinking east-fringers could make the same claims or some such. The myth in question was one of immaculate conception.

There once was a great, nameless king among Ersuunians, said to be of the twentieth generation of nobles descended from the chieftain Gohr himself. This king had an insatiable desire for collecting wives, though for exactly what purpose was unknown: they were entirely leisured within his court, and were not made to engage in any state or domestic matters. Nor did they serve the less common but more infamous purpose of a harem, for they all remained virgins in his company, and he had no known children. The count varies from source to source, but it seems that he had several dozen such brides in gilded cages.

And one day, he decided to add one more to the bunch.

Kibra tells us that the young woman's name was Tiamis. She was the daughter of one of the king's sub-chieftains, and probably the sister of one or more women who were already the man's wives. She was brought to him in time for the spring harvest, when the chiefdom's agrarian subjects were paying their tribute of grain, animals, and leather. A great feast was held by the king to host the representatives of his vassals and bond-servants, as well as to celebrate his latest wedding. At that feast all manner of Ersuunian delicacies were to be found. Among these curiosities of semi-settled cuisine was the pasture date.

Ciudo asks our guide "what are pasture dates?" because of course he would. She seems all too happy to answer him.

"Pasture date" is a euphemism in modern speech used to refer to roasted horse testicles.

How they got that name and why anyone thought that disembodied genitals resemble pitted fruits, I cannot fathom, and I'd rather not try. But that is what they are, and that is the origin of the unusually-shaped, fist-sized globe which the statue now identified as Tiamis is reaching for.

I am not sure if I approve of this visual pun or not.

Our storyteller goes on to describe how great rows of spitted pasture dates were being roasted over trough-like fires all throughout the camp on that day. They were fresh- exceedingly so in some cases, for the stallions they'd been "harvested" from had been gelded earlier that morning. When Tiamis arrived at the banquet and saw these highly seasonal treats, she seized one at once. Unfortunately for her, the date she plucked had not been cooked sufficiently, and she did not realize how raw it was until she'd eaten more than half of it. Kibra illustrates her nonchalance at this discovery by shrugging her shoulders and mimicking downing the remainder.

I begin to consider what I will do for my lunch hour today, because none of us are going to be eating now.

Rather than becoming wretchedly food-poisoned, Tiamis felt herself become mildly bloated after her meal. Over the course of the next few days, it became apparent that she was miraculously (and severely) pregnant. Her husband was as confused as he was enraged, and chose to wait until the birth of the child to decide just what should be done. Tiamis gave birth after only forty days. Within minutes of his birth, the boy named Haraal was able to stand and speak, and warded his father away sternly. Another forty days passed, and he had grown into a fully mature young man. On the forty-first day of his life, Haraal strangled his "father" to death and assumed control of all his holdings. This story serves as an explanation for how Haraal appeared so suddenly and with such a solid power base at his disposal, once conquest of the Basin began. Tiamis and the other widows disappear from the narrative at this point, and the story quickly takes a shape resembling that of the traditional rise to greatness.

Kibra explains unsolicited that the merger of the two contradictory tales in this piece of art is meant to represent equal appreciation of all ideas, grand or small, orthodox or fringe, in the name of the greater goal of acquisition of knowledge. I am impressed- this simultaneously reaffirms Porylus' relationship with the Ivory Tower, and takes the latter to task in its approach of research in recent centuries.

Our guide turns and quits the scene now, gesturing with both hands for us to follow after her as we make our final approach to the tower of Porylus Mons.

I quietly wonder if any statues are hidden away here depicting the conflicting beliefs about the disappearance of Haraal.



¹ Verse 16,982, line 44 of the Histories of All, Yashka the Sage, 1284 BR.

² The third theory is that Yorl'di is misidentified with any of the Pashels, and that it was in fact the highest peak of the Oron'er Mountains. But this argument doesn't really come into play because the greatest proponents of it are based in Nambar, Serminwurth, and the pauper graves reserved for heretics after they've been ritually bled to death via paper cuts by priests of the Ivory Tower.

Saturday, February 23, 2019

Looking Southward and Backward, Part 21.

Everything is smaller in Porylus. That is a common expression in Deneroth, generally used to belittle the city, or to keep it in place relative to Deneroth as a "little sibling" in the mythology of post-Haraalian city-states. But it means that everything in Porylus is closer, more familiar. Cozy, dare I say. That is certainly what it feels like, as we ascend the spiral-pathed slope of the central campus.

The various stone buildings to our left and right are practically built on top of one another, rather than having vast yards and imposingly tall fences or walls between them. Dormitories seem to be spaces intermittently amid buildings operated directly by faculty and stuff, each of them identified by small graven signs out front or above the doorway. They almost look naked without an elaborate coat of arms or numerical rank range adorning them. We barely realize what it is when our amicable procession stops us in front of the dual-purpose admissions and visitors office- back in Deneroth, the comparable building at the ITU is a cathedral-shaped edifice which absolutely dominates one of the six gates leading to the campus, where as much ritual is performed to cleanse newcomers of the outside world as paperwork is done to make them feel at home.

I do see one deliberately placed symbol, however. Carved into an arch-shaped plaque above the entrance of the barrel-shaped office in bold, equidistant characters is a line taken from the Hymns of Knowledge-Making, written during the first decade following the death and canonization of Laizij.

"Find within these Walls the Whole of the World."

I hear my fellows repeat it as we approach the threshold, Ciudo even speaking it in the deliberately archaic dialect of the cult, a standard introductory subject for the students of dead and obscure languages at ITU.

The "walls" refer both to the institution of learning, whether Ivory Tower or Porylus in this case, as well as the bones of the human skull. The message indicates that possessed knowledge of anything and everything exists within one's own mind, though the spoken or written word do exist as valued vehicles for it. The brain becomes a sacred vessel meant to be filled to its fullest capacity with knowledge, with the elusive goal of complete knowledge implied, lurking but ever-present.

Within the brazier-lit office, the fitted stone walls and floors are bedecked in thick, decorative textiles of gold, red, and cooler colors. The far side of the one-room building is dominated by a huge series of shelves which hold hundreds of cylindrical wooden containers, each of which containing hundreds of rolls of parchment or more fibrous mediums. Several assistants navigate the archive on squat ladders, and several short lines of campus-dwellers or locals stand awaiting their turn. We are directed toward a large space which seems to have just been cleared of people pending our arrival. Bisecting the two halves of the room is a long, low counter of polished wood, covered in many places by similar containers or their documents, as well as an array of writing implements and what appear to be stamps or seals. I can scarcely count ten, as opposed to the set of eight-dozen generally required to keep up with bureaucratic standards at ITU.

Standing behind the middle of this counter is a woman with blindingly white teeth and red hair, possessed of equal measures of competence, friendliness, and exhausting chipperness.

Her name is Kibra, and apparently she will be our guide for the duration of our stay at Porylus.

Within a few short talecks the paperwork is sorted out and stored away, and we are able to depart. We are somewhat dismayed to find our wagon gone upon reentering the light of day, but Kibra assures us that all of our belongings will have been brought to our accommodations by now. The promise of being able to sleep in real beds overwhelms our momentary discomfort at the well-meaning breach of privacy, and we continue on up the hill. The crowd of onlookers has thinned by now with the continuation of classes, and we are somewhat more free to go as we please without feeling... doted upon.

As we walk, our new guide offers brief insights into each major building which we pass by- on their histories, and on any possible links which can be made to similar institutions back at the ITU, whether through architecture, shared instructors, or the rare exchange program which does not peter out amid webs of silver tape.¹ I appreciate Kibra's enthusiasm, though to be honest I am not particularly interested in what binds the two campuses together so much as what sets them apart from one another.

Now, as if Porylus Mons itself has read my scribbling, we turn a sudden corner which brings us out onto the level top of the hill, where several more buildings ring a broad, circular plaza dotted with benches and fixtures of plant life or the occasional torch-post. In the plaza's center is what appears to be the most expensive piece of stonework any of us have witnessed yet on the premises. It is a tall fountain of marble and other light-colored stones, carved and smooth and gleaming, even in the half-light of this cloudy day. I do not know how the fountain functions at first glance, when there are no other points of high elevation from which water could be flowing in order to provide gravity power. But I can't be too concerned with that detail, given that I can see what is depicted upon the fountain.

An intricately carved three-dimensional representation of the white bristlecone pine of Deneroth rises up just right of the fountain's center amid branch-like cascades of water and root-shaped streams down at its base. Just to the left beside it, reaching a hand out to pluck a bulbous fruit from one low-hanging branch, is a woman, nude save for a cloth which is wrapped around her waist. She clutches her stomach, the swell of which mirrors the turgidity of the tree's trunk.

These are the two contradictory tales of Haraal's birth, merged into one.



¹ While the majority of intra-University documents are contained within traditional binding of a red (really more of a dark wine color), materials concerning communication and cooperation with its sister campus are generally distinguished by a silver (more of a faded sky-blue) wrapping. This, coupled with the complete lack of silver coinage in and around Deneroth, has led many to joke that the color simply doesn't exist in the ITU, or that working at the University makes one color-blind to it.

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/WĹŤtan, 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 WĂĽrzburg, 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 SalĂ©, 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.

Monday, January 21, 2019

Looking Southward and Backward, Part 20.

The days pass, and winter settles deeper around us. Our wagons reach the outskirts of the muddy land on which Porylus was founded, and are relieved to find that the earth has frozen up substantially. Rather than mucking through trackless fields for an extra few days, we are staying on schedule while serenaded by the constant, uncanny crackle and crunch of frost beneath our feet, wheels, and hooves.

It reminds Hraela of the sounds of the rivers back home, and we are treated to another one of her tales of Gertish folkways, which I am always more than happy to hear. After the burning of children in effigy has been taken care of and a village is settled in for the long haul of winter, ice becomes a source of occasional diversion. Apparently it is a custom to strap bones to one's feet and use them to glide across the surface of a frozen river. The rivers can produce a fine layer of thin, blackish ice which apparently makes a very eerie sound when glided upon, or when stones are skipped across it. Skilled ice-gliders are able to produce series of sounds and notes bordering on music. Unskilled gliders tend to fall and sink, their ghosts lingering below the river's surface and adding to the intensity of other gliders' performances by chancing them around under the ice during subsequent winters.

Sarq asks her if her people have any traditions that don't involve someone dying horribly in some way.

She scoffs, but does not otherwise reply.

We are jarred from our discussion by the sound of shouting up ahead. Not particularly spirited or angry shouting, but the kind of shouts used to carry a conversation long distances through cold air. We stick our heads out from below the wagon cover and crane our necks, and eventually spot a figure on a hilltop overlooking our procession, body dark against the pale grey smoke which rises up from a squat chimney behind it. They wave a rather large grain scythe around in our general direction. Apparently the snow cover obscured a series of property markers, and we've torn through some farmer's field. Fortunately it is fallow this time of year, so we've done no real damage, and the farmer will not be bringing that scythe and two-dozen relatives down to speak with us personally- assuming we are quick to extract ourselves from their property.

I can already tell that I will enjoy our stay here.

While cresting the next few hills we are far more cautious about staying on the road, and we begin to see towers in the distance. The tallest catches our eyes, and for good reason. It is the tower which was once the heart of the Ivory-Campus-at-Porylus, and its architecture is a clear hearkening-back to our beige city. In fact, for the past two hundred-odd years it has been said to be even more ITU-like than the tower of the ITU itself, stature notwithstanding.

The exact details of the controversy (if it could even be called that) are vague to this generation, but what is known is that the damage sustained by the former study-observatory of Laizij was damaged during or immediately after the events of the Rupture. The domed roof of the tower collapsed and a section of wall on the top level sloughed off to one side. The damage to the Eternal Scholar's personal study was a severe blow to the ego of the University. Curiously however, instead of working to erase the memory that it had ever happened, the Directorate decided to embrace the wound. The debris and top floor remain untouched, except what was needed in order to shore up the integrity rest of the building, and Board meetings continue as they have for centuries, just one floor lower than previous generations enjoyed.

Damaged relics and artifacts, including the section of wall, were incorporated into the ritual practices of the University's religious functionaries, adding a dimension of grief and mourning to the previously stuffy and emotionless practice of the Eccentric's most devout followers. If money was ever presented for the tower's full restoration--as many have suspected must have been the case at one point or another--it never saw the light of day. Rumors of embezzlement or deep, generations-long rivalries between Board members and their successors are popular among freshmen and library wall graffiti to this day. I suspect the story could be blown wide-open and exposed, if anyone ever took an interest in that sort of high-tier budget trivia and administrator gossip.

But that is a story for another time, and hopefully another person. More than towers are creeping into view now.

Roofs of red, white, or black checker the outskirts which grow organically outward from the center-most cluster of the city. Mud brick, wood, stone, and other materials make up the walls supporting them, none of them ordered together or separated in any manner that suggests a rigidly-enforced policy of hereditary decorum along family lines. And amid that refreshing forest chaos can be seen people stamping along in the cold or driving wagons this way and that along streets of raised earth and cobblestones. They don't pay us any mind as we near the outskirts. No one stops to stare or make a crude remark relating to graduate students or mistaken associations with wizardry. We are nothing special here. It is almost like we are back in a nicer district of the False City, though Porylus has only a fraction of the former's population.

Our caravan splits at a forked street, the majority of our help going right to find suitable lodging for the night. We continue on toward the left, into the city center. Taller, older, and more stately buildings are here, from the better decades following the city's founding. And nestled amid them, delineated by little more than a waist-high stone wall with wide openings, is the campus proper. The school here is arranged spirally, with the gradual inward, rightward turn of the main road culminating in the historical tower at the hill's crest and center. I don't know the reason for the spiral shape, though my guess would be that it was seen as an auspicious sign by those old alumni of Laizij's entourage.

Before we are able to reach the beginning of the incline, we see a crowd forming as if out of thin air. They are an irregular bunch of mostly young folk, with a few comparable to my age or a bit older peppered throughout. I count between twenty and thirty.

And they are all staring at us.

And they are... smiling? And waving?

We do not realize that they are students of Porylus until they tell us so, and we do not believe this for a good couple of moments afterward. But apparently our coming was announced, and these people willingly, without duress or threat of academic discipline, chose to come and welcome us. Several of them even introduce themselves as members of the university's representative sporting team, and they seem confused by our momentarily frightened questions of where they are hiding their spike-toed boots and wooden clubs. Evidently "sport" means "sport" in the local dialect, and not "heavily armed and bored children of wealthy families harassing people for fun and profit", as in Deneroth. Hraela is hesitant to let go of the grip of her training sword until they convince us of their peaceful intent, all while the rest of the students or off-duty faculty laugh at what they perceive to be a big joke.

Gradually, the others are compelled to hop down from the wagon and join with the small crowd, which picks up a few stragglers as we make our winding way up through the campus. Hands are shaken, names exchanged, and interest in the Ivory way of things is piqued. I even hear something resembling a compliment about the school uniform, which Porylus entirely lacks. Sarq, Ciudo, and even Hraela seem to enjoy themselves.

As I watch them, I am overtaken by a deep, wounding nostalgia which I've no right nor reason to feel.

Saturday, January 12, 2019

Crimson Honey (2/2).

Click here for Part 1.



I keep scooping.

The crying recedes into the distance. The mists begin to close in around the riverbank once more, choking the sounds around us except for our own groaning. Most of us stop shaking, and the river reeds take our place.

I keep scooping.

I see myself, and my mother. I am young, and she is not dead yet. She hugs me, and I fling myself from the side of a cliff. The skin on my back peels away--more than it already is--and I sprout wings. I claw out the eyes of the village boys, and then I fly to where the rivers pour out of the sky. The water smells like dog.

There is a hard crack, and this time the pain throbs inside of me. I lean over and cough. Fragments of tooth litter my lap. The molar finally finished crumbling. I rub some honey against the hole. It bleeds, but the blood mingles with the honey and I stop noticing.

The crying stops, but something else takes its place. The sound of wind, and churning water. The branches weeping over the river flail and bend, making way for the mist as it flees back down the current. I turn my head, and I can see the boat over my shoulder, naked and still in the waters. The pale man is speaking now, and the laughing man is arguing with him over something. They thrust their poles into the riverbed, but the boat doesn't budge. They strain and push. The aft end rises up and the prow dips, but they go nowhere. I see clutching, scrabbling little things clinging to the bottom of the boat. They look like waterlogged hands, and overgrown fingernails.

I hesitate, and keep scooping.

The wing blows harder, howls louder, and we hunker down and cry, or shout and leap up into it to be bowled over. The trees bend and rattle, and people are screaming in the village up the bank. My hands squeeze tightly around the jar, and I hold it to my heart.

Then everything is still. The wind dies. People lift their heads again.

There is someone else out on the river. He is looking at the men in the boat. But he is not in a boat. The surface of the water is breaking beneath his bare old feet, and gnarled bones are clutching at them, propping him up. He is wearing faded old green and blue that blinds me to look at, and his staff is as black as a yawning pit in the earth that I could fall into. He lifts the staff up, and the men in the boat start to shout or move. They do not finish whatever they are doing before the thunder cracks.

His staff hits the water, and it splits open.

The boat splits open, and the chest splits open.

All of the jars come crashing down into the hole in the river, and we hear the shattering of glass beneath the splintering of wood. We hold out our hands and cry in anguish. Some of us that can still walk leap down into the shallows and try to wade out toward the red-dinged water. More grabbing little things reach up out of the silt and stop them, hold them, and keep them from thrashing.

The laughing one and the pale one are clinging to the sinking halves of the boat. They are shouting out and cursing at the man now. I do not see the man that they were taking away any longer.

He breaks his silence, and the boom of his voice makes my ears throb. He speaks like us, but he is not like us. He looks like the old grandfathers in the village, but he is not bent by time.

His eyes are so bright.

They hurt the most to look at.

I stop scooping.

One of them swings a pole at him, and he raises his hand to meet it. The wood cracks in half and splits down the middle, and the laughing man falls down into the water with a shout. They are all yelling now, but the wind and the river grow louder. The current swells, and a wave rises up to scatter the last pieces of the boat. The laughing man and the pale one cough and sputter, and climb up onto the bank. They drag themselves into the forest.

The water glints and glimmers with honey and coins until they all wash away.

The old man is looking at us now. He is dragging the honey-drinker by his collar as he walks across the bones in front of him. He is coming toward us, and the hands in the shallows stop grabbing at us.

But they take our jars with them. Bony fingertips and split nails scratch over the glass and clay and pull them into the earth like it was sand, and we bloody our hands trying to dig them back out of the dirt.

I try to pull a root out of the way, but it is too deep, and my knuckles feel like they are going to pop. My face is wet now. I am sobbing into the dirt.

The man is standing over me when I look back up.

He is tutting at me, but he is smiling.

He says he is sorry that he has arrived so late. That he will do what he can.

The swirls start to fade from behind my eyes, leaving only the blur of my tears, and the pain comes back. It hurts less than it usually does. I can lift my arms when the old man extends his gnarled hand.

I take it.