Saturday, May 25, 2019

A Day in the Death, Part 1.

The one called Grandpa Corpse wiped the sweat from his brow with the back of his wrist. He dared not touch his hands to his face, for they were caked in dirt and lurid honey. He stood up straight--or at least as straight as he could stand those days--and packed the earth flat with his feet. Then he took up his digging stick and cast it into the trees with a curse. He listened to the crack and clatter of it rebounding through the boughs, and waited until the rustling of leaves and underbrush quieted. The susurrations of the nearby river regained its prominence.

He found a rounded stone at its banks with which to scrub, and he did not stop until his hands were rubbed bright and raw. His feet he stamped in the shallows for some time, until the cold creeping into his joints finally forced him to quit, and to decide that he had done all he could. One last time he surveyed the area for any shards of glass or fragments of pottery. Satisfied that he had left nothing remaining of any jar or bottle, the old man took up his old staff. He apologized to the trees of that place as he left, explaining why he had chosen that spot, and promising them that they would not come to much harm from the toxins.

The sun had begun to rise by then. He could hear the fat red and green rooster crowing at his distant post, and the first villagers rousing themselves in reply. He would not return to the village- there was no need to, after they had agreed to take the young men in. He had seen to each of them personally, and the folk of that place trusted his word when he said that they would convalesce before long. They would work to make the riverbank a safer place.

A lone coffin stood nestled against a split tree. He approached it and ran his hands over its weathered surface, brushing some light debris from it and then kissing its face. There came a gentle tapping from within, and so he held his ear to the old wood. Then it knocked, much harder and louder, and he stepped away from it with a chuckle. He offered it teasing platitudes as he reached down and grasped its trailing rope, which he wrapped around one hand several times before giving it a pull. Once it was eased down onto the broad, flattened expanse of his shoulders, he hefted its weight with a soft grunt.

Cautious, halting steps and hard leaning upon his staff gave way to a slow but relaxed pace as he finally left that river north of the mangrove forests.

The sun was still rising, so he decided that he should rise with it. He turned west, toward the hills, and began to walk. He walked over brush, and along the dirt roads of the people. He walked through fields of taro, and along the narrow bridges woven across flooded terraces of deep-rice. He never walked through the shadow of a fruit tree sapling, and he always walked the long way around a den of animals. The walk turned into a climb, and by mid-morning when he could look out across the canopy below and watch the mist as it rose twisting and evaporating in the sunlight, he decided that he had punished himself enough.

He still needed the strength to settle down, after all.

Sunday, May 19, 2019

On the Disappearance of Haraal.

It has come to my attention that nowhere in my recent writings have I actually addressed the vanishing of Haraal. And while it is my first instinct to assume that any potential readers of these mad scrawlings would be intimately familiar with the major cultural myths of the known world, assuming is exactly what I should not do. Indeed, perhaps one of you right now lives far and away from knowledge or influence of Deneroth.¹ I would be remiss in omitting anything which could contribute to a more complete understanding of the world in which I write, and the context of powers that currently be.

Haraal, unifier of the Ersuunian tribes, emperor of a burgeoning empire, living culture-hero on the receiving end of cult-like levels of reverence even before his deification, removed his crown and abdicated from his throne one day after a strange visit, leaving without a word, never to be seen or heard from again.

Of course it isn't so simple as that, but those details are all that can be agreed upon between sometimes starkly contradictory sources.

First, we are unsure of exactly how long Haraal reigned as king-chieftain. Histories of All by Yashka the Sage reports a reign of 114 years and this number is often regarded as canon, particularly in Deneroth. But Yashka wrote his chronicle several centuries after the disappearance of Haraal. Mythinterpretations of History by the late Berschut Groz offers a more conservative estimate of 70-80 years. Both theories either explicitly or implicitly support the idea that Haraal was blessed with supernatural vitality and long life, but neither gives Haraal a definite point in the timeline of history which we so enjoy using. We can relatively safely say that he reigned no earlier than 800 years before the time of Yashka however, putting Haraal no more than 2,300 years in the past.

Second, we are unsure of where Haraal disappeared from. We do know that his imperial palace-camp was somewhere in the northwest region close to the sites of his last great battles, but its exact location has remained a mystery shrouded in myth, with more than a few frontier folktales and cunningfolk assertions clouding it up further. It is assumed that the camp was located on a relatively flat area of land where the royal herds could graze comfortably, but that still leaves a very wide possible range of area. Again, we can only judge by the broadest limits, and say that the palace must have been located somewhere south of modern settlements such as Bluehill, and that it would have given the Axebite a wide berth- even Haraal was cautious of some dangers, it seems.

One day, traditionally emphasized as being just like any other with no foreshadowing or warning, Haraal was adjudicating cases brought before him in his throne room. After the third or fourth defendant graciously accepted his imminent beheading after prolonged exposure to The Presence and The Gaze, a hush suddenly fell upon the court. There was a muffled sound in the distance, outside, and it was slowly growing in clarity and volume. Haraal took notice of this after he found his servants not immediately responding to his commands, and had the doors to his court opened wide in order to better hear what the disturbance was.

It was crying.

Deep, gut-wrenching weeping, growing in volume and in voice.

Haraal waved a hand to send two of his guards out to investigate, but in a matter of moments they filed back into his throne room with limp arms, stunned expressions, and thoroughly overactive tear ducts. Again, he sent guards out to confront the issue, sending four this time. Four sobbing messes returned to him. A third time, sending six guards, Haraal was once again confounded. This almost comical mix of repetition and escalation continued for some time until Haraal had dispatched his entire royal guard, to no avail.

The other members of his court were growing concerned by this point, so Haraal rose from his throne and cast his aura upon them. Calmed somewhat, they begged their lord to go and see what this dreadful thing was. He proclaimed that he was already on his way to doing so, and then strode out into the light of day. Huge, dark-bottomed clouds were already approaching on the horizon, but his eyes fixed on something far more immediate.

At the base of the hill which his palace crowned, his people had fallen into disarray in droves. Hundreds of men, women, and children had absconded from their duties and their leisures to add to the mournful cacophony. They did not heed their lord when he commanded them to rise, to rejoice in his presence. They only bowed their heads lower in grief toward a single point in the distance. Haraal's smoldering bronze gaze tried to fix it in place, but it only continued its approach.

A small, greyish hunchback of immeasurable age was hobbling his way up the slope, one withered, useless arm clutched tightly to his side. He was weather-worn and almost hairless, with one enormous shoulder and a clubbed foot which he dragged along the ground. His scabrous, diseased-looking skin was stretched tightly across his emaciated frame clad in nothing but rags soaked in morning dew. Despite his disabilities, he moved with surprising speed, and his voice, though labored, sounded not the least bit short of breath. For the hunchback was the loudest of the crying voices- only his weeping was song.

It was wordless, lacking in any real rhyme or meter. But what it lacked in composition, it made up for in dreadful emotion. They were the sounds of raw, ageless sorrow and loss. Of grief and regret for everything that has ever happened or never happened. Of a child yearning for a mother.

And that was exactly what he asked, when at last he climbed the hill and halted before Haraal, eyes only dimly registering the man towering over him as they rose up from their naturally downcast state.

"Have you seen my mother? I was lost by her. I have not found her. Have you seen her?"

These questions were all that he interrupted his quavering song with, and he repeated them again and again as he stood pitifully before the emperor. His words were strange and rustic to Haraal's ears, like the tongue of some of his most distant Ersuunian subjects, many centuries removed. Haraal, being uncharacteristically compassionate, was able to look beyond the breach of conduct in addressing a chieftain which would have ended in a greater man being beheaded on the spot. He made an exception for the strange creature, and asked him his name.

Depending on the age or dialect of the account, the hunchback's name varies in form. But each name is generally a recognizable cognate with the others others, for his name when taken literally was "Grief".

Haraal treated with Grief then, all the while becoming increasingly suspicious of the outsider and the effect he was having upon his subjects. It seemed that the influence of Haraal was mitigated in the hunchback's presence, for he could merely quell their weeping rather than elevate them to an exultant state more pleasing to his senses. But Grief would not bend to Haraal's will. Nor did he even seem to be conscious of the effect his presence seemed to be having on the palace, as if he had spent so long in his current state that this was his 'normal'. He asked over and over for news of his mother, whoever she was, and patently ignored any of the emperor's attempts to assuage his anguish and coax him into staying and reveling at his court.

Things might have gone very differently, had Haraal decided to quit his attempts at dominating the will of the hunchback.

But there was no challenge insurmountable to the son of the pine tree, scion of the sacred peak. No individual had ever resisted him, and a hunchback would not be the first. He butted heads with the cluelessly resilient Grief until his own followers were red eyed, vomiting, and bleeding from their noses with the force of that sympathetic misery. He promised rare silks, jewels, and iron to him if he ceased his weeping. He promised him a place in his court if he told him his story, and the root of his cursed power. He promised him a mended body and thousand purebred horses to draw an army of chariots across the land in search of his mother, if he would kneel before him. All of this and more was ignored by the hunchback, who continued to whimper the wordless lullaby of his missing parent.

At last, Grief announced that he needed to find her, and turned his back on Haraal to begin ambling back down the hillside.

This is said to be what sealed the fate of Haraal.

He went after the hunchback, quickly overtaking him with his long stride full of indignant purpose. The chieftain put himself in the way of Grief several times as he tried to shuffle away, each time demanding that he halt and show him the reverence which was due. Each time, Grief slunk around and sidestepped the tall, bronze man. Finally Haraal seized the hunchback in his hands and lifted him off of the ground, shaking him violently as he commanded him to come to heel.

Grief locked eyes with Haraal for the first time, then. His song and his mourning stopped, and a silence fell over the campgrounds so heavy that it could be cut with an obscure bladed weapon of Ersuunian origin, the identity of which is still fiercely debated in some highly semantic circles.² Then, slowly and deliberately, Grief began to move his arm. Not the "good" one with its swollen shoulder joint, but the shrunken and skeletal one which had been held to his chest for the whole time. Ruined joints popped and cracked loudly as he extended his limb toward Haraal, who regarded it strangely but did not pull away, even as the bony fingertips touched him upon the cheek, and then reached around to the nape of his neck.

There shouldn't have been any observers of the event capable of seeing through unclouded eyes by this point in time, but the narrative nonetheless states that Grief appeared to grow in size suddenly, while Haraal shrank. Perhaps he also shrank back in fear, despite the long-held belief that Haraal knew no fear. The hunchback met his stature and then exceeded him, somehow standing tall and straight despite his shape remaining the same. Then his other massive arm rose up to embrace the dwarfed form of the chieftain, almost like a parent would a child.

And then he whispered something into Haraal's ear.

What was whispered is unknown, but it is one of the most highly speculated-upon pieces of history and/or mythology to day.

Whatever the hunchback's words were, in a span of seconds they broke the spell. Grief was shrunken and warped again, Haraal as tall and statuesque as he'd ever been. Grief was singing anew, and ambling down into the wilderness beyond the reach of the Haraalian camp. The wracking sobs which had plagued the palace subjects subsided at long last, much to the relief of all. But when they looked up to their lord uninhibited, they saw him turning away.

Haraal had a haunted look about him. His burning eyes were darkened and glassy, and they looked around wildly as he staggered back from the spot where the hunchback had grabbed him.

Then he screamed.

He screamed, and clutched his ears as if it were ringing in his own ears, and then he fled in a frenzy across the palace grounds before leaping atop and unbroken horse and riding beyond the horizon. As he passed by the ever-growing tapestries which lined the thoroughfare leading to his court, it is said that their intricately woven programs twisted and morphed to depict not their history and grand achievements, but a bleak future of clouds and blood. Haraal fled into reaches unknown, forsaking crown, throne, and people as the failing of his powers and the ineffable words of the hunchback shook him to his core.

Sober-minded from the catharsis of the hunchback's influence, and free of Haraal's Presence and Gaze both, his subjects are said to have promptly burned the settlement to the ground and then dispersed, the site of that short-lived capital forever lost to history.

Traditions which venerate Haraal as a deific figure tend to describe his confrontation with the hunchback as a penultimate battle against good and evil, which ended in Grief being banished at great personal cost to Haraal, who vowed to return to his people one day once all pain and decay had been driven from the land. Belief in the imminent return of Haraal has waxed and waned with the centuries, growing particularly strong during times of hardship when many such millennialist movements are taking root, but dissipating soon after it becomes apparent that the end is not nigh.

Even among less dogmatic communities across the Ersuunian Basin, where birth defects and deformities often set an individual apart as special or touched by divinity, the possession of any aspects associated with Grief is a universally dire social stigma lacking in any duality or complexity of meaning.

The streets of Porylus seem to be free of such anxieties as we pass them by, but I have heard rumor that Haraalian movements are beginning to come back into fashion with the approach of the three-hundredth year After the Rupture.





¹ If so, please tell me about this distant place so that I might move there.
² The "skirpha" referenced originally by Yashka the Sage has been variously interpreted as a sword, long knife, grain-scythe, or horseman's axe, with concessions to the theory that it was a generic term for "blade" being few and far between. Our own Professor of Fencing & Swordsmanship Berchtold Vogt claims in a footnote in the Appendices of the recently released second edition of his Manual of Masterful Martial Maneuvers that the skirpha was actually a pole weapon having more in common with an earspoon spear with a weighted, metal-capped butt. As his theory goes, the weapon was not actually meant to slice the silence at all, and Yashka's description was actually a subtle infiltration of the old Nambarish tradition of metaphysical poetry, in which the fundamental properties of poetic subjects are altered dramatically for emphasis or coded layers of meaning. Though remarkably deep and compelling compared to his usual area of... expertise, Vogt's theory has only drummed up more conflict among etymologists.

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 filí.
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/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.