Wednesday, 27 May 2020

Punth: A Primer Ch. 6

As part of my ongoing Punth project, I have been building up a lexicon of Punthite phrases. These I have set to match with the classes of The 52 Pages (download, author's blog). Along with this, a character chooses background words at creation. Below is a list of the suggested background words in The 52 Pages, along with a few more Punth-specific options.

Some classes are compelled to choose one Background word. (Wizards, Prophets, Dwarves, Elves). This can be avoided by a human-only reskin of those classes; as before, I like Pioneer and Guide for Dwarf and Elf. Dwarves would loose heat vision and active defence, but move at 12. Elves would have Spells reskinned to 'Skills', and possibly restricted to Knowledge and Illusion.

Scholarship

  • Magic: (See Ch. 5)
  • Religion: N/A *
  • History: There were days that were, and days that are. Correct Though will distinguish them.
  • Heraldry: In knowing the signs of men, know their hearts. May our symbols be as true as out hearts!
  • Monsters: As man is surrounded by beasts, so are the Sky-Princes by Star-Beasts. Great as the Sky-Princes are, so are their beasts.
  • Etiquette: The arms of might and justice are ornamented by proper conduct.
  • Law: Knowledge of the codes is knowledge of the state. Knowledge of the state is knowledge of the mind.
  • Medicine: To each disease there is a cure. To each cure there is a formula.
  • Qryth Studies: All things are known by the Codes, the source of which is the Sky Princes.


Environment

  • Underground: N/A **
  • Woodland: Many leaves give strength to a tree; many trees make a forest; a forest sustains a great host.
  • Plains: Between the cities of the plain are the roots of the cities.
  • Sea: To those that return from the engulfing waters, let correct teaching be available.
  • City: From the ziggurats come the Codes. Therefore men gather about them in the cities of the plain.
  • Mountain: In the heights and the valleys both, you walk with the knowledge of the Codes.
  • Swamp: Even where the lands are scattered by water, the state will unite the people.
  • The Ruins: Where the wicked have fallen is no place for men to dwell long.


Profession

  • Blacksmith: All tools pass through the fire. The one who keeps that fire must be peerless.
  • Jeweller: By the cut gem and the untarnished plaque, make prowess known!
  • Architect: The builder's plan must be as strong as the base of the pillar.
  • Stoneworker: Buildings are the bones of the state. 
  • Alchemist: In the potion as in the person, the difference of a single grain may be calamitous.
  • Mechanic: Devices redouble the efforts of a man, as the Codes redouble his focus!
  • Burglar: N/A ***
  • Horse(wo)man: The bond between horse and man is strengthens both. Might and Justice may be found in the reins of a rider!
  • Healer: Health of the body is in the hands of the Physician. Health of the mind is in the hands of the Code.
  • Musician: The sound of the cymbal and the slughorn may punctuate a recitation of the codes.
  • Irrigator: Where the water flows, there will be life. Therefore a path must be cut for the water. Therefore tools must be made. 
  • Sorcerer's handler: In days that are no more, sorcerers had the keeping of the people. Now, the people have the keeping of sorcerers.
  • Procurator: What one land has in abundance, another land lacks. But let no man go in want for food, or the goods of the house, or the goods of the state.
  • Scribe: A good record is a joy to Correct Thought.
* Religion deserves its own post.
** There are no underground Dwarven cities or Gnome communes in Punth. The underground background might be applicable for miners (or Punthite soldiers fighting against the Dwarves?).
*** Burglary is not explicitly described by the codes. See Ch. 3 for more details.



Saturday, 16 May 2020

Tip & Run: The Untold Tragedy of the Great War in Africa

Imagine a country three times the size of Germany, mostly covered by dense bush, with no roads and only two railways, and either sweltering under a tropical sun or swept by torrential rain which makes the friable soil impassable to wheeled traffic; a country with occasional wide and swampy areas interspersed with arid areas where water is more precious than gold; in which man rots with malaria and suffers torments from insect pests; in which animals die wholesale from the ravages of the tse-tse fly; where crocodiles and lions seize unwary porters, giraffes destroy telegraph lines, elephants damage tracks, hippopotami destroy boats, rhinoceroses charge troops on the march, and bees put whole battalions to flight. Such was German East Africa in 1914-18.

H. L. Pritchard, Ed.
History of the Royal Corps of Engineers, Vol. VII, p. 107

***

Tip & Run: The Untold Tragedy of the Great War in Africa is a history of the East African campaign by Edward Pearce, first published in 2007. This took place in German East Africa - now Tanzania and Rwanda. German East Africa was utterly surrounded by British, Belgian and Portuguese colonies at the beginning of the war, isolated and outnumbered. Yet German commanders held out until 1918, giving us an extensive look at this form of war and its effects. (The other German Africa colonies were rolled up fairly swiftly, but they do receive a mention.)

So, why talk about this here? Not my usual material. Well, the intersection of the tools of industrial warfare with the less-developed wilderness of East Africa leads to a series of interesting situations to consider.

Firstly, the sheer dearth of Europeans. It should not be a surprise that colonists were outnumbered by natives, but it leads the strange workings where a modern European war must be fought (at first) by levies: 1914 sees British settlers summoned into Nairobi to learn about the emergency and to be organised into military units. Some of these endure to become formal units - see the splendidly named Legion of Frontiersman. Police units are also pushed into paramilitary roles - notably the Northern Rhodesia Police. A European colonial civilian lived in a state of emergency, for at least the early war.

East Africans were both recruited in high numbers to serve in colonial armies (generally referred to as 'Askari' - though this has connotations of irregular soldiery, which would not be true for all African troops). However, this is a conflict with the tools of industrial war that were hear so much of on the Western Front, but without the extensive roads, rail links and factories that allow that to take place. German East Africa was blockaded very early on, and suffered shortages that were frequently mitigated by looting supplies from elsewhere.

Notably, vast numbers of Africans were recruited as porters. With only a few railways and navigable rivers, supplies of food, ammunition and medicine had to be carried. They suffered the same privations as the soldiery, as supply lines extended perilously far and the rains fell. Disease was rife, food was short. Casualties mounted so high that

British forces drew from the resources of Empire as well: Indian regiments and Australians fought in East Africa, as well as forces raised in West Africa and (notably) South Africa. Given the recent Second Boer War, these last had a cloud of suspicion over them that Jan Smuts was keen to dispel by eagerly committing to the fight against Germany. Colonial politics made the war in Africa a political football as often as matter of survival.  Belgian forces were fighting on the last unoccupied Belgian soil in the Congo (no longer King Leopold's personal domain), and thus their success had a unique significance. Portuguese efforts look small beer compared to the rest of Europe, but their colonial possessions brought them into play no matter what, even though they lacked the resources or talent necessary to wage war effectively.

The mismatch of wilderness and modern warfare lead to some astounding developments. Thus we see the haphazard deployment of early aircraft to hunt down German ships, operating in wholly unfamiliar conditions for the pilots. The battle of Lake Tanganyika was settled by hauling two motor launches (HMS Mimi and HMS Toutou) overland, a journey of many miles and much toil. If this seems odd, remember that Lake Tanganyika has a surface area of 12,700 square miles. Even more unlikely, if less successful was the 1917 German attempt to resupply their East African forces by zeppelin, the L59.

By 1917, the German forces under von Lettow-Vorbeck were on the run, stretching a long trail of pursuers and looted villages behind them. Supply lines stretched, and the terrain made bringing him to bear difficult; it's a little reminiscent of the great 18th century campaigns. By this stage, von Lettow-Vorbeck felt no need to hold much ground - there was no sacred German soil to possess or cities to defend, nor did the civilian administration of German East Africa mean much at this time. Despite being broken, his army survived undefeated until the Armistice.

I've not mentioned half of the history this book covers (hunting a battleship in a muddy river delta, the Propaganda War, imperial concerns about an Islamic uprising, the effect of Spanish Flu on a post-war Africa), but suffice it to say that this is an arresting area of First World War history.

There's a lot that could be put towards a tabletop game or setting: two great powers warring over the player's land (like a less perilous Qelong), a caravan game with a zeppelin full of supplies (think Ultraviolet Grasslands), a perilous environment with devastating seasonal changes. I wish I'd read this book before I picked up the Vorrh trilogy.

I'll round off this post with a few flavourful quotes from Tip & Run.

***

' "The campaign had degenerated into something like searching for a needle in a haystack, with a handful of Germans hidden in thousands of square miles of bush. They had made a splendid stand, but they were not the real enemy. The real enemy was the deadly climate, the wild regions, and the swamps and forests, and scrub." ' (Deneys Retz, Trekking On, 1933)

'On the Rufiji front the German askari subsisted for months on half-rations and were often forced to succumb to the same desperate measures as British troops eating roots and hippo meat; while the death rate among carriers was as high as one in five.'

'In many areas the bush was so thick that, as the commander of one of th Kilwa columns put it, "large bodies of troops [could] pass each other within a mile distance without being aware of the passage of the other"; maps were rudimentary with place names usually referring to an area of twenty square miles or more; violent bush fires frequently raged across the steppeland; and, as ever, it was the terrain and disease that were to prove even more formidable enemies than the German askari.'

[On the Portuguese East Africa border] 'Pouring rain turned the black cotton soil into a quagmire, and elephant grass taller than a man often restricted vision to a matter of yards.'

'When the death toll among British troops was added to that of the carriers the official "butcher's bill" in the East Africa campaign exceeded 100,000 souls. The true figure was undoubtedly much higher.....Even 100,000 deaths is a sobering enough figure. It is almost double the number of Australian or Canadian or Indian troops who gave their lives in the Great War; indeed it is equivalent to the combined casualties - the dead and wounded - sustained by Indian troops. '




Sunday, 10 May 2020

The Dark is Rising on Daemons and Heretics

Briefly, two things you may care to take a look at:

Firstly, there are recordings of the Tolkien Lecture on Fantasy Literature here. I have enjoyed the 2017 lecture by Susan Cooper; you might as well.

Secondly, a Jolly Good Pal has written a little hack of John Harper's Lasers and Feelings called Daemons and Heretics. It is Dark and Grim, but certainly not Grim and Dark. I would suggest taking a look!

Friday, 1 May 2020

Names in Mistress of Mistresses

In the way of a companion to my last post and as a comparison with an old list I did of Telmarine Names, please see below. This is largely taken from an appendix to the Gollancz Fantasy Masterworks edition. Names without a particular nation attached to them are either ones I cannot place from the information provided or are part of a cosmopolitan Zimiamvian court.

Barganax (M, Mezria)
Lessingham (M, Rerek, but it's complicated)
Antiope (F, Mezria)
Fiorinda (F)
Styllis (M)
Derxis (M, Akkama)

[Akkama is not mentioned in the main review - this is a nation outside of Ziamiamvia entirely]

Horius Parry (M, Rerek)
Jeronimy (M, Fingiswold)
Berold (M, Fingiswold)
Roder (M, Fingiswold)
Ercles (M, Rerek)
Aramond (M, Rerek)
Arcastus (M, Rerek)
Bezardes (M, Rerek)
Brandremart (M, Rerek)
Daiman (M, Rerek)
Gayllard (M, Rerek)
Mandricard (M, Rerek)
Meron (M, Rerek)
Roquez (M, Rerek)
Rossilion (M, Rerek)
Thrasiline (M, Rerek)
Belinus (M, Fingiswold)
Bodenay (M, Fingiswold)
Bosra (M, Fingiswold)
Hortensius (M, Fingiswold)
Orvald (M, Fingiswold)
Peropeutes (M, Fingiswold)
Romyrus (M, Fingiswold)
Tyarchus (M, Fingiswold)
Venton (M, Fingiswold)
Barrian (M, Mezria)
Egan (M, Mezria)
Ibian (M, Mezria)
Medor (M, Mezria)
Melates (M, Mezria)
Zapheles (M, Mezria)
Alquemen (M, Akkama)
Esperveris (M, Akkama)
Kasmon (M, Akkama)
Orynxis (M, Akkama)
Amaury (M, Rerek)
Gabriel Flores (M, Rerek)
Vandermast (M, Rerek)
Zenianthe (F, Fingiswold)
Anamestra (F)
Heterasmene (F)
Myrilla (F)
Paphirroe (F)
Raviamne (F)
Zenochilde (F)
Anthea (F, Mezria)
Bellafronte (F, Mezria)
Campaspe (F, Mezria)
Myrrhe (F, Mezria)
Pantasilea (F, Mezria)
Rosalura (F, Mezria)
Voilante (F, Mezria)

You might be able to vaguely trace out Mezria as having Grecian names, Fingiswold and Rerek as having more French or Italian names - though I do not think of this as a hard and fast rule! Akkaman names ring as deliberately more exotic to me - entirely proper as they come from another state.



Sunday, 26 April 2020

Mistress of Mistresses: E. R. Eddison rides again

SO: we all have a lot of time these days. Patrick Stuart of False Machine once did a review of E. R. Eddison's The Worm Ouroborous. And a decent podcast on the same topic with Tom Fitzgerald of Middenmurk

After The Worm Ouroborous came The Zimiamvian Trilogy. The first of these is Mistress of Mistresses. This is nominally connected by a passing reference by a character to Zimiamvia as a land, somewhere else on the planet of Mercury. Further, there is a character called Lessingham who appears briefly at the beginning of Ouroborous; the prologue has Lessingham referred to upon earth (a narrator comes to his house after his death/disappearance and has a mystical experience). Then we go to Zimiamvia proper. And Lessingham is there also, but makes no reference to his life on Earth. A little like the framing device in A Princess of Mars, perhaps.

Of course, it shares other similarities with Ouroborous. There is a war of aristocrats, with Renaissance mannerism. There are the long lists, detailing the dress of the main characters. The vast gemstone-studded palaces re-appear. The prose isn't perhaps quite as Jacobean as Ouroborous, but that element of it is there. Here's Brandoch Daha being described in Ouroborous:

"His gait was delicate, as of some lithe beast of prey newly awakened out of slumber, and he greeted with lazy grace the many friends who hailed his entrance. Very tall was that lord, and slender of build, like a girl. His tunic was of silk coloured like the wild rose, and embroidered in gold with representations of flowers and thunderbolts. Jewels glittered on his left hand and on the golden bracelets of his arms, and on the fillet twined among the golden curls of his hair, set with plumes of the king-bird of Paradise. His horns were dyed with saffron, and inlaid with filigree work of gold, His buskins were laced with gold, and from his belt hung a sword, narrow of blade and keen, the hilt rough with beryls and black diamonds. Strangely light and delicate was his frame and seeming, yet with a sense of slumbering power beneath, as the delicate peak of a snow mountain seen afar in the low red rays of morning. His face was beautiful to look on and softly coloured like a girls face, and his expression one of gentle melancholy, mixed with some distain; but fiery glints awoke at intervals in his eyes, and the lines of swift determination hovered round the mouth below his curled moustachios."

Here's Barganax, Duke of Zayana being described in Mistress.

"His kirtle was of corded silk, rose-coloured, slashed with velvet of a darker hue, and gathered about the waist with a belt of sea-horse hide lapped at the edge with thread of gold and bossed with balas rubies and cat's-eye chyrsoberyls; he had thick-woven silken hose of the like rose colour, and a long grey cloak of dark grey brocaded silk lined with cloth of silver; the collar of the cloak was of black cormorants' feathers cunningly sewn and fitted to make an even smoothness, cross-striped at every span by lines of rubies and fastened with golden clasps. Yet all this was but shadows in water beside the man himself. For, alike in his wide tall frame and in his carraiage noble and debonair and of a cat-like elegance  this Duke was beautiful to look upon beyond the example of men; his skin marvellous fair and smooth, his hair the colour of burnished copper,  short and curly, his nose clean cut and straight, his brow wide, his eyebrows sleek and thick and with a scarcely to be seen upward slant, that cast a quality of somewhat pensive and of somewhat faun-like across his face; his shaven chin delicate but strong, his mouth a little large, firm-lipped under daintily upcurled moustachios, sensitive  , apt for sudden modulations of mood and passion; his eyes brown, contemplative, and with profound obscurities of pulsing fire."

Here's a specimen of the dialogue, that does something similar to Ouroborous, though perhaps a little less formal.

" 'Imprimis' said the Duke 'whose turn should it serve to yerk me one under the fifth rib? Not old Jeronimy's, not theirs that stand with him: it should raise a cloud of wasps about their ears should in three days time sweep 'em out of Meszria. Not yet our discontented lords: they for action, and that were a strange road, to murder me: by my soul, they can look to none other to lead 'em. The King's? True, there's some coldness betwixt us, but I'll not suspect him of things myself would not soil my hands withal. But indeed I do know all these men. Pew! I am not to begin Duke.' "

Interestingly, when a letter or text appears in Mistress, it reads somewhat like as follows:

" 'As touching my sayde kingdom of Mezria, save and exept the sayde apponage of Zayjana  as heerin befoare prouided, I do point my wel beloued faythfull sarvante the Lord Hy Amerall IERONIMY to re-will all the londe as Regent therof during my sed Systers minorite and thereafter as Shee shall of Hir roiall wylle and pleasure determine of. And who some ere shall neglect contempne or syde any dyspousicion of this My Testment, lat his life haue an erly a suddant and an euill endingeand lat the Angre of the Goddes rest vpon him. Giuen under my roial seall and under myne hande in my pauylyoun bisyde Hornmeere in Rerec this fourt day of Aprelle in the yeere of my raighne I.' "

Aside from the antique orthography, it strikes me as odd that I don't see the difference between narration and in-universe spelling more - aside from jokes about a character's bad spelling, or text speak.  'Rerec' above is a constituent part of Zimiamvia - spelt as Rerek everywhere else.

The plot

As the above will may suggest, the plot starts with the land of Zimiamvia: three lands - Fingiswold, Rerek and Mezria - united into one body by Mezentius. He has died, leaving his young son Styllis on the throne. He promptly dies off-screen and civil war (of a brief and sporadic type) ensues. Styllis's sister Queen Antiope takes over, with a regency until she comes of age at 21.

[It occurs to me that we don't get many civil war stories in speculative fiction that make the participants look similar, despite the fact that they are from the same polity, (presumably) have the same customs, &c. I'm tempted to blame Star Wars for this, but this may be due to visual media more generally and besides, stereotypes of Cavaliers and Roundheads are a deal older. All the same, remember that it took a while for the New Model Army to be brought together and uniformed, and that not everyone belongs to a particular subculture even if they are on that subculture's side.

Either way, one doesn't get a sense of the different sides having looking dramatically dissimilar in Mistress.]

It's rather Shakespearean in this sense, or like something on the stage. We enter the action a little late, and we don't get to see some of the inciting incidents; the leading lady is shipwrecked on the shores of Illyria or Otello arrives in Cyprus (as in the opera by Verdi).

The major players in this war are Barganax, the Duke of Zayana (bastard son of Mezentius) and Horius Parry, Lord of Lamiak and Vicar of Rerek.

[Vicar is used in the sense of deputy; when the Pope is referred to as the Vicar of Christ it is not because he is meant to be Jesus's parish priest.]

Barganax is a sort of stereotype of an artist - devoting himself to long projects, burning finished canvases depicting his muse, the Lady Fiorinda because they aren't good enough. But he is still an aristocrat with all the pride of his station and a keen duellist. In all this, he certainly resembles the protagonists of Ouroborous.

Parry - often known as the Vicar - is lively and fierce, a burly fellow. He has a character rather like Macbeth - his main redeeming feature being his ferocity in war and his resolve. Fierce, red-bearded and vigorous, we first meet him at his home where he is washing a pack of vicious dogs; he appears to be the only one who can control them. Now, this is might look fine when in a redbrick Tudor courtyard but this is an Eddison book, and so everything is covered in gemstones the size of porpoises. So there is this disconnect between the courtly customs of Zimiamvia and the oversized and thuggish but astute Vicar.

***

The Vicar of Rerek and his dogs

"Busy-tailed prick-eared heavy-chested long-fanged slaver-mouthed beasts were they all, a dozen or more, some red, some black, some yellow, as big as wolves and most wolfish to look upon. Each as his turn came the Vicar seized by the scruff of the neck and by the loose skin about the haunches and, lifting it as it had been a kitten, set it in the bath. He was a huge, heavy, ugly man, nigh, about fifty years of age, not as tall besides tall men, but great-thewed and broad of chest and shoulder, his neck as thick as a common's man thigh, his skin fair and full of freckons, his hair fiery red, stiff like wires and growing far down on his neck behind; he wore it trimmed short, and it has this quality that it stood upright on his head like a savage dog's if he was angry. His ears were strangely small and fine shaped, but set low; his jaw great and wide; his mouth wide with pale thin lips; his nose jutting forth with mighty side-pitched nostrils, and high and spreading in the wings; his forehead high-domed, smooth and broad, and with a kind of noble serenity that sorted oddly with the ruffianly lines of his nose and jaw; his beard and moustachios close-trimmed and bristly; his eyebrows sparse, his eyelids heavy, not deep set. He had delicate lively hazel eyes, like the eyes of an adder."

I shall also mention that one of his dogs is called Pyewacket.

The banner of Lamiak and hence the Vicar is a black owl with red talons and beak on gold. His motto is Noctus noxiis noceo - Nightly I pray upon vermin.

***

Back to the plot. In the midst of these tension, Lessingham, cousin of the Vicar, rises high in the ranks of the nobility and seeks to make a lasting peace, whilst pursuing love. This is not a world of constant battle; there is room for philosophy lessons, hunting, courtly entertainments and love-affairs in jewelled pavilions during mystic nights. Said love affairs have a terrifying quality; however wonderful or voluptuous they may be, the participants seem to be drawn into wider archetypes of he-lover and she-lover. There is a loss of personality, not just into a wider divine archetype, but into other lovers as well. Beyond everything, there is the seemingly unshakable Lady Fiorinda, lover of Barganax, who seems to tap into an eternal well of the feminine and mystical.

Zimiamvia

Unlike, say the British Isles in the mid-seventeenth century, we get no especial sense that these are different nations with different customs. There appears to be no overall government - just a personal union, as Stuart England and Scotland before the Act of Union.

There are frequent references to European culture and religion - philosophers like Apollonius, Classical myth, the Iliad, the Eddas, Christian festivals like Michaelmas and religious figures such as God the Father and Satan, quotes in French, Latin or Greek. Sappho, Homer, Shakespeare and Webster, among others, are quoted. The Gods are invoked more often than any given God.

Renaissance as all of this sounds, there is no gunpowder; arms and armour seem quite medieval. Months are as the Gregorian Calendar, but years are dated from the foundation of the city of Zayana; Mistress takes place in anno Zayanae conditiae 777.

A few notes on place names: the first syllable in Rerek is accented like Year, and the third syllable in Zimiamiva is accented; the I's are short. The names are taken from a variety of sources, as we are told in a brief afterword. 'Fiorinda is in origin Italian, Amaury and Beroald French; Antiope, Zenianthe and many others Greek'.  There's to my ear a likeness to C.S. Lewis's Telmarine Names. Eddison was a peripheral member of the Inklings, and my Gollancz Fantasy Masterworks editions of Ouroborous and Mistress quote him on the back cover. I may do a list of names elsewhere.

Of course, all this is perhaps explained by the Prologue, in which speaks thus:

"...the fabled land of ZIMIAMVIA. Is it true, will you think, which poets tell us of that fortunate land: that no mortal foot may tread it, but the blessed souls do inhabit it of the dead that be departed; of them that were great upon earth and did great deeds when they were living, that scorned not earth and the delights and glories of earth and yet did justly and were not dastards nor yet oppressors?"

So people in the Prologue, apparently in the real world, know of Zimiamvia, and consider it a form of afterlife. Wicked and Worldly = Hell, Wicked and Unworldly = Hell (?), Good and Unworldly = Heaven, Good and Worldly = Zimiamvia?
I suppose an apt point of reference here is HP Lovecraft's Dreamlands. Fantastical, yet accessible to the poets and visionaries.

This perhaps explains the relative morality of the characters in Mistress. There is no-one quite as hateful as some of the Witchlanders in Ouroborous; whilst Lessingham is perhaps the most sympathetic or least flawed, no-one seems outright villainous or tyrannous. The Vicar of Rerek is commanding and moody, but has not the qualities of Caligula or (the literary) Richard III. One wonders what sort of men became the spear-carriers and bit parts in Mistress.

Also, nobody seems to act as if they are in the afterlife. So, have they all drunk of Lethe or is it a vast game? If so, it's a game they take seriously.

Conclusion, of a sort

If Ouroborous was Eddison revisiting childhood stories, what is Mistress, which sits in so similar a fashion? A chance to go back, perhaps, once the need to tell one type of story is done. A slower, less epic story. Lessingham's glory in peacemaking may be seen in comparison to the finale (if it can be called a finale) of Ouroborous. The spirit is sometimes more limpid, though I doubt anyone who read Ouroborous and enjoyed it necessarily wants a limpid version of it. Nevertheless, I stuck with it to the end, and enjoyed it, Hymns to Aphrodite and all.

Tuesday, 21 April 2020

Punth: A Primer Ch. 5

Punth! At susnet, gaze across the irrigation ditches, out into the wilderness, where a great Prince impales a lion on a ten cubit spear!

(A new reader may wish to refer back to earlier articles).

Arms and the Qryth

As previously established, the military of Punth is split into two: the (human) Gendarme, nominally a territorial force with a law enforcement role and the Qryth themselves. The Qryth are meant as frontline soldiers and shock troops, there being nothing like a four-armed green giant to hold the line when needed. In practice however, Gendarmes may find themselves in the thick of a melee or as part of an expeditionary force.

An armed, trained Qryth is not quite the equal of a mounted knight in plate armour. They are slower than a charging horse, if faster than a human, and if hardy, not near as hardy as steel. And of course, a lone Qryth is far more at home on the sands of Punth than any chevalier and generally requires less of a baggage train. The Qryth in melee favour two-handed blades or tall shields and spears. The crossbow has resonance as a traditional weapon. A Qryth can carry and shoot a heavy crossbow with ease, and marksmanship is prized; thus a Qryth ambush is a terrifying thing. (This leaves aside their more ancient and exotic weapons).

A Qryth fighter would be known in their own tongue by certain high and ancient names (Astronaut, Espatier, Star Commander, &c.). Vertebraean usage tends to refer to a Qryth Knight, Commander, Marshall, &c.

While Punthite tactics might be outlined by portions of the Codes, fighters of one kind or the other have phrases that communicate tactics or commands rapidly.

Advancing: Forge ahead courageously, following the Sky Princes!
Retreating: If victory does not come today, it shall come tomorrow!
Engaging as a group: As one we shall meet the foe!
Engaging as an individual: By each of our efforts, we conquer the malicious!
Attack a certain target or point: Ignorance of correct teaching reveals flaws to be exploited!
Defend a certain target or point: Might is demanded at this spot.
Attack along a broad front: Correct teaching demands broad action!
Defend along a broad front: At the walls, the dutiful will stand.
Prioritise missile combat: The arm of the people is both long and swift!
Prioritise melee combat: The might of the soldier in the sword!

In days that are no more, sorcerers had the keeping of the people. Let those days come no more!

As the title suggests, the Punthite feeling towards magic users is far from positive. They are kept carefully guarded by special detachments of the Gendarmes. Because magic requires a language (spoken or otherwise) that alters the universe, they must learn odds and ends of languages beyond the Codes - the Codes not having any resonance with the energies of Vertebraean creation.

All this makes magic-users doubly untrustworthy. By custom they are kept chained - either literally restrained, or ritually adorned with chains that do not hamper movement but still indicate their status. Their faces are painted each day with horizontal stripes. An unpainted mage is either an escapee convict or a special forces operative - and much more likely the former than the latter.

Sorcerers that use their powers for the state are trained to communicate their actions for their handlers. A phrase roughly matches the school of a spell from the 52 Pages.

Energy: After catastrophe, we shall triumph!
Creation: From the Sky-Princes comes all plenty!
Change: That used for the state will be changed for the state.
Planar: From the beyond came the Sky Princes, ever benevolent.
Knowledge: In the Codes resides the key to all knowledge!
Illusion: The insolent and foolish see not our might.
Mental: A mind is honed by the Codes as a blade on a stone.
Restoration: If a man has fallen in the dust, let his neighbour bend to him.
Abjuration: Bend before the Sky-Princes, who blend might and wisdom!
Nature: Let all things bend to the state's will.

[This applies to clerical magic as well. ]

***
Gendarme Detachments

1. A civic patrol of five gendarmes, with truncheons, lathis and dirks.
2. A rural patrol of three mounted gendarmes, with lances and bows. Mounted infantry, not horse soldiers.
3. A detachment of guards for the work gangs. Seven gendarmes; three with whips and clubs; four with crossbows and short swords. They have a cart of their own with a canvas awning.
4. Judicial duties. A dozen gendarmes fill roles in the Ziggurat's judgement hall - door guards, wardens, ceremonial escorts, chasteners. Most carry a round shield and short sword. Each wear a sash with some relevant portion of the Codes written on it.
5. Border patrol. Eighteen gendarmes, with mounts and pack beasts. Most carry spears or bows. Their  leader has a map of the area; his adjutant a detailed set of records.
6. Mercantile inspectors. Found in any of the regions that permit trade. Six gendarmes with truncheons or lathis; two armed scribes; three crossbowmen; one inspector.
7. Sorcerer's escort. One sorcerer (of relatively low ability). Three armoured gendarmes. Two gendarmes with padded truncheons, nets and long spears. One sorcerer's handler, with a short sword and extensive records. Four additional gendarmes; one securely built and boxy sedan chair.
8. Sky Prince's retinue. Four gendarme veterans with a variety of military weapons (broadswords, battle-axes, crossbows, medium armour, shields). Two armed scribes. Six additional gendarmes, with baggage animals. Oh, and somewhere there will be one of the Qryth.
9. Gendarme pioneers. A dozen gendarmes with spears, shields and crossbows. Two engineers. Six gendarmes with lathis and short swords to guard the work gangs. Two wagons carry tools and supplies.
10. Gendarme baggage train. Six wagons with draft animals; each wagon has a driver and guard - the guard with a crossbow. Eight outriders with lances and bows. Four other gendarmes with swords and shields.

Saturday, 18 April 2020

Punth: A Primer Ch. 4

Punth! The sun sets. Birds perch on the upper levels of the local ziggurat. Labourers fresh from the field at the communal dinner hear the rhythmic formulation of the Codes sung to the tune of the dulcimer and the tom-tom.

(A new reader may wish to refer back to earlier articles).

At the shops
As befits something very like a planned political economy, there is no formal currency used in Punth. The equivalent used by a local headman would be the 'day's labour', expressed in the phrase 'For those who work in the day, let shelter be prepared for them in the evening.'

Bed and board carries as part of its implication cost of fuel, cost of crockery, cost of blankets, and so forth. So the 'day's labour' amounts to the cost of a day's food and water plus the cost of a day's fuel plus various minuscule fractions of the cost of a house and household goods. Therefore, the Punthite labourer, even if his meals are taken communally and he lives in a state dormitory, is issued with discretionary resources (generally in the form of trade goods) to obtain things he might need. 

Now, the choice of household goods is always going to be pretty limited. But having a Punthite hand over trade goods for household goods is a form of authentication that for instance, a new jug is required.

[The Codes actually list the required household goods. It's a little like a really boring domestic pastiche of Sei Shonagon's lists.]

A headman or scribe is given a slightly larger set of discretionary resources, because of their need to be ready for a number of activities - to interpret the Codes or to otherwise lead.

On top of these, a village or civic ward will have be expected to maintain a small surplus capacity to accommodate work gangs or gendarmes or visiting Qryth - as well as for other unforeseen issues. This will be in the control of a headman.

Therefore, a rural headman might deal with a visitor who can interpret the Codes like this:

Headman: All men should live in peace, from which comes plenty.
Visitor: Where there is labour, let there be comfort. Where there is thirst, let there be water. Where there is wind, let there be a shelter.
H: If the people are to be fed, work must be divided between them. 
V: The blocked channel may be cleared.
[The Visitor brings out two iron axeheads]
H: May the fruits of the people stay with the people!
V: If a man has fallen in the dust, let his neighbour bend to him.
H:Who must rise first? The mighty. 
[The Visitor brings out a handful of nails]
H: For those who work in the day, let shelter be prepared for them in the evening.
V: To the wise will come plenty.

Make no mistake; such trades are Black Market-equivalents. A headman or scribe will be unwilling to make them if there is a significant party of gendarmes in town, or an inspection or one of the Sky-Princes. 

Looking further afield
Some trade does exist between Punth and other nations. This is facilitated by a class of scribes, usually only found in the cities, known as Procurators. They have a better notion of money as it is used in other lands and a loose familiarity with trading customs. Procurators will maintain a supply of specie or bullion with which to trade, as well as trade goods or issue plaques (small clay tablets giving the bearer permission to draw a certain set of resources from Punthite authorities).

Punth imports not only tools, iron and livestock but also a quantity of luxuries - dyes, precious metals, the like. These are often used to create monuments to the Codes or in maintaining Qryth households. It is half-known by the Qryth that gold is an effective conductor of electricity.

Antiquities from the time of the Sorcerer-King have been available cheaply in the past, with Punthite authorities knowing little and caring less about them - despite some having valuable scraps of archaic spellcraft.

The Procurators are known as being oddly straightforward dealers to the merchants outside Punth. The transactional cost of getting to Punth, negotiating the borders and learning enough of the Codes to get by is offset by the fact that trade is so often profitable. However, the Qryth loathe anyone else's scrutiny - and they may, if they deem it necessary seize your goods and your ship in time of emergency. Punth emergencies do not line up with what other nations may consider an emergency. Merchants are not known to linger in their ports, not that there is much that might appeal to a holiday-maker in them.


[I can't even claim to be even an amateur economist, and I'm glossing a little from Francis Spufford's Red Plenty - but this is the model for use in Punth. Limited supplies, few sellers, odd government interventions and motivations.]

Sunday, 12 April 2020

More Unlikely Golems

Another bid to produced golems divorced from the elemental concept. These are inspired less by a distinction from Natural or Elemental ideas and more from a viewing of portions of the From Software video game Sekiro: Shadows Die Twice. I saw portions of this and was captivated by the textured appearance of the exaggerated, semi-mythic Feudal Japan it depicts.

My knowledge of the Sengoku era of Japan isn't that detailed or well-grounded, but the courtyards and turrets of the castles, gardens, shrines and monasteries seem in some case more an arena with appropriate set dressing than a realistic depiction. All the same, the drifts of leaves or bristling straw coats were curiously evocative of a closeness to and use of nature (despite having castles, monasteries, gunpowder, massive swords, &c), which does evoke a certain image of Japan.

Anyway, without necessarily being Japanese in any direct sense, it is a 'material-that-shows-its-natural-origin' that is meant to define these golems.

Basket Golem
In appearance: a wicker man, but without the sacrificial offerings. The head is squarish and larger than human proportions. Three main openings into the hollow centre - one in the head and one at the base of each leg (above the 'ankle' at the front').

Capabilities and properties: Hollow, flexible, lightweight. Capable of carrying a great deal inside itself.

Intended purpose: generally found in the ownership of agricultural buyers, touring rural districts with the golem as a self-propelled grain silo. (A basket golem made for a grain buyer is tighter woven than one for a dealer in potatoes, for obvious reasons). Some golems, as a cost-saving measure, have a seat for travel built into them. This can be rickety and precarious.

Location of the words of power that give it motion and purpose: Suspended on a plaque from the rim of the square head.


Dead Leaf Golem
In appearance: a greater drift of dead leaves, linked by vermillion threads that glints gently. If it rears up, it looks a little like a flat Green Man.

Capabilities: An excellent broom of sorts, gently picking across a floor to remove loose detritus.

Intended purpose: Cleaning, if stepped on they crackle alarmingly and can alert people to your presence. (Pine Needle Golems, a very expensive variant can muffle sound instead).

The words of power: Sewed into the one green, living leaf in the drift.

Compost Golem
In appearance: Largely like a regular clay golem. But made of compost. A broad funnel replaces the head. One arm is not compost, but wood, with a trowel in the end of it.

Capabilities: It's a walking compost heap, fed through the funnel. That knows when to extract portions of itself and spread them as directed.

Intended purpose: Composting.

The words of power: Set in a slot in the upper part of the wooden trowel arm.

Tile Golem
In appearance: Like a man in a sandwich board. But the sandwich board is made of lots of little sandwich boards. And so is the man's head and arms. His face looks a bit like several dormer windows. His head is topped with an ornamental antefix.

Capabilities: The tile golem can angle itself in several different ways, even bending right over backwards to form a shallow roof.

Intended purpose: A walking shelter, capable of holding itself in place over something for quite a while. More robust tile golems are used to shift great quantities of loose earth or other materials, forming a sort of whole-body smart-scoop.

The words of power: generally just behind the antefix, to prevent damage.

Moss Golem
In appearance: A teddy bear, with only a gentle dome at the neck instead of a head.

Capabilities: They walk quietly, blend in very well into undergrowth and have a soft skin on top of a solid centre. A moss golem is incapable of rolling.

Intended purpose: Moss golems can lift delicate things without breaking them, and are prized by ceramicists or antique dealers for that reason. They are also remarkable as stealth troops or commandos - if one remembers that stealth is a relative term given their size and weight.

The words of power: Carved into the head dome. This is frequently done to give the impression of a distinct 'face' uncovered by moss.

(Bonus thematically different golem!)

Distiller's Golem
In appearance: A normal clay or wattle-and-daub golem - but with a smoking metal chimney, and a hollow centre accessible by doors in the chest.

Capabilities: It is a normal golem, but with an arrangement of boilers, pipes and alembics inside to distill alcoholic spirits. Some advanced models can control parts of the distilling process themselves.

Intended purpose: by the laws of the land, a household is permitted to distil a quarter of a firkin of alcoholic spirits for its own use. Travelling distillers use these golems to move between rural homes offering their services.
Of course, said travelling distillers are often judged guilty of breaching the law on home distilling. Thus, their golems are often carefully made to look like run of the mill country golems.
The vicious rumour that some distillers have fitted their golem with a spigot and lighter to function as an eau-de-vie fuelled flamethrower has absolutely no truth to it.

The words of power: In a tablet in the head, generally - and concealed. A distiller may well have had an enchanter discreetly change the base spell.

[This is more France than Appalachia.]


Saturday, 4 April 2020

Exotic Breads

Bread, be it from wheat, barley, sorghum, millet or rye is a major staple. Short of a setting creating a whole new set of foodstuffs, a variety of breads should be available. Some of them might even be capable of something more than satisfying hunger.

1. The Brethren of the Lordly Prophet distribute alms-bread. These loaves have a portion of food baked into them, taken from the various offerings left at their monastery. Institutional catering and the vagaries of chance mean that this may not be always to the recipient's liking. (Roll 1d6; 1 = 'I really can't eat that!', 2-4 = Edible, 5 = Edible and fairly nice, 6 = 'Oh good! My favourite!' OR Find a low denomination coin in the bread.)

2. Mosstrooper's Bannocks. The Clayscrape Valleys are a notoriously rainy region. The local irregular troopers and reavers bake bannocks in the ashes of their fires, and have developed a method of banking them with a hard crust that keeps out the damp. One comic tale of a folk hero has him baking a particularly large bannock to float across a river, but such a feat is clearly implausible.

3. Whatever their reputation, the Forest Elves are not good bakers. An elf can learn to bake, but the elves of the deep forest are not agriculturists. The most conservative of them will not even eat mono-cultured grains. However, they see the need for a compact form of carbohydrate to feed their emissaries or warbands that leave the forests to find out what it is the younger folk are doing and tell them to stop it. Thus, they carry bags of 'Trail Powder'. This is a ground-down mix of starches and roots, which is mixed together with fresh edible leaves and a little water to form something like Bubble and Squeak - but with the texture of meringue.

4. Concord Loaves are provided at a reduced price by the cooperatives of the Popular Harmony League. These loaves are deliberately larger than is needed for the average human appetite, and the bread is of a soft sort that must be eaten promptly - therefore, the bread must be shared, or go to waste. The rumour that the League includes trace elements of a pacifying, relaxing narcotic in the bread has not effected the popularity of these loaves.

5. These flatbreads from the Sun River Kingdoms are easy to make, compact and tasty. However, traditionally they are used for pushing and scooping other foodstuffs and are generally consumed only by the greediest or the poorest; consuming them can leave create a very bad social impression.

6. Inferno Rolls are dense, with red-brown crusts and a sweet, slightly treacly taste. They have been baked over a ceaseless, fuel-less, blaze of hell-fire, but this has no especial impact on the rolls themselves - beyond a scent of sulphur on the breath of those who consume them. (Mock-Inferno Rolls, designed to reproduce the taste without the lingering scent are sold at triple the price for gastronomes.) Despite this, they remain popular and no long term ill-effects have been found in those who eat the rolls. It is quite another story for the bakers who must inhale the smoke and soot of hellfire and who sometimes exhibit an extreme piety.

7. Dwarf tuber bread is bulked out with root vegetables of various kinds, due to the limited arable land in the mountain realms. It is frequently baked with beer and is almost terrifyingly stodgy to anyone not a dwarf. Tuber bread keeps remarkably well, so long as it remains unexposed to sunlight.

8. Angel biscuits (not to be confused with Angel Wafers, which are a popular brand of sweetmeat printed with brief and often trite religious messages) are made with a mix of oatmeal derived from a miraculous growth of wild oats to a prophet in the wilderness and water from the sacred spring of a pious hermit. They are do not taste 'heavenly' as such, but eating one is generally sufficient. You have somehow eaten no more and no less food than you actually need. The feeling of fullness without being overstuffed is curious and sometimes disturbing. However, what is perhaps more remarkable is that the eater generally comes away with a strong sense of purpose and mission, as if they have just had a serious chat with Aslan.

9. It is generally accepted that one cannot stop fauns and satyrs from drinking to excess, even when such a thing would be very useful. The fauns of the Bear Coast groves, however, bake a spongey pancake using milk and various ground herbs. This slowly releases nourishing and analgesic properties that will blunt all but the worst hangovers, though it is time consuming to prepare and relatively expensive.

10. The Half-Giants of the Kuthan Highlands raise Cyclopian goats - goats standing as high as a horse, with one large eye in the centre of their foreheads and three horns.  The marrow of these goats is mixed with cornmeal and baked into unleavened rounds. The resulting bread is edible for humans, but when moistened with a little vinegar, forms an excellent bait for many of the great cats of the highlands.

Monday, 23 March 2020

Electric Bastionland: Worked Examples (2)

(Part One)

Deep Water: The Twining Sea

Currents
The Wick - swifter than expected; not as choppy as the other currents round the islands
Whale Lane - colder, deeper and clearer than other stretches of water.
Ungungstruk - draws silt from the coastal islets and deltas. A thick, dark current.

Features
A - Windshook: a rocky island dotted with high columns, seemingly natural (in fact partial ruins built of an abnormally smooth stone).
B - Vansittart Cluster: a number of little islands, with a few scattered houses. (A few sheep farms remain here, but the bulk of the population is currently a film crew).
C - Puffin Perch: a squarish black rock, covered in puffins (if the puffins leave, you may find the body of a nihilist, a straight razor and a cryptic letter)
D - Tescel: privately owned island, known for an artist's colony (many of the artists in question are past their prime; a lack of strong drink and narcotics has set some on edge).
E - Bruning's Knot: a tangle of weed and wreckage caught between the currents (a small family of wrecked sailors reside here and know the way through).
F - Three-Schilling: a watch station on an island (the station head does a good Black Market trade in Coast Guard supplies).
G - Angel's Plait: twining sandbanks, decorated with birds (pools of water between the banks can reveal stranded wildlife until the tides return).

Complications
Whale Lane, circling B: rough waves threaten to drive your vessel onto the rocks of Brensen, uppermost island of the Cluster.
Whale Lane, passing A: a giant squid, bearing the seal of a foreign power on its power harness. An eye swivels towards your vessel.
Whale Lane, far past D: in the distance, the shape of a vast albatross. It stoops and soars down to perch on your deck. About its neck - the corpse of a sailor. It begins to speak....

The Wick, past B: the missionary barge, the Heart of Skegness starts proselytising in morse code.
The Wick, approaching G: the sandbanks are covered by water - can you recall where they lay?
The Wick, in sight of C: a piratical submarine lurks in these waters and will surface and attack you purely for the opportunity of some fresh air and new faces.

Ungungstruk, skirting E: a strong wind draws you closer to the Knot.
Ungungstruk, circling D: a weather balloon appears to be following your ship.
Ungungstruk, in sight of F: the Coast Guard stage a surprise inspection. There has been a change the nautical licensing code.



The Underground: Deep Beneath the Hotel Messala



Rooms and Passages 
A - Corroded Substation - an electricity substation; corroded, flaking fuses and rheostats between blank concrete walls. Arcs of electricity play off the depths of the substation, which sits in a sunken chamber at the junction.
B - Auto-Triage: a medical station with rows of examination coffers (someone placed in a coffer is categorised according to the severity of their wounds. Little or no medical assistance is offered by the automated systems).
C - Emergency District Information Hub - a small, well-equipped print shop and a formal room with a stage, pulpit and magic lantern projector (a hidden safe at the back of the printshop has partial details of civil defence regulations and the degrees of emergency law that may be imposed in time of war. You have not heard of any of the regulations involved, nor of some of the things they apparently ward against.).
D - Heliotrope Helix: a series of spiral tunnels, the ceilings of which gleam like the sun. (Intended so that people in the shelters could change environment and experience something like sunlight - but in a short space of time. Stay too long inside and you will get badly sunburnt).
E - Gaudy Street Seal: an internal gate in the emergency conduit, with a defensive bubble-turret. Named for the street above in chalked letters on the lintel. (Once closed, the gate will seal shut until the system detects that the gas attack has passed. The system is not in good working order.)
F - The Hive of Chains - a shaft, rising up into the regular basements of the Hotel. Chains, ready to lift or lower platforms hang down at every hand. (Some of the chains clatter ceaselessly; something below is shaking them.)
G - Automated Exchange: banks of enamelled stations, where telephone calls can be put through. But the wires are moving all by themselves. (The only calls being made are test calls between emergency stations, introduced by a unique piece of electronic music and a string of numbers).
H - The Discretionary Reception - a plush-carpeted room and four elevators. (An entrance to the hotel for guests desiring secrecy. Far larger than one would expect....)
I - Steel Cookhouse: two long metal counters, two stoves, two sinks. (Approach, and a number of unlabelled tins drop out of a chute. A voice will urge you to cook the best meal possible with these random ingredients.)
J - The Waste Disposal Offices - a dull door with a conspicuous nameplate. Inside, an office with several battered cupboards and a hatch. (This is where hotel employees gather to dispose of discarded luxuries, overlooked delicacies and other valuable items. There is a dumbwaiter directly from the kitchens.)
K - Guest Vault: A series of heavy metal doors, each with a code lock. Each door has a large sealed compartment through which objects may be passed. (You may find the guests inside, in one state or another).
L - The Cellar of Last Resort: the place where the rarest beverages for the hotel above are stored. They are hermetically sealed in individual caskets. (Discovering which casket is which requires knowledge of the symbols and abbreviations used by the caste of sommeliers).

Complications
A-B - A leaking pipe has spread water across the passage; this has been electrified.
B-C - As you pass down this corridor, the sensation of touch is completely absent from you. Even if you are clutching something tightly, you cannot feel it.
B-K - Several automated cleaning trolleys block passage. They are scouring the walls into harsh, acidic cleanliness.
C-D -  Phosphoric primroses bloom from the iron of the floor grids. Do not tread on these.
C-K - Numerous jukeboxes begin playing music as you approach. Armed figures watch you approach; they do not react to this sound.
D-E - A fierce, disorientating buzzing intensifies as you approach E.
D-L - Birds sit in the passage; magpies, with wings of platinum and black iron. They eyes you in a hostile fashion.
E-H - Custodian Concierge: a respectful but very firm Concierge would like you to go no further away from H. Either go up, or go out.
F-I - Ahead of you, the floor begins to heat up. One more step, and you may fry.
I-C - The concrete slabs and iron grids of the floor fluctuate like the ripples of a pool.
I-J - A revolutionary cell is meeting here, and they do not wish to be disturbed or observed.
J-D - A turnstile bars your path. Several red lights blink into existence as you approach. Something is watching.
K-L - Clockwork scribes tick through here, trailing lists and inventories in their wake. Prepare to be stamped, inspected, briefed, debriefed and numbered.
L-H - Before you in the passage, a pepperpot-shaped automaton pushes a large barrel. It does not appear inclined to stop.

Stretches
B-F
1. Familiar as this passage is, the air around you becomes close. There is a constant shaking and the choking smell of engine exhaust. The winding of great tracks begins, only to stop at the sound of regular shrill plinking. A cannon roars.
2. Former foundations: vaults designed to support a structure that stood where the hotel now is stretch ahead of you. They are not always safe. Some are partially flooded.
3. Ahead of you the corridor is quite lightless. Nothing cuts through the darkness, though pale smoke can somehow still be seen in the air. From somewhere comes a great wind, and the walls no longer appear to be present.
4. Rubble ahead, the bitter scent of ash, and shrapnel fragments. But no bomb could pierce these cellars, surely? And no aerial raids have yet been spotted.
5. The piercing scent of bile is on the air. The tunnel narrows at the top, becoming the shape of an equilateral triangle in cross-section, walls covered in white and orange tiles. A hook-footed crab-like being clicks behind you along the corridor, oil oozing from its joints.
6. A white-painted corridor; coloured lines on the floor, with multiple dog-legs and a gentle slope. Deer of boiled leather and brass wire prance along it. If they come near you, they will entangle you in twining, tentacle like brass antlers.

Lessons and Conclusions

You are meant to have all the notes on the page with the map - but A) that's not as such a blog-friendly format and B) I started drawing maps on A5 paper and so had to continue. So, draw your maps in an A5 space on an A4 sheet, I suppose.
(Like so)

It was a little difficult to establish a proper frame of reference on the currents on the Deep Water map for the complications - quite what a 'stretch of current' is isn't clear from the things on the map. Perhaps my 'Skirting Point X' or 'In Sight of Y' works.

I'm not China Miéville; it has been a little difficult to really put my mind to a living, breathing, self-contradicting metropolis. Bits of what I've done feel a little too much like a stage set, or an orrery  Perhaps that makes this a useful thing to do again. Turning my Silent Quarter post into a borough of Bastion might be worthwhile..