A Dream of Light

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You pull your arms to your side and glide through the water. On your left is a fountain of bubbles, upside down, beneath a waterfall; the bubbles shoot down and then cascade out and to the surface. To your right swims a school of colorful fish, red and blue with thin black stripes. The water is cool, and you can feel the currents gently pushing and pulling on your body. Ahead of you, seaweed above and long, bright green leaves below wave back and forth, flowing and bending. You pull your arms, again, with a powerful stroke which shoots you forward under the seaweed; your back feels cool in the shade. You kick, and you feel the warmth of the sun again, soaking in and through your skin and muscles. Bands of light dance on the sand beneath you, as the light is bent and turned by the waves.

There is a time of rest and stillness; all is at a deep and serene peace. The slow motion of the waves, the dancing lights below and above, the supple bending of the plants, all form part of a stillness. It is soothing, like the soft, smooth notes of a lullaby.

Your eyes slowly close, and you feel even more the warm sunlight, and the gentle caresses of the sea. And, in your rest, you become more aware of a silent presence. You were not unaware of it before, but you are more aware of it now. It is there:

Being.

Love.

Life.

Healing.

Calm.

Rest.

Reality.

Like a tree with water slowly flowing in, through roots hidden deep within the earth, and filling it from the inside out, you abide in the presence. It is a moment spent, not in time, but in eternity.

You look out of the eternity; your eyes are now open because you have eternity in your heart and your heart in eternity. In the distance, you see dolphins; one of them turns to you, and begins to swim. The others are not far off.

It lets you pet its nose, and nestles against you. You grab onto its dorsal fin, and go speeding off together. The water rushes by at an exhilarating speed; the dolphin jumps out of the water, so that you see waves and sky for a brief moment before splashing through the surface.

The dolphins chase each other, and swim hither and thither, in and out from the shore. After they all seem exhausted, they swim more slowly, until at last you come to a lagoon.

In the center, you see a large mass; swimming closer, you see that it is a sunken ship. You find an opening; inside, all is dark, but you find a passageway.

After some turns, you come up in a different place. You come up through a fountain in a public garden; the bushes and ivy are a deep, rich shade of green, and sheets of water cascade down the yellowed marble of the fountain. It is ornately and intricately sculpted, with bas-relief scenes of a voyage.

As you study the pictures, day turns to night, and all that you see is bathed in moonlight. You are looking upon a statue: a delicate, slender, elfin nude, whose long hair cascades over her shoulders and about her body. She is reaching up to the sky, as if to touch the moon and stars. She is carved out of white marble, which looks pale blue, almost luminous, in the moonlight. It looks as if she was taken from the moon, and is rising up to touch it again.

The statue is on a tall pedestal of black marble. In the moonlight, the forest has a very deep color, a green that is almost blue or purple; the dark beauty of the night makes the statue seem almost radiant. Off in the distance, you hear a high, melancholy, lilting song; it is played on a harp and sung by a voice of silver. There is something haunting and yet elusive about the melody; it subtly tells of something wanted and searched for, yet not quite reached. And it is beautiful.

You sit, looking at the statue and listening to the song, for a time. They seem to suggest a riddle, a secret - but you know not what.

You walk along; fireflies begin to appear, and you can hear the sound of crickets chirping. There is a gentle breeze. The sky stands above like a high and faroff crystalline dome; the trees and grass below surround you, like little children who see a beloved elder coming, and run clamoring for a kiss. The grass is smooth and cool beneath your feet. There is a sweet, faint fragrance in the air, as of lilacs.

A round little girl, wandering through the forest, sees you and comes running. She is dark, with olive skin, and her black hair flares out behind her. She is wearing a dark green robe, the color of the forest, and her step is almost that of a dance - as if she is from a people where moving and dancing are not two different things. She is holding, in her hand, a simple bouquet of dandelions. "Look, look!" she says, "I have flowers!"

She jumps into your arms, welcoming you. Her touch is soft, and gentle. It is not near the softness of a grown woman; it has rather a ... simplicity. It is hard to find the right word. Then you recognize what it is. It has something of the carefree play of a child, but there is more than even abandon. She is holding you with complete trust. You do not doubt that she could fall asleep in your arms.

She begins to talk to you about many things. She talks about the forest, about people, about the stars, about God. After a time, you realize that she is not merely talking, but singing, as if the first words she heard were the words of a song. After another time, you realize that you have lost her words completely, and are entranced by the song. Presently she stops, and says, "Spin me! Spin me!"

Little children everywhere like to be held by the arms and swung around; this one is no exception. After you are both very dizzy, she takes you by the hand and begins, leading you along a path, to show you little details of the forest that you had never noticed before. Apart from the little details, there is something else which you begin to slowly see in the forest. The song by which she speaks, the dance by which she moves - and not just her, you do not doubt, but her people - seem to be echoed in the forest... and then you realize that rather they are echoes of the forest. Hearing, seeing, feeling that beauty from another person - you still do not doubt that they come from her, but they also help you to see what was always there but you had not noticed. As you walk along, you are lost in thoughts about the genius of all great artists... and begin to think about visiting an art gallery, not so that you can see what is in the gallery, but so that you can see what is not in the gallery.

The path widens out, around a shimmering pool. The golden flames of torches around the pool glimmer when reflected in the pool. There is singing - singing like that of the little girl, but the sound of a whole orchestra as next to the sound of a beginning flute. Men and women together pour fourth a rich harmony. The air is sweet with a delicate fragrance of incense; one of them brings you a cool wooden cup. Inside is a strawberry wine. It is sweet, and sour; the taste brings back memories of earliest childhood.

A circle forms among the people, then another, then another. Soon all of the people are spinning and weaving in a joyful dance. After a time, you realize that you are at the center; they are softly singing, "Welcome, Somebody," and listening intently. Arms and hands reach out, and sweep you into the dance. The dance is ordered, but also free; it draws you in, and, as you move, you feel that you can do no wrong.

How long the dance lasts, you do not know; still filled with its bliss, you find yourself sitting and talking with the people. One of them finds a soft seat of moss for you to sit on; another brings you a plum. Its taste is tart, and it has the texture that only a plum has — and, when you bite into it, you know that it was still on the tree when it was chosen.

The night winds on, and, after a time, you are led into a building woven out of living trees, with a bed of loam. Into it you sink; it is soft and deep...

You find yourself standing at the edge of a forest and a grassy plain. The mouth of a cave descends into the earth, and just before this is an old man sitting on a three-legged wooden stool. He is wearing a coarse grey-green robe, and has a long, flowing white beard. He is staring intently into the forest, with a concentration you have never seen before. It is like a gaze into a lover's eyes — nay, even deeper, a probe into the soul.

He shifts positions a few times, in his sitting, and at last stands up, takes the stool, and begins to walk towards the cavern. When he was looking into the forest, you were absorbed in watching him; now, you notice another man, a young one, approach the former.

"Is it Senex?"

"I am he."

"Senex, the great teacher?"

You see the old man's hand move to cover his mouth, but not quite quickly enough to conceal the faintest crack of a smile. The young man stands attentively, waiting for words to come.

The old man's frame shakes once. A second passes, and then it shakes again and again. Then sounds the laughter that he had been attempting to conceal. Soon, the old man is convulsed with mirth, and making no attempt to conceal it.

After a while, almost doubled over with laughter, he begins to pull himself up. You can see his face from a different angle, and you see a merry twinkle in his eye. He places his arm over the young man's shoulder.

"Forgive me, brother, but it has been ages since anyone has addressed me as 'teacher' or 'great'. You cannot imagine how funny it sounds to me."

"Are you not Senex, who has traveled the seven seas, who has seen visions and been visited by angels, who has written treatises and instructed many?"

The man chuckles, and says, "Yes, I am all that, and much more. I am the image, likeness, and glory of God. I pray, and in my prayers I touch the stars and shake the foundations of the kingdom of Hell. I am a king and priest. I am a son of God. My name is written in the book of life. I am a god."

"Then why do you find it funny that I address you as 'great', or 'teacher'?"

"Because I am more than a great teacher, as are the children who dance through this field, as are you." Here the old man smiles at the young. "Come, now. Do you doubt that you are God's own son? What teaching, or miracles, or visions, or conquests, or exploits compare with that?"

"But if you are so great, why should you object to being called a great teacher? Surely the title is not false."

"My dear god - and now I am not addressing the Creator, but you yourself - what is wrong with the title is not that it says that I am a great teacher. I am. What is wrong is that the title implies that there are others who are not so great," and here the old man gave a great belly laugh, "when the truth of the matter is that the other people are so much more than a great teacher. I will not mind being called 'teacher' by you, if you agree to address everyone else as 'god' and 'goddess'. But if you will not call them 'god' and 'goddess', then simply call everyone 'brother' or 'sister'."

The young man stands in silent reflection for a time. "I came in search of a man who could share with me profound wisdom; I see now that I have found him. So now I ask you: Give me a profound insight, that I may contemplate it for the rest of my life, and grow wise."

"Do you not know that God is love, that God loves mankind, that we have the new commandment to 'Love one another'?"

"All of this I have believed since I was a little boy."

"Then I give you one more lesson, to contemplate and learn for the rest of your life."

The young man listens, eager with expectation.

The old man bends down, plucks a blade of grass, and holds it in his outstretched hand.

The young man takes it, and waits for an explanation. When, after a time, the old man says nothing, he says, "This blade of grass is like the blade of a sword. Have you given this to me as a sign that I should contemplate spiritual warfare, and be ready with the sword of the Spirit?"

The old man says, "You should, but that is not why."

The young man thinks for a time, then says, "This grass is nourished by the sun, and so tells of it. Grass and sun exist as God's creation, and tell of him. Is this why you have given me the blade of grass?"

The old man says, "What you said is very true, but that is not why, either."

The young man says, "When Christ lived on earth, he lived as a carpenter, and observed and was surrounded by the birds of the air, the grass of the field, the lilies, and ten thousand other things. Have you given me this blade of grass to remind me of Christ's time on earth, or of his humanity, or that this is a place he passed by?"

The old man says, "You are still right, and you are still wrong."

The young man says, "Then what profound truth can you be teaching me? What secret key escapes my grass? I asked if you had given it to me as a symbol of a profound spiritual truth, and you said, 'no'. Then I asked you if you had given it to me that I might deduce by logic what it tells about God, and you still said, 'no'. Then, after that, I asked you if you had given it to me as a historical reminder of what has happened about blades of grass, and your answer is still the everchanging 'no'. What can I possibly be missing? What am I leaving out?"

The old man turns to face the young, and looks deep into his eyes. "This blade of grass I have given you," he said, "because it is a blade of grass."

There is a look of puzzlement on the young man's face, which slowly melts into dawning comprehension. He steps forward and kisses the old man, with a long, full kiss on the lips, and then steps back and bows deeply - and the old man bows to him - and says, "Thank you." When the old man has responded, "You are very much welcome, brother," the young turns, clutching the blade of grass as if it were a diamond - no, more than that, as if it were a blade of grass - and walks back into the forest. There is a smile on his face.

You walk off in the field, and lie down on the grass. The day is growing warm and sultry; a faint breeze blows.

The breeze carries with it a small, white feather of the softest down. It gently falls on the sole of your foot. The breeze blows this way and that; the feather catches here, rolls there on your foot, brushing ever so lightly, up and down, up and down.

You feel a finger, cool as marble, just barely touching the back of your neck. It tingles; you can feel the sensation radiating up and down your spine. The feather brushes against your foot, and the finger just barely touches the back of your neck. It is a slow, lingering, tingling sensation; as time passes, the sensation becomes more and more real, and just won't go away. It tickles so.

A time passes, and you find yourself walking along a beach. It is almost dusk, and the rainbow colors of sunset are beginning to spill across the sky. It is autumn, and the many-hued leaves of the trees fall about, twirling this way and that in the wind. There is a smell of mist and brine in the air; the waves run and twirl about your toes.

A bird flies off to the right; its flight is light and agile. It flies to and fro, this way and that, until it disappears into the sunset.

There is a feeling of wistfulness, of a presence departed. To the left, you see a grayed swing, rocking back and forth in the wind; its rusty chain squeaks. It is in the yard of a boarded up house, with a garden long overgrown in weeds.

On a whim, you slowly walk up the path into the yard, and sit down on the swing. You rock back and forth; there is a feeling of emptiness. Images form and swirl in your mind.

A tree is felled; from its trunk are taken the staves of a barrel. Fresh and white, the staves are slowly covered with dust; each time the dust is disturbed or brushed off, the wood underneath is darker, grayer, rougher.

People are born, walk hither and thither, grow old, and die. Generations come and pass, and the earth grows older. People learn how to live - and then die. Vanity of vanities.

Everything is dreary, desolate, fleeting. The walls of your vision grow narrow and dark; your mind and imagination seem to protest the motion. It grows darker and darker.

After a time, you see a light - a little light. As everything around grows darker and more drab, the light does not grow brighter, but neither does it grow dimmer.

A voice sounds in the shadows - you do not doubt that is the voice of the light - says, "Come closer."

You come closer, and you see that she is a flame. A little flame.

A thousand questions form in your mind. They pour forth from you - Why is it all so meaningless? Why do things wither and decay? Why does evil run rampant?

The flame listens patiently, and then speaks. "Look into me."

You look into the flame, and you see everything you saw before, but it looks different. The boards of the cask are no less grey. But you see that inside the cask is wine - wine which grows rich and well-aged. The people still die - and now you see an even darker death for some. But you also see past the death, past the mourning and grieving, to a birth into life - a richness and a fullness that could not be imagined from before.

"Flame, can I step into you, so that I may be delivered from the unpleasant things?"

"No, dear one. That is not the way of things."

"Then what can you give me?"

"I give you this: that you may always look into me, and that I will never be quenched."

"Flame, what is your name?"

"My name is Hope."

You look into the flame, and again see the outside world. There is still the sadness, but there is an incredible beauty. An ant crawls across your finger; you sit entranced at the wonder as its little body moves. Then you look at a rose bush, quivering in the wind - it is covered with thorns, but at the top of each stem is a flower that is still God's autograph.

You get up and walk further.

You see a little girl on her knees, and standing against her, a man holding an immense sword. The man raises his sword over his head, and brings it down.

Then you see the sword stop in the middle of the air. There is a clanging sound; the man's powerful muscles ripple in his exertion, but the sword does not move an inch further.

Then you slowly see a shimmer in the air, and there is another sword - a sword that seems to be forged of solid light. A sword that is blocking the first. As you watch, you see an angel beginning to become visible. It is powerful, majestic, and terrifying. The man drops his sword, and runs in blind terror.

You can see the angel's sword here, a hand there, the hem of his luminous robe. But what you see is fleeting, and you cannot see the whole angel.

"Why cannot I see you? I can see the grass, and see the girl. Are you not as real as they?"

You see a little boy, walking on the beach, picking up a pebble here, a shell there, a piece of driftwood every now and then, and putting them into a sack.

Then he comes upon a fallen log. And he grabs one protrusion, and then another, trying to lift it. But it will not budge.

"Some day, you will be able to see God himself. But now, you can not see things that are too real for you to see."

You see a diamond, slowly rotating, in light. One facet after another seems to sparkle.

As you watch, not just what appear to be the facets, but what appears to be the diamond, seems to change form, shift, and sparkle in different ways. The light itself seems to shift color, direction, focus.

Then speaks an almost silent voice: "You are looking upon the one thing which never changes, in a light that has been the same since before the creation of time."

There is a moment of silence, and you feel a surge of power rush about you, and tear through your very being. It is like a blast of wind, throwing you off your feet so violently that wind itself is knocked out of you. It is like the liquid fire that explodes out of a volcano. It is like a flash of light beyond intense, light that is so much light that you cannot see. It bears like an immeasurable weight and presence on your mind and spirit; its might and force fills you with awe - no, more than awe, fear - no, more than fear: terror. It is a reality which lies beyond imagination.

A booming, thunderous voice commands, "Fear not!" Then a hand reaches out and touches you, and you are filled with strength. It holds and stills you; you dimly realize that you have been quivering as a leaf. You somehow find the strength to stand, and if anything see a greater glory and majestic power than before. This being before you is like a storm in solid form. His feet press into the earth with the weight of a mountain, and shine like the sun in full glory. He wears a robe woven of solid light, and at his side hangs a sword sheathed in fire and lightning. His hands radiate power; they seem by their energy as if they are about to tear apart the fabric of space. You dare not look upon his face. Suddenly, you find yourself falling at his feet.

Again booms the voice: "Do not worship me! I am not God!"

A hand lifts you up, and sets you on your feet. His touch is more intense even than his appearance - you are sure that it will destroy you - yet somehow it makes you more solid.

It is all you can do not to fall down again. Somehow the words come, "Who are you?"

"I am a spirit, formed before the foundation of the world. I am a star, who sang for joy as the world was created. I am a messenger, who stands in the presence of God himself and then flies out of the heavens to wage war against the darkness. I am your servant. I am an angel."

Suddenly, images flash through your mind, images to which it would be merciful to call surreal and bizarre. You see chubby little boys fluttering about on birds' wings. You see voluptuous women, suspended in mid-air, whose clothing is perennially falling off. It is as if you have all your life seen pictures of Don Quixote wearing a wash-basin as a helmet, holding a dull sword and sitting astride poor, plodding Rozinante - and then, suddenly and out of nowhere, find yourself staring the paladin Roland, with his sword Durendal drawn and the rippling muscles that have torn trees out of the ground, face to face. You find yourself babbling and attempting to explain what you remember, and suddenly see the angel shaking with a booming, resounding laughter.

"What, my dear child, you would wish me tame and safe, like a little pet?"

It would be much easier to face a creature which was safe, which one could predict. It would be a great deal less disquieting, and a great deal less disturbing. Yet, somehow, you feel a feeling deep within you that it would be an immeasurable loss.

He stretches out his hand. "Come, take my hand. I have something to show you."

You extend your hand, and find it engulfed in a force that is like electricity. Yet somehow, you feel something else as well - a touch. The angel spreads out great, glorious, golden, many-hued wings, and with a mighty jump launches into the air.

You speed along, both of you. Colors and forms speed by. Then, suddenly, you are at a place that is absolutely still, absolutely silent, and pitch black. "Where are we?"

"That is not a question that I can answer in terms that you will understand. Only watch."

You begin to see a pair of hands, They are together, and facing outward. Then they slowly move outward - and behind the hands is left a rainbow, in all its colors. The hands turn, move along, complete a perfect circle. It is the most perfect rainbow you have ever seen.

Then the left hand strikes the rainbow, and it shatters into innumerable miniscule fragments. The right hand takes the shards, and with a single motion scatters them across the blackness. Each piece of the rainbow glows with light, a little reflection of the whole, and then you see a faint, pale, crystalline blue glow. The pieces are scattered irregularly, and one looks almost like - here an insight comes like a flash - a constellation.

There is no horizon, no landscape, no other light. There are stars in every direction and from every view. The view is the most breathtaking view of the sky that you have ever seen.

Then the angel takes your hand again, and says, "Do you understand what you saw?"

"I think I do."

"Good. Then let me show it to you again."

Forms shift and move, and you see a faint, nebulous sea of matter spread about in every direction. It is not still - no, it is moving. You look deeper, and you can see that it is dancing.

Then you see a circle forming, and spinning. And another around it, and another. Soon many circles shift and melt together. The ones on the inside seem to move with more speed, vibrancy, energy. Then you can see a kind of a ball forming.

The swirling matter around it spins inward, more and more tightly, until a fire seems to light inside - and fills the new-formed sphere with radiance. Flashes of light, bursts of glowing forms, like water on a pot boiling, seethe and foment. In your silence and stillness watching it, you begin to realize that spheres are forming, coming to light, becoming stars, all around - and, just as the stars formed out of forms dancing, the stars themselves are forms dancing, in a great, glorious, majestic dance.

The strains of a Christmas carol ring in your ears: "Fall on your knees. O hear the angel voices!" Suddenly you realize that you and your host are not still at all, but swept into the great dance - and, about you, you can see shimmers of... you know not what.

After a long, glorious, blissful time, the angel again takes your hand, and again you find yourself swept away. When you find yourself at rest, you are again in pitch black.

"And why am I here?"

"To see what you have seen, for the third time."

You wait with eager expectation, to see what could be next. Inside you, the images foam and mix. The rainbow, containing each piece and found in each piece, the colors, the moving dance, the energy... You try to push it aside, so that you may attentively perceive whatever changes may be happening...

Time passes, with still the forms fermenting in your mind. You feel serene and at rest; the place is a place of profound peace. After a time the images begin to fade, leaving behind a feeling, a wholeness, a satiety. It is like, after a vivacious dance has ended, sitting down, cooling off - and, then, at rest, finding the joy and the intoxication of the dance still in your heart, and your head floating in the air. It is like, after finishing a meal, sitting with its feeling of fullness.

After a time, you break the silence. "Why has nothing happened here? Why have I seen nothing, heard nothing, felt nothing? Am I here to wait?"

"Has nothing really happened here?"

"Nothing that I can perceive. I haven't seen, or heard, or felt anything."

"Really? You have perceived nothing?"

"Perhaps I have perceived something so subtle and ethereal that I can not notice it. I do not doubt that this place holds something wonderful. But I have not noticed anything."

"Really?"

"Why do you answer my questions with other questions, with riddles, instead of telling me anything?"

"Do I?"

After a time, pondering what this could mean, you ask, "Am I here to wait, for something that will happen? If I am, can you tell me when it will happen? Or at least tell me if you can tell me?"

The angel is silent for a moment, and then says, "When you have seen one of these things, you have seen more than one thing. You have seen the shattering of the rainbow; one of its fragments is the one near your home that shines light on your fields and mountains. But the rainbow is also the one, beautiful, perfect language that was before man took upon himself a second time the quest to become gods."

"But did not the sage say that we are gods?"

"Yes, you are gods, and more than gods, and will become more than you even are now. But the man who would exalt himself to godhood, blasphemes. Would that men could learn to be men, without trying to ascend to godhood or even be heroes."

"Should I not learn to be godlike?"

"Learn to be a god, not in the way of the man who wills to be the highest of gods, but in the way of the God who was willing to be the lowest of men."

After a time, the angel continues on.

"In a way, each shattered piece of the rainbow - including the language that you now speak - contains the pattern and image of the whole. But in another way, it has lost some of the colors. There are things that were in the whole rainbow, that are not in the piece.

"So I will answer your question, about waiting, with a word from another language. The word is not a word which answers the question, but rather which un-asks it. So I answer you with this word: Mu."

"But why do you un-ask the question, instead of simply answering it?"

"That I will tell you, if you first tell me, to use an expression from the child's' words of your land, if the elephant in your refrigerator is eating peanut butter. Is the elephant in your refrigerator eating peanut butter? Yes, or no?"

Your mind is quite full; it is slow work, pondering and absorbing all that you have seen and heard. Finally you ask, "Before anything happens, may I wait here and ponder, and digest things?"

The angel says, "Yes indeed; that is why you were brought here."

A time passes in the silence, the stillness, the darkness. It is the beginning of the slow growth that makes a newborn experience into a full-grown memory, and brings it into who you are. It is the rest which makes every work perfect.

This lasts you know not how long. After a time, you realize that you are in a different place. You are with a man of sorts - if 'man' is the correct word to use. 'Man' is not a wrong word, but there are many others. He seems to be of no particular age. He is fully what every simple child is; he is fully what every ancient sage is.

After a time, you begin to wonder what his age is, and how long you have been there. You see him smile, and then burst out laughing. "Come," he says, "Let me show you what I see." He places his hand on your head, and suddenly you see an image - of a little child, in a magnificent and wondrous cavern full of rubies, and emeralds, and sapphires, and diamonds. He is off in a corner, picking up lumps of coal.

"This place is full of diamonds; come, enjoy, take and carry off as much as you are ready to carry."

Then you begin to look around, and see that you are indeed in a cavern of sorts. It is filled with a brilliant, powerful light; the walls and ceiling, full of irregular bulges and niches, seem to be gilded and encrusted with glowing gems. The space is full of forms magnificent and wonderful - fountains, statues, pedestals, crystalline spheres, animals. Everything in the room seems to have the breath of life.

You begin to gather gems; each one, luminous, seems to have its own particular feel, its own particular energy - you can almost hear a music when you touch them. Their cool, crystalline forms seem to be of congealed light.

After you have gathered a great many, you notice a peculiar phenomenon: the more you carry, the easier it seems to be to pick up even more. The gems embrace each other, and begin to form a vast interlocking structure about you. It forms a great, shining suit of armor - a scintillating armor of adornment, a living form that is as light as thought. As even more time passes, the gems begin to melt into you. As each flows into your body, you feel its energy and light, and soon, a high, subtle, ethereal music courses through your veins.

At last you stand, armored with an armor that is flawless. It gives, you do not doubt, a protection against blows that a man of iron would envy. Yet the armor is not dark and cumbersome; it is light and energizing. Your skin is as soft and sensitive as ever, and you feel the unfettered lightness of nudity, free as Adam - no, you realize, a greater lightness, for a nude person is only not fettered by clothing, but this armor fills you with the freedom of which fetters are but a crude attempt to oppose. Carrying this armor leaves you more free to move and dance, and fills you with a positive energy.

You revel in the fullness, the intoxicating lightness. After a time, you realize that the man is looking upon you. He is smiling.

You begin to ask how much you owe for this wonderful treasure, and he breaks forth in peals of merry laughter. "These treasures are not for sale. They are a free gift. Come and fill yourself to overflowing with these treasures as often as you wish."

"Then they cost nothing?"

"No, they are very costly. They are more costly than you can ever imagine. But they are given freely, like water and light and breath, and a thousand thousand other treasures that no money can possibly buy."

"Then why are they given freely? Surely such things are worth a price!"

The man laughs again. "You are beginning to grow alive - just beginning. When you are truly alive, you will dance so freely that you will need no one to tell you these things, because the answers will be in you."

After a while, he hands you a chalice. "Here, drink this, that you may remain dreaming." You drink it, and have a flash of insight that waking is not the only aroused state. In a moment, you reach out and touch a star.

You find yourself inside a castle of ice. It is cold, elegant, pure. It is night-time, and the deep blue of the starry sky provides the light. You walk about in a magnificent structure, through halls and archways, around pillars and doorways, all the time in a great silence. The place is majestic and massive.

The coldness of the ice fills the palace with a deep peace. There is a rest here. You cannot see, nor feel the presence of, yet you somehow sense a kinship to the resting dead, sleeping, awaiting the dawn when sleepers shall rise.

As you step, as you breathe, you hear your echoes, and then the echoes of your echoes. The silence has a presence.

It is a timeless place. There is no hurry, no rush, no clutter. The sparseness of the architecture is matched only by the stillness of the air. You stand and walk, footfall after footfall penetrating the vastness. For it is vast and large; it is ordered, and yet unknown.

Through the glassy ceiling above you see the stars, and as you look at them, you can begin to hear the faintest tinklings of ethereal music. Your ears listen with a new keenness, flowing from the crystalline armor, and you can hear, not a music breaking the silence, but a music in the silence. It is, like the palace, sparse, and simple. It has an order and structure, and yet not time; it is a music which sounds as if it has always been there.

After a time, you realize that you are singing a song - sparse, simple, crystalline, and beautiful. It would not be quite right to say that you started a song: rather, that you have joined a song - a song that always has been, and always will be - a song which is sung not by you alone, but by angels and archangels, by the living and the dead, by the rocks and stars and trees themselves. And for the tiniest fraction of an instant, you can almost see the song rising, as incense, in the presence of He Who Is.

As you walk through a corridor, a transformation begins. Tendrils of mist curl about your feet as a shroud slowly rises from the ground. The walls become the walls of tall, narrow buildings lining the sides of the road. They are like ancient, cracked vellum, and ivylike bushes of yellow roses climb the sides.

All is still as you walk the streets; the only motion you can see is that of the mist dancing about you. Every now and then, you catch, out of the corner of your eye, what seems to be the form of a person just disappearing around a corner - but you are never sure.

After a time, you come upon a massive, dark Gothic cathedral. It is carved out of black marble. As you pass through the doors, the air becomes very dry; there is a feeling of imminence.

As you step into the sanctuary, the building itself is rocked by a blast of sound. Your body vibrates as you hear the deep, rich sounds of an organ resound all about you. The song is a fugue, turgid and complex. You hear three parts playing, then four, then six - interwoven, turning about, speaking to each other. It is in the key of E minor.

The song continues for almost an hour, woven with a deep sense of mystery. Like the building, like the city, it is filled with a dark majesty. There is a strain you are listening to hear - and you seem almost to have caught it, now here, now there, but then it vanishes. The song comes to a climax, and then a thunderous resolution. Then the sanctuary becomes as silent as before.

A shaft of light falls, and you see a man walking towards you. He is tall and lean, and wearing a black robe with golden edges. He has black hair, and a thin, close beard. His step is stately and regal, but does not make a single sound. He reaches you, and, bowing deeply, says, "Greetings."

His eyes meet yours, and you see that he has a piercing, probing gaze. It is intense, looking deep into your eyes - no, more, deep into your soul. And there is something else - you can not tell what. You begin to gaze back, and you realize what it is. His gaze is gentle.

He reads the questions on your face, and after a time says, "I cannot tell you everything that you wonder now. If I were to say the answers, answers that I am only beginning to understand, they would sound like trivia, or sound meaningless. And if I could make you understand them all, I would do you a great disservice."

"Why?"

"Because the questions you ask are the right questions, but they are also the wrong questions."

After a time, he begins again.

"But there is something which I can do. I can lead you to the library."

He leads you through a twisted passageway, then down a stairwell. The stairwell alights in a room with shelves upon shelves upon shelves of dust-covered tomes.

"And," the man says, "I can give you this."

He reaches into the folds of his robe, and gives you a black rose.

It is a queer feeling to be alone with that many books. You reach on one of the shelves and pull one out. It is an illuminated manuscript. It tells a story deep, and detailed, and rich, and subtle. What you can read of it is like barely seeing the ripples on the surface of a lake, while untold forms move about below in the depths.

You replace it and look at another. It is a manual of philosophy and theology. It tells something about God - but it is also too subtle and complex to understand. And there is something else... It is like reading a book about arrangements and variations of color - to a man who has been blind from birth.

Then another... You can tell from its form that it has a sort of reason, or structure to it, but you cannot tell what. At first, you find what seem to be logical errors - and it does contradict itself, sharply and in many ways... and yet... you have the feeling that you are like a man, versed in logic and philosophy but devoid of emotion, poring over a joke, trying to understand it as an argument - and having no idea why others read it and then do something called laughing.

Another book, and another. Each time it seems like you understand something, you find yourself more confused than before. After a time, it becomes words upon words - and the more words are added, the less meaning there seems to be.

You sit down, exhausted and bewildered. After a time, you realize that a woman is standing some distance off. She is wearing a robe that is purple and black, with long sleeves and a long, flowing skirt. Her long hair, which falls behind her to a length you cannot tell, is jet black, and yet her skin is almost luminous.

She steps forward, and, embracing you, gives you three kisses on alternate cheeks. "Have you learned anything yet?"

"Nothing. I can't understand anything in the books."

"Have you thought to see what you can learn?"

"I have thought, and I do not doubt that there is a lesson, but it is seven times over too subtle and too complex for me."

"There is a lesson that you are missing, but not because it is too subtle and too complex. You are missing it because it is too simple and too obvious."

"I have read from two and ninety books, and cannot share with you the least shred of wisdom that is found in them. I do not understand. So in what wise am I to claim that I have learned?"

"Is there not even one thing you can claim to have learned?"

It is with frustration that you say, "Only the littlest thing - that I do not understand."

"That is not so little as you think."

She looks at you for a second, and now you can see, as well as a probing gaze, a hint of a smile. "Come; you are fatigued. Let me take you so that you can eat and rest." She places an arm around you - her touch is soft and responsive - and leads you through other passageways into a room with a table.

The table is set with plates of clear glass; the table is set with bread, fish, and white cheeses, and there are two glasses of white wine. She leads you to a chair, which offers a welcome rest, and then sits down opposite you.

After you have eaten a couple of pieces of bread, you see her again gently looking upon you. "I can see the question in your eyes. You are wondering, are you not, why you were not simply told that you do not understand."

"Yes."

"Would you have understood that you do not understand? As you do now?" She pauses, and takes a sip of the wine. "A mouse can only drink its fill from a river, and no man can learn what he is not ready to understand."

The rest of the meal is eaten in silence. It is a calm, peaceful, prayerful silence. The bread is flavorful and dense; the cheese is mild; the wine is dry and cool.

After the meal, you both sit in more silence. It is a time of rest... and also of community. There are no words and there is no touch, and yet you can sense a kind of attention, a welcome, from the lady.

When you feel refreshed, she leads you through another passageway, and out to a door to the street. She gently embraces you, and says, "It is time for you to go, and begin to taste some of the other secrets of this city. I do not know if we shall meet again, but I suspect that it will come to pass. Fare Thee well."

The street is different from the one you first saw - it also is enshrouded by a cloak of mist, but it is wider, and there are people passing by. Their clothing varies some, but much of it is variation on a dark grey theme, almost seeming to be mist in solid form. A young woman passes by on the other side of the street; a cascade of ebon hair hides part of her face - yet you can still see, in one corner of her mouth, a hint of a smile.

You come across an open square, with an intricate pattern of stone tiles in the center. Two opposite corners have trees - gnarled, angular, and leafless. One of the corners has a fountain; cascading sheets of water fall between many-leveled pools, in which silvery and golden fish swim about. The opposite corner has a statue.

The statue is on a large pedestal of dark grey marble; the statue itself is of blackened bronze. It is of a man, gaunt and haggard, and clad in rags. His arms are raised up to Heaven, as is also his head, and yet his face bears a look of despair. The pedestal bears the inscription, "I am thirsty. Who will give me something to drink?"

You find a jug, and, filling it at the fountain, climb up the statue and pour water into the statue's mouth. You hear sounds of water flowing, and then there is a click. It is followed by a whirr of moving clockwork, and, getting down, you see that one of the sides of the pedestal has turned inwards, revealing a shaft descending into the earth.

A lantern is at your feet; you light it, and begin to climb down the ladder at one side. It descends into a passageway; taking one direction, you come to a four way intersection. The left path turns into a circular room, with a domed roof, and a pool in the center. You test its depths - and find it descends below the floor.

Inside, you find an underwater passageway. You swim through it, and surface in a room with rough walls. Climbing upwards, you find the room to narrow into a shaft, which turns into a low passageway, and then opens into another room.

This room is lit by the glow of torches; it is large and rectangular. At the center is a thick, low stone column, about three feet tall, with some protrusions bulging from the top. When you come closer, you see that it is an intricate clockwork device; working with it, you find a pattern in its motions, and work with it until there is a click, and a segment of the far wall slides into the ground.

The passageway is dark, as was the room and passageway which you traversed without your lantern, and it opens shortly into another room. At first you cannot see; then, as you step in, your eyes slowly adjust to the darkness. Inside this room, you see another statue.

This statue is a male nude. It is an iron statue; it is immense, and the figure is powerfully built. It is in the middle of a stride - a long, powerful stride, one which seems almost to shake the ground. His eyes bear an intense gaze, one which seems to almost flash lightning, and one arm is raised, and hand outstretched, in a gesture of authority. The surface of the statue is rough and unfinished. There is something in this statue that seems to almost radiate power and energy and weight and light.

And yet, when you look closer, you notice something different. The eyes seem sad. And then, looking closer, you suddenly realize that the statue is bound by shackles. The shackles are a monstrosity, a violation; they threaten to wear down his energy and burden his strength. You grab at the shackles to see if you can pull them free, and feel a chill and drain run through the body. You drop them in shock.

As you stand in the room, you seem to even more be able to see - not only the forms, but the absurdity and injustice. The man's great strength - it is straining against the binding chains. Your eyes trace the shackles to where they are engulfed by the floor.

Then you realize that there is another set of shackles, empty, open. You shudder to look at them; the touch of one of the chains sapped your soul; breathing felt as if you had been forcefully struck on the chest. You begin to back out of the room... and you see the statue's eyes.

He is not pleading; he is not begging. If anything, his eyes say "Go far away; that these chains imprison me is bad enough, without one more." You do not see pride, of someone unwilling to receive help, or the cowardice of one who dare not ask. It is rather the compassion, of someone who would not wish his worst enemy to feel the misery he feels. You feel a stirring inside your heart. What the man does not ask, conscience and every noble instinct demand. And you walk in.

A chill sweeps through you as you cross the threshold. You can almost see a presence that is unholy. At each step you are jolted. And yet... you have the strength to follow.

You fasten one of the open shackles about your feet; it stings like the sting of a scorpion. The other, and you feel as if you are sinking into the ground. A shackle is fastened around one hand, and it is all you can do not to fall down. You place your other hand in the last, and begin to close it...

The shackles fall from the man's feet, and you see a surge of power ripple through his muscles. He crouches down, and then jumps up with a force that shakes the earth. He raises his hands upward, and there is a blinding flash of light.

Your sight slowly returns, and you find yourself on a grassy knoll bordering a field. A small grove of saplings is to the left, and a field of dandelions is to the right. From somewhere near come the sounds of birds chirping, and a babbling brook.

You see the man who was shackled, standing nearby. He is looking upon you, and smiling. He picks you up and gives you a hug - a crushing, invigorating bear hug that makes you feel very much alive - and a big kiss. Then he sets you down and opens a large leather pouch. He fills two large stone bowls with stew, and draws two draughts of cider from a small barrel. The stew is a piping hot, well-spiced, and hearty beef stew, but the cider is cold and mild - you could drink quite a lot without getting drunk.

He tells you of how he came to be imprisoned - he let a love of probing mysteries become a love of secrecy, and a love of the beauty in natural darkness become a love of evil, so that what was wholesome and free became perverted and enslaved - and then asks of your story, how you came to rescue him. He listens eagerly and intently.

After a time, he says, "There are many people who knew of my disappearance and do not know that I am free; it is time for me to go and tell them that I am free, and how you rescued me. But before I go, I give you this." He raises one hand to Heaven and places the other on your head, and speaks a blessing. You cannot understand the blessing, but there is something about it that strikes you... and then you see, in an instant, not just one little fragment in the blackness, but the whole radiant rainbow. He is speaking the first language, before it was broken, and - though you cannot understand it - you are moved by its power, its love, its light.

He presses slightly harder on your head, and your spirit surges with joy. Then he runs off into the distance, bounding like a stag.

After a time, you begin to walk along, into the forest. It grows thicker, and the colors richer and deeper. You can feel warmth, and humidity, and wind.

As you walk along, the forest opens into a wide, grassy clearing, with thick, long bluegrass. A few small raindrops sprinkle on your face; thunder rumbles, and soon there is a heavy and torrential rainstorm. The rain is warm, and in it you begin to run and play.

A woman, short and with a full and rounded figure, begins to dance with you, and soon you are swinging around, and dancing in the rain. Sheets and columns of rain fall, and in the lightning flashes you can see the trees, the leaves - the whole forest - dancing and spinning in the wind.

The woman is laughing; you can hear the laughter in her voice and see the laughter in her eyes. On a whim, you reach and pinch her side; she laughs and squirms. She jumps and tackles you - it is half a tackle and half a hug - and knocks you over.

After wrestling around for a few minutes, she turns and walks towards a large, ancient, gnarled oak tree, and sits on a large bulge a little distance above the ground. As she sits, you vaguely realize that the tree's form has almost the shape to welcome a human - your eyes did not pick it out, but she seemed to have walked to it as naturally as if she were breathing. She is leaning a little to her left; a ledge of wood forms almost a cushion for her to lean on - one might say that her body is curled into the wood.

You begin to look on her, and see how beautiful she really is. Her skin glistens with little drops of water. She is dark, with olive skin and large, soft, welcoming eyes that seem to enfold you, taking you in as the waters of a lagoon take in a swimmer. There is something that draws you about your hands.

Her hands are small, and seem to contain the beauty of her whole body in miniature. They are rounded, curved, and Rubenesque. You can see soft skin gently enfolding the inside of her hands; it has a looseness and ampleness so that you do not see vein and bone, only the rich color of skin. Her fingers are tiny and thin, with very mignonne nails and fingertips. The texture of her hands is subtle, yet gives her hands reality; you can see the strata and shapes in the tiny wrinkles on the back of her hand,the dark, faint hairs, and the many sheets of lines that twist and turn over the inside of her hand. Through her fingernails, you can see a glimpse of white, pink color which contrasts brightly with the rest of her hand.

And yet the shape is only half of the beauty that is in her hands, for they are not still, but in motion. It is a slow, still, lyrical motion, an adagio dance. It does not overpower the senses or make a clamoring demand for your attention, but it is yet deeply moving. Her fingers, palm, and thumb slowly move, in a rich harmony. You can see waves in her fingers as they wend back and forth. The motion is extremely simple, and has a periodicity that comes back to a single thing, yet somehow you do not wish it to be more complex, or do something new - at the moment, you would have difficulty understanding why anybody watching this slow undulation would want to see anyone else. It seems that she is speaking in a language with her hands, and you long to understand what her hands are saying, to put it into words. Then you look deeper, and you realize that you do understand what her hands are saying, and you cannot put it into words because it is a truth different from what words express. You rather feel and sense... peace... rest... stillness... the motion of breath... the beating of a heart... the music that lies in and beyond silence... the ebb and flow of water... day and night and the four seasons turning in cycle... the rhythm of a song that does not pulse, and yet has order... tufts of long, dry grass, resting in a field... the tops of trees, blowing in a wind... a rock, buried deep in the earth, remaining a rock, in the process of not-changing... the light at dusk, and yet not the light of dusk for the sunlight at dusk fades, and this, even in its softness, would not rightly be said to fade.

She begins to walk along a path, leading you, and takes you to a small hovel. You step inside, and as your eyes adjust to the light, you see a very old woman. She is emaciated, and in her face are etched lines of pain. She begins to try to get up, and say something, but the sounds are hardly understandable as words, and the young woman gently places her hand over the old woman's mouth and leads her to lie down. Reaching up to the wall, she brings a flask of wine to the old woman's lips, and helps her drink a little. After that, she goes to a chair, and picks up a wooden recorder, and plays it. It is the same song as her hands danced: soft, still, and beautiful. It has a very soft, woody sound, and the notes themselves are... like the color grey, like a gentle light, like a friend's voice. You are lost in the music, carried away by its beauty. Slowly, the song tapers into silence, into a rest allowing the music heard to sink in. You look at the old woman, and see that she is still, absolutely still. Her eyes vacuously point into space.

The young woman gets up, with infinite gentleness, and with her hand slowly closes the old woman's eyes. She turns to you, and, speaking so softly that you can barely hear her, says the first words you have heard from her: "She was my grandmother." You can see the tears forming in her eyes.

It is dusk, and the last rays of the sun ebb into darkness, into a dark and moonless night.

The next day, you begin to build a pyre in the middle of the field. Some people come by from the wood and help; they are bearing little gifts, and each embrace her. There is not what you would understand to be a ceremony; they each come and go. After a time, you realize that the animals also come, and pay their respects in their own ways. Dusk comes again, and she takes a lantern and sets it at the bottom of the fire. Flames begin to lick upwards, and then touch the grandmother's body. Then the young woman screams, a piercing, dissonant, discordant scream of which you would not have thought her capable. She begins to sob uncontrollably, and weeps the whole night long.

The woman stands up to greet the coming of the dawn, the tears still streaming down her face. The first rays begin to break over her face, and then you notice something... different. Something that you had not noticed before.

You see pain in her face; it is of no effort to see that a great hole has been torn in her soul. And yet there is something else. She is beaten, but not crushed; wounded, but not destroyed. If she is bleeding, it is because there is living blood coursing through her veins. It would not be quite right to say that she is not too badly hurt because she is a deep person; rather, she is very badly hurt because she is a deep person. And yet... you cannot quite tell what it is.

She turns to you, and sees the puzzlement in your face. She reaches, and with one hand touches your eyes; her lips move in silent prayer. Then she takes her hand back, and you slowly see something else. You see angels all around, and feel the Spirit of God. One of the angels - great, mighty, magnificent - has wrapped his arms around her. The angels are still, and... intent. It would be a gross distortion to say that one of them waves a magic wand and makes the pain go away, and yet...

You cannot quite see, and yet in your spirit you sense, prayers, around and under and in her. You cannot understand all of what is going on. The pain is not taken away, and you share the pain as well. And yet... Though you cannot say what, you can sense someone, and something happening, which is infinitely greater than the pain. And you, again, hear singing.

Sister, let me be your servant. Let me be as Christ to you. I will laugh when you are laughing. When you weep, I'll weep with you. Pray that I might have the grace to Let you be my servant, too.

When you feel so weak and burdened, When the world is harsh to you, Know that Christ has gone before you, Felt the pain and shed the tears. As Christ has so giv'n to others, So he will also give to you.

And e'en with Christ you're not alone, For we are Christ's body, too. We are all brother and sister. Your burden is our burden, too. As you have so giv'n to others, So we all shall give to you.

A little boy runs up with something clutched in his hand, and kisses her. He says, "I love you. Sorry you hurt bad. Havva big gift. Look!" He opens his hand.

Inside is a blade of grass.

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Espiriticthus: Cultures of a Fantasy World Not Touched by Evil

Cover for The Minstrel's Song

Nor'krin

The Nor'krin are tall and strong, with thick, sandy blonde hair, deep blue eyes, and white skin that turns reddish when they go south from their frost-kissed land; the Janra affectionately refer to them as the Northern giants. They love to run across the snowy plains and up to the peaks, to feel the crispness of the air, and to drink the cold and crystalline waters of the flowing streams.

There are not very many of them; they live nomadic lives, spread out across the snowy North, carrying with them only their clothing, their hunting weapons (a large bow and quiver of arrows, an axe, and a knife), a canteen, and a handful of tools and other miscellanea.

Theirs is a culture of oral tradition and folklore, filled with a richness of symbolic thought. Their thought is expressed by storytelling. Some tell of people and actions full of goodness, love, and wisdom; some are allegories packed with symbolic detail; some are both. The evenings — from the meal onward — are times when the clans gather together, and the oldest member tells tales until long into the night, when the fire has died down to embers and the icy mountain peaks glisten in crystalline blue starlight.

(The language is one which revolves around the oral tradition; its grammar is fairly simple, sufficient for basic expression, but there is an extensive vocabulary fitted to epic poems, great tales, and the transmission of a symbol-filled body of lore)

Their experience of sense is primarily aural, centering around the communication and preservation of their tradition. The other senses all play a part in their knowing about the world around them and its enjoyment, of course, but the ears dominate.

Coming of age is very significant in Nor'krin culture. It is the event upon which a child becomes a full member of Nor'krin community, and appreciates it fully, for it is accomplished in solitude. It is the same for male and female, big and small.

Denuded of all possessions save a hunting knife and the clothing on his back, the child begins a solitary trek, south through the land of the Urvanovestilli and Yedidia, penetrating deep into the thick forests inhabited by the Tuz, until he enters a village, and, coming inside a shop, says, "Blacksmith, blacksmith, find me a task, give me a quest."

There are as many quests as there are questions. Some are easy, some are hard; some are simple, some are complex. Whatever the quest be — be it finding an amethyst in the caves, climbing an immense mountain, answering a riddle, memorizing a book — he leaves the blacksmith shop and does not return until the quest is completed. (It must be said that, though some quests have taken years to complete, recorded history has yet to see a Nor'krin fail. A child leaves the immediate presence of his family, but remains in their prayers; they have great faith, and it is in this faith that they tread securely into the unknown.

Upon the return, the blacksmith begins to ask questions: "What is your name? What is your family? Who are you? What is your story?" — and begins to fashion an iron cross. This cross is at once a cross as any other, and a unique reflection of the person who wears it; no two are alike.

It is with this cross worn about the neck that he returns to his clan, come of age.

Nor'krin greet each other by standing opposite the other, placing the left hand on the other's right shoulder, and lowering the head slightly; the gesture is a sign of respect.

The emotional side of their culture is not as intense or spectacular as many others, but is present and offers an important reflection of what they value. They know a deep sense of respect and appreciation; when they think of others, the first thought is, "This person is an image of God," and there is a feeling of respect. The mountains, the trees, and the streams all bear a magnificence which they appreciate. Nor'krin worship services are filled with awe at the One whose glory is declared by tales, by lives, and by the created order. They are traditional liturgical services, where the place of the homily is taken by long tales and stories, conducted by the eldest members of the clan.

The Nor'krin homeland is named 'Cryona'.


Tuz

Many wayfarers go south, early in life, to buy equipment; they need only wait, and a blacksmith will forge a pair of iron boots which will last for life.

The people are dark and strong; their eyes shine with power and lightning. The average Tuz male is short, stout, very broad-shouldered, and built like a brick wall; a thick, straight, jet black moustache and a thick, curly beard push out of leathery skin. Women are equally short and stout, but do not have such broad shoulders, being (relatively) more plump and less muscled, and do not have the moustache and beard (usually).

Their buildings are hewn of solid granite, with iron doors. The villages are small and scattered, joined by worn paths passing through the rich, deep green of the forest. It is this forest, fertile and full of beasts, from which the heart of their meal comes. They are more than fond of spicy meat stews and bear jerky. Their beer is dark, thick, and strong, and every house has at least a little bit of khoor, a spiced rum which is occasionally used by the other peoples as a pepper sauce.

The Tuz work hard and play hard. They are often hired for heavy work in the construction of Urvanovestilli palaces, and their work rarely receives complaint. After work is over, they tend towards wrestling and general rowdiness; if they are present, Janra children (and occasionally adults) are tossed about.

For all of their rowdiness, the Tuz do possess a great deal of restraint; even after a couple of beers, they seldom give each other injuries beyond occasional bruises and abrasions, and Janra children do not receive even a scratch. (Most of them rather enjoy being tossed about).

The usual greeting is a crushing bear hug, often accompanied/followed by a punch in the stomach, some wrestling or tossing around, etc; it is generally toned down a bit for children and visitors from afar, but there is always at least a spark of rowdy play.

As much as the Nor'krin are at home in the cold, loving everything that is crisp and chilly, the Tuz love heat. Their land is by far the hottest, but that doesn't stop them from munching on peppers and wrestling around. Blacksmiths' shops and fire and sun-hot iron — these are a few of their favorite things.

The Tuz also build obstacle courses of stone and iron and rope, which the Janra have no end of finding new and inventive ways to use; a slack rope which Tuz climb along the underside of will be walked — or occasionally run — atop by the Janra; jumping shortcuts, backwards or inverted travel, and acrobatic ways of avoiding raw strength moves are common. Tuz, by contrast, have very slow and methodical paths.

They are, indeed, probably the most constant and unchanging of peoples; the process of maturing is a process of becoming more who they are. Their sense of order is also great; they value greatly the gift of being well ruled.

A child, at the age of ten, is presented to the village elders and the various guildmasters. They spend a day talking with the child and his parents, in order to determine his talents, interests, and personality; then they spend another day talking and discussing amongst themselves; then, on the third day, his profession is announced, along with the master to whom he will be apprenticed. The results are sometimes surprising, but always embody a great deal of wisdom, and the selection of a vocation is a gift for which the child is grateful.

Children learn a way of life filled with discipline, tradition, and respect for elders. It is quite simple, not at all ornate when compared to some other philosophies, but it has a power, a solidity to it, and love, faith, honor, friendship, and hospitality are things that they truly live by. Their families and communities are very close, and their friendships are loyal until death. They do not pay as much emphasis on verbal articulation of teaching as a way of life. There is thought, but in its expression, words take a second place to actions. That a life of faith involves discipline is declared very loudly by Tuz hands.

The are very aware of the value of solitude and prayer; it is a common practice to simply leave, taking nothing save clothing and a hunting knife or axe, and go up into the mountains for a few days of solitude, allowing time to pray and to be refocused.

Their language has, in speech, a very heavy, thick, consonantal feel, full of grated 'h's (which is often present in 'k's, 'r's, 'g's, and 'b's). The speech is terse and concrete.

Their experience of sense is also very concrete, centered somewhere between visual and aural. Sight tells what is around and where, and what is happening and where. Hearing tells what is happening, and where, and what is being said.

The emotional side of their culture knows such things as accomplishment, tradition, exertion, and discipline. There is an emotion that comes from a job well done and a challenge mastered; they value it. To have a heritage and respect elders as well as enjoy children brings a feeling of right order. To wrestle around, run, or laugh heartily has a pleasure. To control oneself has a joy. Things such as these are what they feel.

Tuz worship services are be short and sweet, with worship embodying a great deal of fervor.

The Tuz homeland is named 'Rhog'.


Urvanovestilli

The first thing to strike a visitor is the devices. In every house and many shops there is a tinkering room; a large workbench is covered with every imaginable sort of gear, spring, hinge, lever, chain, and shaft; the clock is only the beginning of clockwork. Two nearby cabinets — one filled with tools, one filled with parts and working materials — stand neatly closed; at the touch of a button, a drawer springs out, and shelves slowly slide up.

The craftsmanship of clockwork devices is, along with the study of diverse subjects — theology and philosophy, history and literature, science and mathematics — a hobby that symbolizes the culture. Each piece is created not only for utility, but also for artistic effect. Cuckoo clocks and spring loaded umbrellas, Swiss Army Knives and mechanical pencils, player pianos and collapsible telescopes: mechanical objects such as these fill the land.

The ornate complexity of the devices reflects the ornate complexity of thought. The language, quite possibly the most difficult to learn, allows a speaker to express detailed and nuanced thought in exacting specificity. There are twenty four verb tenses, so that there is (for example) a different past tense for a brief, well demarcated action, and one which occurred over a period of time; there are twenty four other verb forms, which are like verb tenses as to conjugation and construction, but express the verb in an atemporal manner. Their language has much room built in for conjunction and logical connectives, nesting and predicates, as well as subtlety, implication, and allusion.

They have a complex and formal system of etiquette, although it must be said to their credit that they take no offense at a wayfarer who is warm and friendly but does not know their rules; they understand how simple the heart of politeness is.

Their speech is clever and witty, and they are fond of abstract strategy games. They enjoy ornate and complex polyphony, and will spend hours exploring theology and philosophy (two disciplines which they have the wisdom not to separate).

Urvanovestilli culture places a very heavy emphasis on a facet of virtue which they call contrainte. Contrainte is a kind of inner constraint, where order is approached by adjusting conditions inside before conditions outside, and not letting oneself be wrongly controlled by external circumstance. A similar concept is embodied in the words 'moderation' and 'self-control.'

Contrainte enables a man to be free and use that freedom responsibly; it enables a man to have access to drink without getting drunk; it enables him to think constantly without becoming rationalistic. The Urvanovestilli homeland has the richest natural resources in the world, and (with centuries of first rate craftsmanship and efficient work) they are by a wide margin the richest nation in the world. Despite this, they keep a very cautious eye on wealth, so as not to be enslaved by it. Theirs is not a culture of consumption; though some of their interests — art, sculpture, board oriented strategy games, tinkering — generally are pursued in a manner that involves wealth, the bulk — discussions, prayer, dance, imagination, thought — do not. Consumption as a status symbol and waste are both seen as vulgar.

In contrainte is also balance and complement. There is time in solitude and time in community, freedom and responsibility, private and public property, work and rest.

It is in contrainte that an ornate system of etiquette does not obscure love, and elaborate ceremonies do not obscure worship. Just as they do not have their sights set on wealth — they do not look to it for happiness, security, and other things that it can not provide — and are therefore able to enjoy it (among other and greater blessings) without being harmed, so also they set their sights on love and worship, and therefore do not permit rules of etiquette or liturgical forms to make themselves the focus and cause hearts to become cold and dusty.

Contrainte likewise allows them to act efficiently without becoming efficient. Off of work, life takes a calm and leisurely pace; nobody fidgets. It allows them to be very judicious in their use of money, and at the same time very generous; their hospitality is lavish, and it is unheard of for anyone — friend or stranger, native or foreigner — to go hungry in their land.

The single greatest mark of contrainte lies in that, with all of their achievements, they remain open to the gifts of God. Contrainte itself — though they work very hard to cultivate it — is not something that they try to achieve on their own power, but ask for in prayer, expecting to receive as a gift from God. Nor is it set up as the supreme context, the Supra-God to which God must bow down; they know nothing of religion within the bounds of contrainte. Contrainte does not "point to" itself as an object of worship, but rather God; it brings, in worship of God, a desire to grow in faith, hope, and love. It is like being reasonable enough not to be rationalistic.

On the surface, the Urvanovestilli culture appears to be the antithesis of that of the Shal. One is complex, and the other simple; one is rich, and the other poor; in one, people sit and talk for hours; in the other, people sit in silence for hours.

At the very heard, though, they are very much the same; Urvanovestilli, when traveling and visiting the Shal, feel that they are at home; the Shal find the Urvanovestilli to be brothers. They see beyond, rest in God's love, and love their neighbors.


The Urvanovestilli are quiet, patient, temperate, and refined. They are classically educated and cultured; their country is a federation of republics, each one ruled by a senate in a tradition that has remained unchanged for centuries. Tradition is strong, and families remain together; come evening, three or four, sometimes even five generations sit down at one table, eating and drinking, talking and listening, long into the night. There is a great respect for age, but a respect that in no way despises youth; the oldest spend a great deal of time caring for the youngest. Indeed, one of the first sights to greet a visitor who steps inside an Urvanovestilli mansion is often a grandfather or great-grandfather, with a long, flowing white beard, sitting with a child on his knee.


Urvanovestilli names are long and ornate. The full name is rarely spoken outside of formal ceremonies; even Urvanovestilli do not often pronounce thirty syllables to refer to one entity; all the same, each one is considered important. The names are:

Family name: This is the first and foremost of names, and the most cherished; it is the most commonly used.

Maiden name: Among married women, this follows.

Birth name: This is the name given at birth, and is often used within families and when there are several people of the same family present.

Reserve name: This is a very intimate name, which is not always known outside of family and close friends; it is spoken with a great deal of affection and familiarity.

Baptismal name: This name is chosen at baptism by people who know the person well, and given a great deal of prayer; it is used especially in religious contexts.

Regional name: This tells of the city or village a person comes from, carrying with it connotations of regional flavor and culture. It is used primarily in reference to travelers or (occasionally) people far away.

Friend names: These names (some do not have any; a few have ten or eleven; the average is two or three) come according to friends; a friend can bestow a name, and it becomes thereafter formally a part of an Urvanovestilli full name. When such a name is bestowed, it will become the name used primarily by the person who chose it.

The phrases of politeness — those which would correspond to hello, goodbye, please, thank you, you're welcome — are all benedictions; they take innumerable forms and beauties according to the people and situation. Blessing is something which they value; they often speak of good things — friends, virtue, art and music, food and drink — as so many blessings from the heart of the Father.

The traditional greeting is a hand raised, open save that the ring finger bends down to meet the thumb, or (when greeting a child) placed atop the head; the gesture is a symbol of benediction. It is followed by three kisses on alternate cheeks.

In youth, Urvanovestilli are filled with a wanderlust. They voyage to many different places, seeing different nations and lands — as well as the variety of their own cities — and enjoy experiences which provide a lifetime's worth of memories. The wayfaring is never really complete, though, until it becomes the voyage home: the Time sometimes comes after two years of travel and sometimes after ten, but the Spirit always makes it clear. When that Time comes, each Urvanovestilli spends a little longer — perhaps a month — with the people he is visiting, and then leaves, with a very passionate and tearful goodbye.

It is Time to return home, to put down roots, to deepen, to mature; Time to wholly enter into the homeland. From this point on, the Urvanovestilli is no longer a wayfarer. The memories of his travels are cherished and very dear, a set of riches that he will always carry with him, and he will still send blessings, gifts, letters, and occasionally visits to friends in far away lands, but it is no longer time to go here and there; it is Time to grow into family, friends, and city.

Urvanovestilli writings and teaching, the means by which theology and philosophy are transmitted, take many forms — poems, riddles, parables and allegories, personal conversations, to name a few — but the predominant form is a systematic and structured logical argument: point one, point two, point three, subpoint three b, conclusion one... The structure carries allusion, nuance, and beauty; it leaves room for the speaker to make a very beautiful craft of words.

They enjoy being absorbed in thought; it is how they spend a good time of each day. They do not look down on sensation — indeed, they have a great appreciation for what is a very highly developed art, music, and cuisine — but it does not fill their world as it does that of many others. Abstraction and complexities of thought are fundamental to their experience of the world: sensation leads into perception, perception leads into concrete thought, and concrete thought leads into abstract thought. Moments of immersion in the senses are rare, Sensation, being the outermost layer, is governed and enjoyed from within. Its form is generally of aural and visual character; the aural side is shaped by words, and then accommodates the other plethora of sounds, and the visual side is shaped by the forms, the spaces, and the interactions of their devices, and sees something of springs and gears in the world around.

Their faces appear at first glance to be almost expressionless — a faint hint of a smile, perhaps — until you look at their eyes, the first window to the fire and intensity within. Urvanovestilli eyes — whether brown, amber, hazel, grey, or blue — bear an intense, probing gaze; in Urvanovestilli culture, eye contact is almost continual, and reflects a fire, an intensity, a passion, that fills their way of life. It does not take long to be reminded that eye contact is a form of touch; their eyes seem to be looking into your spirit. The gaze, in its intensity, is never cold and calculating, never the chilling, devouring stare of a steel face beyond which lies a heart of ice; at its most intense and most probing, it is the most filled with love, and most easily shows the intense fire within. They can rest — and they know calm and tranquility — but there is a great energy within, an energy that shows itself in their artwork and writings. Those who read their theologians certainly do not fail to notice the depths of wisdom and insight, but what is most striking is their love for God. The passion — of their love for God, for spouse, for family, for their neighbor; of desire to grow in virtue and knowledge, for their work — burns, and their experience of emotion — of discovery, of awe, of appreciation of beauty — is long and intense, complex and multifaceted. This emotion is the other side of contrainte; it is the same virtue that enables them to enjoy wine in temperance, and to be moved to tears by music and theater. It is not a "virtue" of stifling — that would be far too easy, but of control and proper enjoyment. Just as they find abstinence from drink to be too easy, a way of dodging the lesson of moderation, stifling emotion and crushing it would be, to them, a way of dodging the lesson of passions rightly oriented in accordance with holiness and love — not to mention an unconscionable destruction of an integral facet of being human.

Those Urvanovestilli who are the most virtuous, the most filled with contrainte, are nearly always the most passionate.


Urvanovestilli are usually short, but look like very tall in miniature, with clear white skin and jet black hair. The men have a thin and wiry frame, with sharp and angular features. They have flaring eyebrows coming out of a prominent brow, a thin, hooked nose, and tufts of fine hair flaring away from their ears. Skin holds tightly to bones, muscles, and veins, and arms end in long, thin hands with nimble fingers. Their voices are a very soft, almost silent tenor.

The women are somewhat slender, but a slenderness which is graceful and rounded. Their features, as well as their build, bear this slender, graceful, rounded character, and their movements are light and flowing. (If the men know more of passion, the women know more of calm). Their voices are high and clear, with a sound that is like silver, like cold and crystalline water, like clear, light, dry Alsace blanc.

Urvanovestilli worship services are long and complex, with ornate liturgy and ritual. The language is florid and ornate (like that of the liturgy stemming from St. John Chrysostom) and every sentence of the liturgy would embody theological truth. The homilies (although not the only part of the service which varies (much of the liturgy itself changing according to a traditional pattern dictated by a complex algorithm) from week to week) are themselves not that long. They are of moderate length, and differ from the liturgy — which presented different doctrines sentence by sentence — in being a full and well-developed presentation of one single idea, expressed in unequaled detail and eloquence.


The Urvanovestilli homeland is named 'Flaristimmo'.


Urvanovestilli city — Capitello

Capitello is the capital of the Urvanovestilli land, and the classical Urvanovestilli city.

At the very heart lies a cruciform cathedral. It is an immense domed building, the outside in white marble, covered with statues and spires. Inside, all is dark — or so it seems to a person who first steps in.

Someone who steps in first stands in place, seeing nothing really, perhaps a few points of light in the darkness... and then, very slowly, begins to adjust. It is cool inside, and very still. The silence is a silence that can be heard, a very real and present stillness. As he begins to step into the coolness and the silence, he begins to see light — light that had gone unnoticed at first, but as he steps into it, becomes more and more visible. The light is shining through a thousand candles, each one bringing a little bit of light, a little bit of warmth, to what is around it. Then, after the candles become visible, it is seen what they illuminate — mosaics, worked with colored dyes and gold leaf... and faces.

Outside of the cathedral lies an open garden with fountains and statues. Around the garden lies a circle of seven great halls. In clockwise order, beginning south of the cathedral, they are:

Library: This collection, the largest in the world, has at least one copy of all known writings, and a scriptorium in which they are copied and transmitted.

Device museum: This is a clockwork building filled with exemplary devices (and copies in various states of disassembly).

Senate: This building is decorated with arts and crafts from the cities throughout the land; it is a place where senators (two from each city and one from each village) meet to govern the nation.

Mayorship: This is the local senate, the seat from which public affairs are run; the majority of political power is on a local level (the senate being the head of a confederation), vested in the town elders.

Forum: This is an immense amphitheater which hosts a variety of speakers, panels, and open talks. Lecture is the predominant medium and presentation, but poetry and storytelling occur not infrequently. The forum, along with the evening worship services in the cathedral, walking in the garden, attending a concert, or looking through the art museum, is appreciated as an enjoyable way to spend a night out.

Music hall/theater: This hosts concerts and recitals, theatrical performances, operas, dances, pyrotechnic displays, occasional Janra acrobatic performances, dramatic readings, puppet shows...

Art museum: Half of the space is devoted to permanent exhibits, and half to temporary displays. Most of the finest artwork ever produced by Urvanovestilli, and a good deal of the finest artwork from other cultures, may be seen here.

Outside of the seven halls lies what is called "the mélange"; outside of the mélange lie fields, pastures, and vineyards; outside of the farmland lies forest.

The mélange is a large annulus which contains mansions, shops, roads, paths, public squares, gardens, open lots, little forums and theaters, restaurants, and so on. It is where a great deal of life and culture transpires; in the little nooks and crannies, inside the parlors of the houses, a lot transpires.

The Urvanovestilli enjoy going out, but the enjoyment does not come from despising being at home. The parlors, which have the distinction of being within a person's home and hospitality, are lavishly furnished, with couches, chairs, lanterns, some instruments, a liquor machine, some sculpture or paintings, often a fountain or clock or... and people enjoy sitting around, talking, reading, performing music...


Urvanovestilli city: Éliré

Éliré is known among the Urvanovestilli as the city of seashells. While most Urvanovestilli cities are built out of white stone, in ornately embellished classical geometric forms, Éliré is built out of sandy yellow stone, in flowing curves; buildings seem like giant seashells. The artwork and jewelry are crafted from seashells and other treasures from the sea — coral and pearls — and the public squares are filled with fountains and pools, where colorful fish swim about.

The people enjoy swimming, and often meet the dolphin population; they enjoy each other.


Urvanovestilli city: Mistrelli

Mistrelli lies in the heart of the Fog Valley; a shroud of mist cloaks the ground, out of which rise trees and tall buildings with spires and towers. Inside the buildings are all manner of tunnels of tunnels, secret passages, and trapdoors; there are clockwork devices in each one. Throughout the city are spread a handful of entrances to a vast underground labyrinth, of which the better part is known; there are all manner of doors and puzzles inside.

The city is full of rose bushes, climbing up the sides of the buildings, over and around gates; most are yellow, but there are some of every color.

The people take a long time to get to know, and their personalities always have hidden gems. Their study of theology emphasizes mystery and the incomprehensible nature of God; Connaissance, a theologian from Mistrelli, began and ended his magnum opus with the words, "I do not know."


Urvanovestilli city: Fabriqué

Fabriqué is the biggest of Urvanovestilli port cities; it lies on the Tuz border, and is the site where ships — full rigs with multiple masts, many sails, and innumerable ropes — are built. They are polished and ornately carved, well suited for transport and trade as well as a work of art. The crews hired tend to be heavily Tuz — strong and sturdy workers who have no problem tying a rope as thick as a wrist in waves and storm — and set sail to other Urvanovestilli ports and ports around the world, transporting voyagers and cargo to destinations near and far.


Yedidia

The Yedidia culture is a culture of vibrant life. They live in buildings woven out of living trees and plants; the doorways are filled by hanging curtains of leafy vines which softly part as a person passes through.

Their manner of gardening spins out of a wonderful talent for drawing beauty out of the forest; many visitors come for the first time, do not even realize that they have stepped into a garden; they only notice that the forest's beauty is exceptional there.

The Yedidia are very sensitive to the rest of Creation; they speak in a melodic, lilting tongue of the purest song, but even that language is not the one that is closest to them. The first language of every child is that of rocks and trees and skies and seas. They know how tot call birds out of the forest to fly into their hands; they know how to make plants flourish.

They have ears to hear the crystalline song by which the Heavens declare the glory of their Maker. They appreciate the beauty of the created order as it tells of the Uncreate with a power that can not fully be translated into words — and they use the language of Creation to speak of the mysteries of the Creator, whose fingerprints are everywhere in nature.

They look into the great and unfathomable vastness of space; it furnishes the language by which they tell of the great and unfathomable vastness of the Creator. They know the energy, the great fire out of which the sun pours out light and energy; it furnishes the language by which they tell of the energy and great fire in the heart of the Father, offering warmth and light freely and without cost. They dance in the rain, the life giving water poured out from above; it furnishes the language by which they speak of springs of living water come down from Heaven. They admire the beauty of the lilies of the field, which simply rest in the sunlight, rain, and dew showered on them; it furnishes the language by which they speak of resting in the love poured out. Their eyes are not closed when a grain of wheat falls to the earth and dies...

They are sensitive to the silent beauty that is sometimes unnoticed even by the Janra. They enjoy the brilliance of the sun, and the pale blue luminescence of the moon; the gentle warmth of a summer night, and the powerful motion of a pouring rainstorm (and there are few things many Yedidia enjoy more than being thoroughly drenched). They look at the veins of a leaf, the hairs of a caterpillar, the motion of a snail; they listen to the song of birds, the sound of wind whispering amidst the leaves, the splashes of water flowing over rocks; they taste the cold freshness of water, the tartness of lemons, the sweetness of strawberries; they smell the soft fragrance of jasmine, the spice of cinnamon, the freshness after a rain; they feel the velvety softness of a rabbit's fur, the raspiness of a rhubarb leaf, the roughness of bark, the smoothness of a worn stone, the gentle kiss of a summer breeze, the springiness of pete moss, the shimmering heat of fire long into the night, the light tickle of a crawling gecko, the fineness of a child's hair, and the warmth of a friend's face.

They are as intuitive as they are perceptive; the emotions of friends especially, but strangers as well, are quickly understood; be it singing together, a friendly joke, talking, listening, leaving alone, sitting together in silence, holding a hand, giving a hug — they always seem to know.

The Yedidia make wines and incense which even the Urvanovestilli do not come close to. It is, though, the Urvanovestilli who make their garments. Some are short, some are tall; some are slender, some are rounded; they tends towards being fairly short and fairly round, but there is a lot of variety. All, though, have olive skin and dark, shiny black hair; the women wear a long, flowing robe of kelly green, over which cascades of hair fall and spin, sometimes reaching to the waist, sometimes almost touching the ground; the men wear cloaks and tunics of walnut brown. The clothing is soft and light as air; it streams out in the motion and jumps of dance — like their music, smooth, soft, flowing, graceful.

"Dance, then, wherever you may be, for I am the Lord of the Dance, said he." Theirs is a culture full of joy and celebration; it is full of smiles, and always willing to welcome a visitor. Finding something good, they look for someone to share it with.

They are very sensitive to the cycles of nature, of the day, of the phases of the moon, of the seasons in turn. They shape the regular rhythm of their songs, and provide a sense of constancy and regularity, again, which furnishes the language by which they speak of the constancy and regularity of the Creator.

The traditional greeting is a soft and gentle hug, one which often lasts a while (or a butterfly kiss, or...). That touch, as their faces and voices as they speak, bears a great deal of expression: The phrase of greeting used means, literally, "Here is a person in whom I find joy." The words remain the same, but the music of the speech colors it to perfection.

Though each culture has its own drink — even the icy cold water enjoyed by the Nor'krin is appreciated by visiting Janra, who recognize it as a gift given without sowing or reaping — drinks are one of the first things that come to mind when most people hear the word 'Yedidia'.

First of all are their wines. Nearly all of the finest wines are made in their land. Red and white, and a little bit of rose and green, are stored away in caves to age for years, perhaps decades, before being opened to enjoy with friends and memories.

After the wines come cider; it is served hot and well spiced; the spicing is done in many different ways, and gives a wonderful variety to a very soothing drink to warm a cool evening.

There are fruit juices of every color of the rainbow; strawberry, pear, guava, banana, apple, peach, and fig are but the beginning of a very long and flavorful list. There is, though, one strong point of commonality: the fruit is always still attached to the plant a few minutes before it is served.

(the variety of fruit juices is fermented and aged as are grapes to make wine, but that variety of drinks is reserved for very special occasions)

They also enjoy teas and infusions; the trees and herbs provide another spectrum of tastes to sip with friends.

Roots of various plants are sometimes spiced to provide another drink.

Yedidia cuisine varies somewhat from region to region. In some places, it is based on fresh fruit, and in others, on breads, cereals, thick soups and vegetable stews; the latter is spiced, lightly salted, and often has some meat for added flavor. All forms of Yedidia cuisine begin with a small salad (either garden or fruit), have a main course of some form of the local specialties, are followed by a platter with an assortment of breads and fresh fruits, and end with a dessert of cheeses or cured fruit.

Life, to the Yedidia, is one big, long party, and, to the Yedidia, song is the symbol of celebration. They sing in the morning, and sing in the evening; they sing while working, and sing a prayer — hands joined together — before meals. Thought is expressed in song; the first place to look for an expression of their perspective on theology and philosophy is in the verses of their hymns. There are many cherished songs shared across the nation, but there is also much spontaneity and improvisation; their way of speaking/singing is in metered verse, and a wealth of their wisdom is embodied in the rhythm of hymns, regular and dependable as the cycles of nature. The day, the moon, the year — these different cycles are echoed in the structure of verses.

For the beauty of the earth, for the glory of the skies, For the love which from our birth over and around us lies: Lord of all, to Thee we raise this our hymn of grateful praise.

For the beauty of each hour of the day and of the night, Hill and vale and tree and flower, sun and moon and stars of light: Lord of all, to Thee we raise this our hymn of grateful praise.

For the joy of human love, brother, sister, parent, child, Friends on earth, and friends above; for all gentle thoughts and mild; Lord of all, to Thee we raise this our hymn of grateful praise.

For Thy church, that evermore lifteth holy hands above, Offering up on every shore her pure sacrifice of love: Lord of all, to Thee we raise this our hymn of grateful praise.

For Thyself, best Gift Divine! To our race so freely given; For that great, great love of Thine, peace on earth, and joy in Heaven: Lord of all, to Thee we raise this our hymn of grateful praise.
This is my Father's world, and to my listening ears, All nature sings, and round me rings the music of the spheres. This is my Father's world: I rest me in the thought Of rocks and trees, of skies and seas; His hand the wonders wrought.

This is my Father's world, the birds their carols raise, The morning light, the lily white, declare their Maker's praise. This is my Father's world: He shines in all that's fair; In the rustling grass I hear him pass, He speaks to me everywhere.

This is my Father's world, O let me ne'er forget That though the wrong seems oft so strong, God is the Ruler yet. This is my Father's world: the battle is not done; Jesus who died shall be satisfied, and earth and Heaven be one.

The Yedidia are the most alive to sensation; each sense is valued, and each one provides something a little different.

Touch is pre-eminent; it is enjoyed immensely, and they consider it the most informative of senses. Touch tells them of texture and temperature, of moist and dry; by how things respond to pressure, they can feel what is present beneath the surface and what structure it forms; it tells much of emotion. When sensation yields perception, touch provides them with the greatest richness.

Smell is a sense of memories; to walk through an orchard is to remember seasons past. It no less bears a tale of what has happened; each person bears his own distinctive smell, and a place by its smell tells who has passed by. Many different things leave a mark on a placés scent, and to smell is to be told, as if in a far-off memory (indeed, like those that smell mysteriously triggers), what plants are present, what the weather is like and has been, who has passed by, what fruit was picked — though not all of this is perceived all of the time, the fragrance of a place often tells bits and pieces.

Sight is a sense that works by light illuminating all that it shines on (and this is something from which they draw a lesson). It tells of the color, the form, and the beauty of what is around; what is moving and what is still; it tells of what is far away and can not yet be touched. It serves as a guide to what is around, as a guide by which to move and act in an unknown situation, and it bears its own beauty; all of this provides lessons about God and about faith.

The first sound in their mind, and the one they most love, is song. The song of a friend's voice, the song of a bird chirping, the song of a babbling brook, the silent song of silvery blue starlight — all of these are listened to and enjoyed.

The taste of food tells of the time of year and of culture. Drink and food are a kind of art, and its taste tells both of the time of year and how it was prepared.

Yedidia emotions have a fluid character; they are a sensitive people who are easily moved and who show their emotions quickly. Their celebration is filled with smiles and mirth — as is, indeed, much of life. Tears are held to be very precious — in their language, the same word means 'tear' and 'diamond' — and they know tears, not only of sorrow, but also of joy. Tears come to greet both memories and powerful music, and mark as both sign and symbol the most significant events in life — farewell and death, yes, but also a loved one regained, and birth, and marriage. Memories and hopes, also, are precious. They know sorrow, but never bitterness; however deep and angst-ridden the sorrow may be, deeper and more healing is the joy. Farewell is always marked by the thought of, "I will be able to enjoy your presence again;" on many a deathbed has been spoken the words, "We will be brought back together again in the heart of the Father. It will not be long."

Yedidia worship services are filled with songs — celebrations in which everybody participates.

The Yedidia homeland is named 'Syllii'.


Yedidia character: Sylla

Sylla is relatively short and rounded; she has dark, olive skin and soft, brown eyes. Her hair falls down to her waist, and she wears a long, flowing kelly green robe, as is traditional among Yedidia women; more often than not, a chain of flowers rests in her hair. She chooses to go barefoot, so that she can feel the grass, the moss, the earth, and the stones beneath her feet.

The only possession which she carries is a small harp; a slow strum accompanies a soft and gentle song. She also has with her a pet: a milshh: a small, eyeless animal, about two feet long, with brilliant golden fur that is long and soft, two large, pointed ears, eight short, flexible legs ending in large paws, and a shiny black nose which is always sniffing inquisitively. It is both shy and curious, and it is very warm and affectionate; it is usually very calm and sedate, but often becomes very excited when it smells someone familiar.

A quote:

Fair is the sunlight;
Fairer still the moonlight:
Fairest of all, is the light of thy face.


Jec

The Jec life is filled with faith, humility, and simplicity. They live in small rural villages, where farmland — pastures, fields, orchards and vineyards, the village commons — outlies a few houses, some artisan's shops, and a simple church.

They are peasants very much like those chosen to be apostles, and the carpenter who chose them. Farmers, blacksmiths, cobblers — clothed in rough, plainly colored robes, they are the sort of people one could easily overlook in the search for the spectacular. It is calloused hands and dirty fingernails that are lifted up to God in worship, and that continue to worship by placing a yoke on a pair of oxen, gathering firewood, peeling carrots and potatoes, or threshing wheat. There are many who are given great wisdom and knowledge, a faith to move mountains, or who speak in the tongues of men and angels, but they do not bear an otherworldly air or a strange electricity; they appear as men and women like any other, usually harvesting barley or carving wood.

Their thought is expressed in parables, little stories, and proverbs, the first and foremost of which are "Love Yahweh your God with all of your heart, and all of your soul, and all of your mind, and all of your might," and "Love your neighbor as yourself." There is a great sense of community and continuity, carrying the torch passed down by the saints who walked before.

They do not really travel; most are born, live, and die within a few miles of a single point. They do not look down on wayfarers who voyage far and wide to see the height of mountains and the vastness of seas, and enjoy the richness of the visible and invisible artifacts of the variety of cultures, but they pay a lot of attention to what is easy to pass by without noticing. They know their culture, their village, and its people very well.

Jec culture is a culture of the very small. They see the great in the small; in the Law of Love is seen all of virtue and right action; in a tiny shoot pushing out of the ground they see an immense oak whose branches will someday provide shade; in a simple gift, they see the love that gave it. They are fond of the words, "He who is faithful in little is also faithful in much." Piety is given expression in the tiny details of everyday life, to which careful attention is devoted. They search to love God by seeing to the needs of whoever they are with.

Gift giving occupies an important cultural position; each gift serves as a little symbol, a little morsel, of love. The gifts are very simple — poverty does not permit the spectacular — but are given generously. A flower, an apple, a song, a blessing, a handshake, a prayer, a poem, a cup of cold water wood carved into a statue or a whistle, an oddly shaped pebble, a skin of wine, a walk, a story, a patterned candle — all of these are given.

Sight, sound, touch, smell, taste — there is nothing really special about their use of senses. They notice and enjoy little details; there is not much more to say.

The language has simple rules and few words; it is one of the easiest to learn, and bears well the load of talking about everyday matters, about personality and friendship, and about God.

When two Jec meet, one is usually coming to visit the other, and something of this notion of visit and welcome is embodied in the greeting. The visitor comes with one arm outstretched and hand open, saying, "I give you my love." The host clasps the outstretched hand, bowing slightly, and says, "And I return to you mine." These actions are accompanied by a gentle smile.

They are fairly short, with tan skin, brown eyes, and hair that is usually brown (and sometimes black or sandy blonde).

Their emotions are the emotions of being human, the common points of feeling shared across all culture. They know at least something of laughter and peace and passion and tears and awe; if there is one point that runs strong, it is a sense of tradition, community, continuity, and place; they have a sense of unique importance and a part in the great plan (two concepts which are not really separate in their thought).

Jec worship services are simple, without any real distinguishing remarks — no bells and smells, just a week by week liturgical service presenting the Gospel message and embodying worship. The opening words of each service are, "Hear, O Israel, Yahweh your God is one. You shall love Yahweh your God with all of your heart, and with all of your soul, and with all of your mind, and with all of your might. You shall love your neighbor as yourself. Love one another."

The Jec homeland is named 'Tev'.


Shal

The language is soft, gentle, simple, and calm. It is spoken slowly, as if it were a lullaby; it has few words: simple, little words with rich and profound connotations; 'Way', 'Tao', and 'Word' are like the nouns which are used.

Even the verbs are rarely verbs which tell of action. Rather, they describe that which is; 'be', 'abide in' 'embody', 'love', 'nourish', 'support', 'is the friend of', 'know', 'receive', 'is from', 'resemble', 'live', are the essential words which a child would learn as one of our children would learn words such as 'walk', 'talk', 'eat'. Just as our language has different words — 'walk', 'run', 'jog', 'sprint', 'mosey', 'trot', for example — which tell of the action of moving by the us of legs, so their language has at least a few different words to tell of being, or understanding, or abiding, or loving. The way of speaking sometimes does not even need verbs; there are more adjectives than adverbs.

The genius of the language is embodied in a flowing prose which is the purest poetry; words with the simplicity of a child. It does not have abruptly ending sentences, but rather slides somewhat like Hebrew; one thought gives form to the next. It has something like the feel of the prologue to John's account of the Gospel, or his first letter; it has something like the feel of a Gregorian chant; there is nothing abrupt in their speech or music. They speak, but even more, they are silent; there is a communion.

The understanding is one which see beyond, which looks at the surface and sees into the depths. They stand dazzled by the glory of the starry vault, and worship the awesome Creator who called them into being; they look at a friend's face and see the person behind.

Their culture is a place of perfect order. It is ordered by things being placed rightly; by God worshiped by man, the spiritual ahead of the physical, being beyond doing.

It is of this that God is known in all of his majesty, that spirituality becomes rich and profound, that there is a right state of being. This brings the lesser things to flourish. Men shine as they reflect the glory of God. That which is physical is enjoyed immensely — the warmth and softness of a friend's touch, the sweetness of a freshly picked orange, the fragrance of a garden of flowers, the sound of a bird's song, the colors of a sunset — all of these things are received gratefully. Being, they do; they tend the garden, and create.

The order flows from resting in the Spirit and from love; there is no one who thinks of order. The truthfulness knows nothing of oaths; the order knows nothing of rules, nor even of honor and morality.

The culture is best understood, not by looking at men, but by looking at God. God gives generously, and they receive and rest in his love.

There are many people in modern society who, when waiting in an office or at a traffic light, become agitated and begin to fidget; they are hollowed out by an excess of doing. The Shal are innocent of such hurry. They act, but it is a doing which flows from being.

Food, wine, music, incense, touch, silence, storytelling, dance, drama, puppetry — it is not often that they all get together to have a celebration (they prize greatly time spent alone with one person, and then extended families and tightly knit communities).

Shal culture does not exactly have greetings as such; their way of thought works differently.

To say 'hello' or 'goodbye' is an action of an instant, in two senses. In one sense, it lasts for an instant; no one says 'hello' twenty times or shakes hands for five minutes. In the other sense, it marks an instant, the instant where absence becomes presence or presence becomes absence.

The Shal do not really think in terms of instants; time is measured and perceived — or, rather, not measured and not perceived — by moments. A friend is present, and he is enjoyed, and then he is absent, and then there is solitude. In the place of a greeting, the Shal have a presence. With the Shal, you never get the feeling that you are alone and there is another person nearby who is also alone; you never get the feeling that there is a close group of friends nearby and they are inside and you are outside. If a Shal is nearby, he is present; indeed, the Shal have a very present touch.

Life, to the Shal, is full of moments. There is a meal with friends, and then there is reflection in solitude, and then there is a beautiful song, and then there is time with a friend, and then there is prayer, and then there is sleep, and then there is work tending to the trees... There is not interruption or haste; a moment lasts as long as it is appropriate for a moment to last.

Their moments of community are profound; their moments of solitude are even more profound. 'Withdrawing' is what they call it; it is a time of stillness, and an expression of a love so profound that all other loves appear to be hate. It is a time of finding a secret place, and then withdrawing — from family, friends, and loved ones, from music and the beauty of nature, from cherished activities, from sensation — into the heart of the Father. It is a time of — it is hard to say what. Of being loved, and of loving. Of growing still, and becoming. Of being set in a right state, and realigned in accordance with the ultimate reality. Of purity from the Origin. Of being made who one is to be. Of communion and worship. Of imago dei filled with the light of Deus. Of being pulled out of time and knowing something of the Eternal.

This withdrawing fills them with an abundant love for other people, and gives them a renewed appreciation for nature and music; it fills them with silence, and fills their words and song.

Their perception of the world is quintessentially tactile. Sight, hearing, and smell all work at a distance; touch perceives what is immediately present. The eyes, ears, nose, and tongue are all organs of sense at one place on the body — more sensitive in some places and less in others, to be sure — and feels all of what is immediately present. Touch provides the physical side of the presence which is so greatly valued.

The emotional side of the culture is filled by peace, in which is embedded joy and contentment. It does not change very much or very quickly — though it encompasses affection, or appreciation of beauty, or a special serenity, or absorption in thought.

Their appearances have the peculiar property of not seeming to be any particular age. If you look, age is not very difficult to judge, but somehow the thought doesn't come up. They have a rounded shape, soft eyes, and warm, soft skin.

Shal worship services are different from the others. They are characterized, not by the presence of words, but by the presence of a profound and penetrating silence where God is imminent. There are a few words, but they are not where the essence lies.

The Shal homeland is named 'Liss'.


Janra

The Janra, unlike any of the other cultures, have no homeland; they voyage among the other lands, where they are generally well-liked and warmly received. Their wayfaring is at once literal and symbolic: literal in the sense that they know that they are passing through this earthly country for a better one. They enjoy all of the lands that they visit — they have an informal character, and always seem to be at home — but they know that none of them is really home.

It must be said that they know how to move. They can walk, skip, and run, of course, but that is only the beginning. Trees, buildings, and cliffs are climbed like ladders. Come oceans, rivers, and lakes, they will happily swim. Be it lightly skipping atop a thin wall, or jumping out of a window to grab a tree branch and swing down, or running at top speed through the twisty passages of the Southern mines and caves, they make acrobatics seem another form of walking. Somehow, even flipping through a window or somersaulting under a table, they have an extraordinary knack for barely missing collisions with hard objects; the Urvanovestilli are still debating whether this is the result of skill or luck.

The dances of the Urvanovestilli have a marvelous complexity, and those of the Yedidia are known for their flowing grace, but there is still nothing like the spinning energy of the Janra. The Janra are very adaptible, pulling bits and pieces from other cultures and setting them together in vital new combinations. In some of the dances can be seen bits and pieces — moves of strength that look like Tuz wrestling, or complexity from the Urvanovestilli — and the result is nothing short of breathtaking.

In their adaptibility, they usually speak at least a few words of each language, and usually borrow whatever form of greeting is common in the land they are visiting. They are familiar with the household objects (often enough to use them in new ways). This, combined with a flair for practical jokes, is occasionally enough to annoy the town guards, but (more often than not) their antics leave people laughing, sometimes to the point of tears.

The Janra have a remarkable talent for not remaking God in their image. Their description of Jesus is anything but boring and respectable — a firebrand with a phenomenal knack for offending religious leaders, in the habit of telling respectable pillars of society things such as, "The prostitutes and tax collectors are entering the Kingdom of Heaven ahead of you." — and they are known for an honesty that can be singularly blunt. They know that he passed over scribes and lawyers to call, as disciples, a motley crew of fishermen, tax collectors, and other peasants — one terrorist thrown in to make matters interesting. They are, however, just as cautious not to water him into only being a social reformer who had nothing to say about sexual purity.

For all of their sharpness, for all of their ability to bring forth the most embarrassing Scriptural teaching at the worst possible moment, it must also be said that the Janra have hearts of pure gold. Love and compassion are constantly in their thought and action; they are the first to share their food with a beggar, say hello to the person who is alone, or ask, "Are you hurting?" The accusations brought against them are accusations of having too many quirks, not of being unloving.

Their language is of a force that is not easily translated into writing; of course it has nouns, verbs, adjectives, adverbs, etc. and respects masculine and feminine, but intonation, speed, vocal tension, and other factors tell at least as much; they carry connotation and sentiment, express the level of clarity of understanding the speaker believes he has, and many more things. There are also a number of verbal tics, on the order of two or three dozen ('Eh?' is, however, not included, and apparently perceived to be a mark of general silliness); in a sense, they don't do anything, but in a sense, they add a very nice pepper to the speech.

Janra thought involves a kind of sideways logic, which is part of why their ways of speaking are difficult to describe. They take little bits and pieces from different places, and put them together in unexpected ways, making connections that can be very surprising. They are very good at reading between the lines, and sometimes perceive things which were not intentionally meant to be communicated. Sometimes they borrow manners of speech from other people — conversation, structured argument, metered verse, stories, parables, and so on — but their usual way of speaking has all sorts of sideways jumps and turns, with segues that can be rather odd, and often leaves gaps; these gaps are not a matter of sloppiness, but rather something like a joke or riddle where the hole is intentionally left to be filled in by the listener.

"When it comes to games, never try to understand the Janra mind."

-Oeildubeau, Urvanovestilli philosopher and anthropologist

It is known that Janra sports usually last for at least half an hour, involve a ball, two or more teams, running and acrobatics, and animated discussion. Beyond that, neither the Urvanovestilli's logic nor the Yedidia's intuition are able to make head or tail of them. In general, the teams appear to have unequal numbers of players; the players often switch teams in the course of play; teams are created and dissolved; the nature of the activities makes sudden and radical changes; there is no visible winning or losing. There are occasionally times in the course of play when some intelligible goal appears to be being approached... but then, all players seem to be approaching it in a rather erratic manner (when asked why he didn't do thus and such simple thing and achieve the approached goal by an inexperienced anthropologist, one of the Janra said, "Technically, that would work, but that would be a very boring way to do it," and then bolted back into play: the extent to which game play is comprehensible heightens its incomprehensibility). Late in life, Oeildubeau hinted at having suspicions that, if the Janra believe that they are being watched, they will spontaneously stop whatever sport they are playing, and instead begin a series of activities expressly designed to give any observer a headache.

Janra come in all shapes, sizes, and colors, showing bits and pieces of other races; they tend to be of moderate to tall height and a lithe build. Most are fairly light skinned (although a few are rather dark); a fair number of them have skin spotted with freckles. They have every imaginable color of hair (black, brown, blonde, grey, white, red, tweed, shaven head, etc). and eyes (brown, blue, hazel, grey, amber, purple, etc). They wear loose clothing in a variety of colors, usually quite vivid; red, purple, and green are the most common of solid colors, and patches or stripes of some pattern or the whole rainbow appear not infrequently. Therefore, Al is a pud.

Their sensation of the world is primarily visual, and in a way patterned after their thought; visualizing and visual problem solving comes very naturally to them. They see, as well as beauty, a world to interact with, and parts to rearrange and make something new. Sound and touch serve largely to complement and extend visual image; taste and smell are enjoyed, but do not play a terribly large role. The other side of the coin (to problem solving) is observing and enjoying, which is also very much a part of culture.

Their emotional life has several sides. They carry with them, in their emotions, a little bit of every place and people they visit — the passion and control of the Urvanovestilli, the peace of the Shal, the festivities and music of the Yedidia, the respect of the Nor'krin, the enjoyment of exercise of the Tuz, the common factor of the Jec. Perhaps the most prominent side of all is laughter. Janra are immeasurably fond of banter and practical jokes, and have an uncanny knack for guessing who is ticklish. There is an element of what is carefree, spontaneous, and given to pure enjoyment of simple pleasures; there is also a large element of being immersed in sidethink, and they enjoy greatly the flash of insight when everything fits together. They are curious and enjoy discovery.

There is another side to this emotion which seems paradoxical, but fits perfectly. There is a difference between childlike and childish, and not a trace of childishness is to be found among them. They enter the Kingdom of Heaven as little children — in particular, like one little boy who stood up before crowds of thousands and asked, "Why is the Emperor naked?" Of all the skills people learn as a part of growing up, they know perhaps least of all closing their eyes and using intelligence as a tool to make oneself stupid. They are moved by what goes unnoticed, smiling at the beauty in a single blade of grass, and weeping at the death of a beggar who, homeless, friendless, handicapped and burned, explained that he was unable to drop a knife taped to his defunct hand for self-defense, but was still shot and killed outside of the White House by men entrusted with the responsibility of protecting innocent life.

There are two things to said about Janra worship. The first is that they adapt and participate in whatever is the local manner of worship (as do traveling Urvanovestilli and other wayfarers) — in that regard, they make no distinction between themselves and the peoples that they visit. The second — and this does not stem from any perceived defect in the other forms of worship, but from who they are — is that they hold their own worship services.

These services do not occur at a fixed time and place (though they occur more frequently when Janra are on the road between different locations), but at random intervals and locations, spontaneously. Anyone and everyone is welcome, and children and sometimes adults of other races are usually present.

They are a warm and informal occasions, where anyone can take the lead, and a great many activities are recognized as worship; the Janra have a particularly strong emphasis on the priesthood of the believer and the sacredness of everyday life. People sit in a big circle, and people or groups of people come to the center to present or lead as they wish.

There is no canonical list of activities that are performed at these services, but the following are common.

* Songs. The Janra sing their own songs (often improvised) or those of other peoples; those of the Yedidia are especially treasured. While singing, the people are sometimes still, sometimes swaying, sometimes clapping, and sometimes dancing with their arms.
* Prayer. One person will lead a prayer, or people will pray popcorn style, or...
* Sermons. A theologian or philosopher will preach a sermon.
* Sharing. Someone will share an insight or experience from personal life.
* Dance. The whole assembly will dance, sometimes in a long, snaking line.
* A joke is told. The Janra are fond of laughter.
* Drama. One of a few people will present a dramatic presentation, play, or skit.
* Group hug, usually in whatever is the common greeting of the land.
* Ticklefest. "Blessed are the ticklish, for the touch of a friend will fill them with laughter."
* Silence. This is treasured.
* Reading from the Scriptures.
* Reading or recitation of poetry.
* Storytelling.
* Juggling and similar activities.
* Acrobatics.
* Instrumental music.
* Non sequiturs.
* Miming.
* Mad libs.
* Impressions and impersonations of various and sundry people.
* Janra-ball. This occurs in a modified form such that members of other races, while still not understanding anything, are capable of participating. (Nobody gets a headache.)
* Eucharist. This is the most solemn and important moment, and occurs exactly once in a service — at the end.
* None of the above. This category is especially appreciated.


Janra character: Nimbus

Nimbus is fairly short and wiry; he has light, almost white blonde hair, deep, intense blue eyes which sparkle and blaze, and a rich, laughing smile. He wears a loose, shimmering two-legged robe of midnight blue, from the folds of which he seems to be able to procure innumerable items of Urvanovestilli make (for example: goggles (waterproof), telescope, silk rope and grappling hook with spring-loaded launcher, climbing/rapelling harness and gear/self-contained, spring-loaded belay), lantern, tool kit (large blade, precision blade, compass, wire saw, corkscrew, ruler, reamer, chisel, pliers, scissors, needle, punch, protractor, file, and sharpening stone), paper pad, mechanical pencil, supply kit (string, pencil lead, chalk, flask of oil, wire, miscellaneous device components (gears, springs, shafts, etc.), cloth), meal kit, tinderbox, mechanical puzzle, mirror, whistle...).

During childhood, he spent a lot of time in the land of the Urvanovestilli, and began to take an interest in tinkering. He has very much his own way of tinkering, from an Urvanovestilli perspective; he is fond of all manner of kludges. The resulting devices have caused his Urvanovestilli mentors to conclude that he is mad (the truth of the matter being that he is not mad, but produces and modifies contraptions in such a manner as to drive any honest Urvanovestilli tinkerer mad). When the city unveiled a new fountain in the public square, he added a pyrotechnic spark; when, in a public ceremony, the mayor celebrated his wife's birthday by presenting a specially commissioned music box, the tune somehow changed from "Happy birthday to you" to "The old grey mare ain't what she used to be."

He does, however, possess a sense of what is and is not appropriate; his practical jokes never take on a mean or spiteful character, and he does possess a strong degree of contrainte. He does appreciate the variety of cultures he visits, and enjoys Urvanovestilli philosophical and theological discussions.

He is, in short, as Janra as any — left-handed and colorful, warm and compassionate, and a heart of solid gold.

A quote: "What? You think _I_ would do something like that? I'm hurt." (generally accompanied by a wide grin)


All

"Not all flesh is the same: men have one kind of flesh, and beasts have another kind of flesh, fish have another, and birds another still. There are also celestial bodies, and terrestrial bodies; the glory of the celestial is one, and the glory of the terrestrial is another. The sun has one glory, and the moon another, and the stars still another; star differs from star in glory."

I Cor. 15:39-41

"God does not create two blades of grass alike, let alone two saints, two angels, or two nations."

C.S. Lewis, _That_Hideous_Strength_

This world is an exploration of good, a set of musings about cultures not fallen. The variety of cultures exists because of the nature of good.*

Matthew, Mark, Luke, and John all tell the same Gospel, the same message of Jesus Christ, Son of God and Son of Man, crucified for the forgiveness of sins and raised from the dead.

They each, however, present this one Gospel with a distinct flavor; it is with a great deal of wisdom and respect for this one Gospel message that Christian tradition has vigorously resisted attempts to reduce the four books to one single, homogenized account. Matthew emphasizes the Kingdom of Heaven and peace; Mark emphasizes action; Luke provides a physician's account of healing and sensitivity towards the despised; John provides a poetic and mystical account of love and intimacy. It is to faithfully represent this one Gospel that the Spirit inspired the writing of multiple accounts.

Faithfulness to a God of color and vibrancy means anything but a dull, monotonous cookie cut-out series of identical believers; just as a person is most faithfully represented, not by multiple copies of one photograph, but by many different photographs from many different angles, so images of God may faithfully reflect him by being different from each other.

This is why there are different cultures, each with its own emphasis on philosophy and way of life. (Within these cultures, though I have far from described them, should be many different sub-cultures, communities, and individuals. There is a masculine and a feminine side to each culture — or, more properly, each culture recognizes the importance of men who are masculine and women who are feminine). The differences, however, are differences of emphasis, just as the previous analogy spoke of different photographs for the sake of faithfully representing one entity.

It is in this same substance that people of other cultures look at each other and immediately see human beings; the differences are a source of heightened enjoyment between brothers and sisters. It is in this same substance that they love God with their whole being, and love their neighbors as themselves. That there is one God, the Father, the Almighty, Maker of Heaven and earth, of all that is, visible and invisible, that God is holy, possessing all authority and all wisdom, that there is one Lord, Jesus Christ, God from God, Light from Light, Love from Love, the Word made flesh, perfect God and perfect man, crucified for the forgiveness of sins and raised from the dead to be the eldest of many brothers and sisters, that there is the Holy Spirit, a fire of love and energy shooting between the Father and the Son, the new structure of obedience, that the fear of the Eternal is the beginning of wisdom, that God created the sky, the earth, the seas, the plants, the animals, and saw that it was good, and then created man in his image, and saw that it was very good, that the order of the universe is spiritual as well as physical, that God loves man and has given him the Law of Love, that man has as facets cultas and culturas, individual and community, that he created them male and female, faith, hope, love, joy, peace, patience, kindness, gentleness, goodness, faithfulness, self-control — things such as these are the reality unequivocally confirmed by all men. Cultural differences provide richness and variety that enhances understanding between brothers and sisters who love one another.

When a character is developed, with a cultural and personal flavor, do not overlook that which is to be common across all cultures and people, the same identity which holds culture and personal uniqueness.

One brief note, in the interest of clarity to avoid unnecessarily offending people: I am a white, male American who has lived in South-East Asia and Western Europe. I find cultures to be objects of great beauty, but make no pretense to be well-versed in all of them, nor to have included each of them in this world. The absence of some cultures is not meant as a statement of "My culture exists because of Creation and your culture exists because of the Fall;" I tried to envision a world not fallen, and began to create it with a background that certainly includes my theological knowledge, but also includes my cultural background and my own personality. If some members of other cultures would like to make a similar creation based on their knowledge, go for it; if you send it to me, I'll enjoy reading it. I have not, however, myself gone out of my way to include other cultures; I am not ashamed of this. I am grateful to God for the personal and cultural fingerprints that I have left on this creation, and hope that other people, other images of God to whom it is given a slightly different manner of reflecting God's glory, have been able to read it in an atmosphere of mutual respect.

* Careful readers will have noticed some things — ergo, meat eating, rebuke, the Cross (a symbol of redemption from sin), which do not correspond to Eden. The cultures exist, not always as what sinless cultures might have been in Eden, but sometimes what sinless Christian culture might be today, were such a thing possible. To state some things more precisely: it is a world in which physical evil exists, but not moral evil. I would request that the reader overlook the indirect marks of sin, as the cultures were designed around other concerns primarily.

Read more of The Minstrel's Song on Amazon!

A Detailed Mathematical Model

This model represents a mathematician's second attempt at making a mathematical model, and as such is very detailed, complex, and at times hard to keep track of. It is being kept on the web primarily as a courtesy to people who are already using it. If you are not a heavy gamer, and are not used to complex mathematical models, I strongly suggest that you use this simpler model. This document may still be useful, as a wealth of detail about mechanical devices and other creations, but newcomers are warned that using this as an actual model for game play may be difficult.


Section I: General model

Section I A: Getting Started


The parts of this document are as follows:

Another document, "From zero", introduces the concept of role play and deals with all of the non-numerical parts of getting started; this document tells how to deal with numbers and dice.

For basic introduction and getting the feel for the model:

Section I B attempts to explain some of the basic concepts. Section IV develops a sample character sheet, a sheet used to store basic information useful to play; it demonstrates what a player goes through in order to set things up. Section II F gives some numbers to use as reference points, for questions like "What should be the difficulty for thus-and-such?" Section III gives a quick key to abbreviations used throughout the work.

For developping a character sheet:

Section II A tells how to generate a character's attributes — numerical ratings that tell how talented a character is in various areas — and section II B tells how to adjust them for age, gender, and race. Section II D gives the basic list of skills and tells how they are to be adjusted by attributes. Section II H gives starting experience, and section II G tells how much experience it takes to raise a skill to a certain level.

For modelling play:

Section II I tells how, when a character attempts an action, to roll dice to decide whether the character, with skill A, succeeds at an action with difficulty B. Section II J deals with combat and damage. Section II K deals with random encounters of animals and people, and describes what animals are in the world. Section II L deals with equipment.

Optional rules and Other:

There are several optional rules which may be used to enhance play and give it more detail. Section I C is the first such section, dealing with skills ratings. Section II C gives miscellaneous numbers about the races. Section II E gives numbers referenced in II C. Section II M gives rules about the time taken for various actions, and performing actions simultaneously. Section V comments on the model.


Section I B: The Basic Idea


This is essentially a skill-based model, a modified version of another model to use dice. It requires the use of two six-sided dice of different colors — for the sake of simplicity, the two dice will be referrered to as r (red) and b (blue), and read as producing numbers ranging from 1 to 6. For example, 6*r+b would be read as ten times the number on the red die, plus the number on the blue die, which would in effect produce a random number from 7 to 42. It is, while not necessary, helpful in some cases to have two ten-sided dice.

In general for skills, attributes, ratings, etc., a 0 is average, and the number (positive or negative) tells how far above or below average that creature is. The scale is exponential; 10 points correspond to doubling/halving. So someone with a strength of 20 and a dexterity of -10 would have a strength of 2*2=4 times average, while someone with a dexterity of -10 would be half as dexterous as the average person. The game generally uses the attributes in the form given — essentially, how to adjust an average ability — and doesn't really deal with an absolute scale.

A character's skill will have an av (adjusted value), equal to the bs (base skill), minus the skill's dl (difficulty of learning), plus the character's al (ability to learn), plus the gaa (governing attributes addend). When the character attempts an action, the skill's difficulty will be subtracted from the av, and then dice will be rolled to see if the attempt was successful.

If an action is being taken against another character (for example, haggling), that person's av is the difficulty.


Section I C: Additional Rules


Some skills are related to each other by an ld (learning difference). If skill X and skill Y are related by an ld of 5, then a character's bs (exclusive of experience) in skill x is at least the number five less than his bs in skill Y. So a character who had a bs of 15 in skill X would have a minimum bs of 10 in skill Y. The ld's are additive (if X and Y have ld 5 and Y and Z have ld 10, X and Z have ld 15), but explicitly listed differences supercede the values that are calculated from additivity. If there are two or more ld's contributing point values to a specific skill, and/or a nonzero untrained base, the total is not the sum of the point values. It is the maximum.

Learning may take place under a tutor who has a skill of at least the skill level that the character is training to; in that case, the learning is at half price. The experience given starting characters takes this tutelage into account.


Section II: Charts

Section II A: Attributes


Several random numbers generated as r - b: the number on the red die, less the number on the blue die.

These values are numbered n1 through n36.

The attributes are read roughly as how far above or below the average they are: a +10 would be a fair amount above average (twice the average), while -10 would be moderately below average (half the average), with zero being average. The maximum possible is 25, and the minimum -25.

Here are the calculated attributes:

ag (Agility)		n1+n2+n3+n4+n5
al (Ability to Learn)	n1+n6+n7+n8+n9
ch (Charisma)		n1+n6+n10+n11+n12
co (Constitution)	n13+n14+n15+n16+n17
de (Dexterity)		n1+n2+n3+n18+n19
in (Intelligence)	n1+n6+n7+n20+n21
kn (Knowledge)		n1+n6+n7+n22+n23
me (Memory)		n1+n6+n7+n24+n25
pe (Perception)		n1+n6+n26+n27+n28
sp (Speed)		n1+n2+n29+n30+n31
st (Strength)		n13+n14+n32+n33+n34
wi (Wisdom)		n1+n6+n7+n35+n36

Section II B: Attribute Adjustments


All adjustments are addends: they are added to a character's base attribute. All adjustments are 0 unless otherwise specified.

Attribute:     ag  al  ch  co  de  in  kn  me  pe  sp  st  wi

Race: Nor'krin 0 0 0 0 0 0 3 5 0 0 5 0 Tuz 0 0 0 5 0 0 0 0 0 0 10 0 Urvanovestilli 0 0 2 0 5 5 2 3 0 0 -10 0 Yedidia 0 0 5 0 0 3 0 0 10 0 0 0 Jec 0 0 0 0 0 0 0 0 0 0 0 0 Shal 0 0 0 0 0 2 0 0 0 -5 0 5 Janra 20 0 5 0 0 4 0 0 2 5 5 0

Gender: Male 0 0 0 0 0 0 0 0 0 0 5 0 Female 0 0 0 0 2 0 0 0 5 0 -5 0

Age: Child 5 10 2 10 0 -8 5 0 10 10 -4 -10 Young Adult 5 5 0 5 5 0 -4 0 5 5 5 0 Middle Aged 0 0 0 0 0 0 0 0 0 0 0 3 Old -4 -4 0 -4 -4 -3 5 -3 -4 -4 -4 5 Extremely Old -10 -10 0 -10 -10 -5 5 -8 -10 -10 -10 10


Section II C: Racial Non-Attribute Statistics.


A character's actual lifespan is calculated by multiplying the racial base by his constitution (constitution not adjusted for race, gender, or age), except for the border between child and young adult, which is not adjusted. For example, a Janra with a non-adjusted log of constitution of .8 would become a young adult at 16, middle aged at 41, old at 73, and extremely old at 89. A character will die of old age at an age of his maximum adjusted lifespan times the square root of x1, where x1 is uniformly distributed over [0,1].

Age:		Child	Young Adult	Middle Aged	Old	Extremely Old
Nor'krin	0-15	16-30		31-60		61-90	91-120
Tuz		0-15	16-25		26-40		41-50	51-60
Urvanovestilli	0-30	31-100		101-300		301-400	401-500
Yedidia		0-20	21-50		51-120		121-160	161-200
Jec		0-15	16-30		31-60		61-90	91-120
Shal		0-50	51-200		201-600		601-800	801-1000
Janra		0-15	16-50		51-90		91-110	111-120

Speed of movement is given in both miles per hour and feet per second. A character's speed of movement is equal to the racial base multiplied by his speed, adjusted for age and gender but not race. Females suffer a 10% speed penalty.

Speed: mph:	Walk	Jog	Sprint	fps:	Walk	Jog	Sprint
Nor'krin	2	4	14		2	5	21
Tuz		1	2	8		2	3	12
Urvanovestilli	3	5	20		4	7	29
Yedidia		2	3	12		2	4	18
Jec		2	4	14		2	5	21
Shal		1	2	6		1	2	9
Janra		5	7	30		7	11	44

Adult height is normally distributed with mean m and standard deviation s.

Height:	Male:	m	s	Female:	m	s
Nor'krin	6'6"	3"		5'8"	3"
Tuz		4'6"	2"		4'3"	2"
Urvanovestilli	5'2"	1.5"		4'8"	1.5"
Yedidia		5'4"	2.5"		4'6"	2"
Jec		5'6"	2.5"		5'2"	2"
Shal		5'6"	2"		5'2"	1.5"
Janra		6'0"	3"		5'6"	3"

As is adult weight:

Weight: Male:	m	s	Female:	m	s
Nor'krin	200#	29#		150#	25#
Tuz		200#	28#		150#	22#
Urvanovestilli	100#	9#		70#	7#
Yedidia		150#	22#		100#	14#
Jec		130#	18#		110#	13#
Shal		145#	16#		125#	11#
Janra		150#	23#		130#	22#

Section II D: Skills


Here is a listing of skills/areas of knowledge/abilities. It is meant to be illustrative rather than exclusive. (Partially borrowed from AD&D)

Following most skills are: untrained base (general, and then with values for specific races following, separated by commas if need be: (N)or'krin, (T)uz, (U)rvanovestilli, (Y)edidia, Je(C), (S)hal, and (J)anra); dl; base time (s=seconds, m=minutes, h=hours, d=days; w=weeks; y=years. A hyphen ('-') for untrained base means that an untrained character is incapable of attempting that skill. A trailing c means that an action is continuous and must be checked with that frequency — for example, moving silently); gaa elements.

An untrained attribute of 0 does not mean that a character is incapable of performing that action. It means that he has no special training above what is common.

The gaa element is the number of times that an attribute is to be added. For example, st 2, co 1 would mean that the gaa is twice the character's strength plus his constitution.

(Other comments may follow as appropriate.)

Acquisition, 0, J 10; 0; 1d; ch 1, pe 1
Acrobatics/Tumbling 0, Y 10, J 20; 0; 2 s; ag 1, st 1
Acting 0; 0; 30 m; ch 1
Ambidexterity costs 5 points
Animal Handling 0, Y 20, C 10; 0; 5 m; ch 1
Animal Lore 0, Y 20; 0; 1 m; kn 1
Animal Training 0, Y 10; 0; 3 w; -
Anatomy 0, U 10, Y 10; 0; 1 m; kn 1
Anthropology -, U 10; 0; 1 m; in 1, kn 1, me 1
Appraisal 10, U 20; 0; 1 m; pe 1
Artistic Skill (Specific Medium) 0; 0; 1 d; in 1
Attack (Specific Weapon) 0, N Axe 10, N Knife 10, N Longbow 20, T Crossbow 10, T Dagger 20, J Dagger 10; 0; Axe 2 s, Crossbow 30 s, Dagger (Hand to Hand) 2 s, Fist 1 s, Halberd 8 s, Lance 15 s, Longbow 5 s, Longsword 5 s, Mace 7 s, Rapier 3 s, Shortsword 3 s, Two-Handed Sword 10 s; Hand to Hand de 1, sp 1, st 1 (Lance strength of mount), Missle de 1, sp 1 — Note: Hand to Hand and Missle are each generalizations of attack; if a character wishes to generalize to all weapons, the cost is dl 15 instead of 10.
Balance 0, J 20; 0; 1 s; ag 1
Biology 0, U 10; 0; in 1; 1 m; kn 1, me 1
Blacksmith 0; 0; 1 h; de 1
Blind Action 0, Y 10, S 20, J 10; 0; pe 1 — if a check is made for blind action, an action may be taken blind at twice the normal difficulty.
Bowyer/Fletcher 0; 0; 1 d; de 1
Brewing 0; 0; 1 w; -
Building 0; 0; 5 w; de 1
Carving 0; 0; 30 m; de 1
Carpentry 0; 0; 1 w; de 1
Catch 0; 0; 1 s; de 1
Ceremonies 0, U 10; 0; 1 h; kn 1
Charioteering 0; 0; 5mc; ag 1
Chemistry 0, U 10, Y 10; 0; 30 m; in 1, kn 1, me 1
Climbing 0, J 10; 0; 1 m(c); ag 1, st 1 — this must be checked every 20 feet.
Clockwork Device Craftsmanship/Engineering 0, U 20; 0; 1 d; de 1, in 1
Cobbling 0; 0; 1 h; de 1
Cooking 0; 0; 1 h; -
Cold Tolerance 0, N 20, C 10, J 10; 0; 1 wc; co 1
Cultures (specific culture) 0, U 5, J 10; 0; 1 m; kn 1
Dancing 0, U 10, Y 20, J 15; 0; 5 mc; ag 1
Dodge 0, Y 10, J 10; 0; 1 s; ag 1, sp 1 — if a character attempts to dodge in the middle of an action, that action is lost. Dodging may, of course, be executed concurrently with other actions with both actions at double difficulty. The difficulty of hitting a dodging creature is the difficulty of normally hitting the creature plus the creature's dodge value.
Doublejointedness costs 5
Endurance 0, N 20, T 10, J 10; 0; 15mc; st 1, co 1 — if a character fails an endurance check after fifteen minutes of vigorous activity, he is exhausted and will have all actions at double difficulty until he has rested (not sleep necessarily — sitting or other inactivity) for twice the duration of the exercise. If a second endurance check is failed, all actions are at four times normal difficulty until aforementioned rest time is taken; if a third check is failed, the character falls asleep and sleeps for five times the duration of activity.
Engineering 0, U 10; 0; 1 h; in 1
Etiquette 0, U 10; 0; 1 m; kn 1
Farmer 0, C 20; 0; 1 y; kn 1
Fencing (specific weapon) 0, U rapier or possibly other weapon 20; 5; as per attack/parry (dodge); as per attack/parry (dodge)
Fire-Building 0; 0; 15 m; de 1
Fisher 0; 0; 1 h; pe 1
Gambling 0, U 10, Y 10; 0; 5 m; pe 1
Gardening 0, Y 20; 0; 5 w; -
Gem Cutting 0; 0; 1 h; de 1
Geography 0, U 10, J 10; 0; 1 m; kn 1
Guess Actions — guess from looking at a person what he will do next. 0, U 10, Y 20; 0; 2 s; pe 1
Haggling 0; 0; 5 m; ch 1, pe 1
Hear Noises — hear almost silent noises. 0, Y 20; 0; 1 m; pe 1
Heat Tolerance 0, T 20, Y 10, S 20, J 10; 0; 1 w; co 1
Heraldry 0, U 10; 0; 1 m; kn 1
Herbalism 0, U 10, Y 15; 0; 15 m; kn 1
Hide 0, Y 10, J 10; 0; 10 s; ag 1, pe 1
History 0, U 10, J 5; 0; 5 m; kn 1
Hunting 0, N 20, T 20, Y 10; 10; 1 h; pe 1
Illusionism 0; 0; 1 m; de 1
Improvisation (Musical) 0, Y 20, J 10; 0; 5mc; in 1
Incense Making 0, Y 10; 0; 1d; -
Janra-Ball — incomprehensible to members of other races. -, J 20; 0; 10 mc; ag 1, al 1, de 1, in 1, me 1, pe 1, sp 1, st 1
Jewelry Work 0; 0; 1 d; de 1
Juggling -; 0; 1 mc; de 1
Jumping 0, J 10; 0; 2 s; ag 1, st 1
Jury-Rigging 0, J 10; 0; 5 m; in 1
Keen Eyesight 0, U 20, Y 10; 0; 5 s; pe 1
Languages (Specific Language(s)) 0, J 5; 0, U 10, C -10; 1 mc; kn 1 — of course, the language(s) the character grew up speaking are free with a native proficiency.
Leadership 0, U 10; 0; 1 d; ch 1
Leather Working 0; 0; 1 h; de 1
Literature 10, U 20; 0; 15 m; kn 1
Mapmaking -; 0; 1 d; kn 1
Massage 0, Y 10, S 20; 0; 10 mc; de 1
Mathematics -, U 20; 0; 15 m; in 2
Mediation 0; 0; 1 h; ch 1, in 1, pe 1
Medicine 0, U 10, Y 10, J 10; 0; 10 m; kn 1
Mining 0; 0; 1 d; -
Move Silently 0, Y 10, S 10, J 10; 0; 1 mc; ag 1, pe 1
Musical Composition 0, Y 10; 0; 1h; in 1
Musical Instrument (Specific Instrument) 0, U 10 (one specific), Y 10 (one specific); 0; 5mc; de 1
Navigation 0; 0; 1 d; pe 1
Open Locks -; 0; 5 m; de 1, pe 1
Persuasion 0; 0; 30 m; ch 1, in 1
Philosophy 0, U 20; 0; 10 m; in 1, kn 1
Physics -, U 10; 0; 10 m; in 1
Poetry Composition 0; 0; 1 h; in 1
Pole Vault 0, J 10; 0; 10 s; ag 1
Pottery Making 0; 0; 10 m; de 1
Public Speaking 0, U 10, J 10; 0; 30 m; in 1, ch 1
Pyrotechnics -, U 10; 0; 1 h; in 1
Reading/Writing -, U 20; -10; 10 mc; in 1
Read Emotion 0, Y 10 (+5 to both Yedidia and non-Yedidia females); 0; 15 s; pe 1
Repair 0, U 10; 0; 30 m; in 1
Riding (Specific Animal) 0, U Horse 20, Y All 20; 0; 10 mc; ag 1
Rope Use 0; 0; 20 s; de 1
Sailing 0; 0; 1 d; -
Search 0; 0; 5 m; pe 1
Shouting — shout loudly and prolongedly without tiring vocal chords. 0, T 10; 0; 5 mc; -
Singing 10, Y 30; 0; 10 mc; ch 1
Smell Creature — smell what creatures are around and have passed by. 0, Y 10; 0; 10 s; pe 1
Sports 0, T 10, J 10; 0; 30 m; ag 1, st 1
Stonemasonry 0; 0; 1 d; -
Storytelling 0; 0; 1 h; ch 1, in 1
Strategy Games 0; 0; 1 h; in 1
Swimming 0, Y 10, S 10, J 20; 0; 15 mc; ag 1, st 1
Symbolic Lore 0, N 20, U 10, C 20; 0; 1 m; kn 1
Tactics 0, U 10; 0; 1; 10 m; in 1, pe 1
Tailoring 0; 10 1 d; de 1
Technology Identification 0, U 20, J 10; 0; 1m; in 1, kn 1
Technology Use 0, U 20, J 10; 0; 1 m; in 1, kn 1
Theology 10, U 20; 0; 10 m; in 1, kn 1
Throw 0; 0; 3 s; de 1
Tightrope Walking 0, J 20; 0; 10 sc; ag 1, sp 1
Tracking 0, T 10, Y 20; 0; 5 mc; pe 1
Trivia 0, U 20, J 20; 0; 1 m; kn 1
Ventriloquism -; 0; 15 sc; -
Weather Sense 0, Y 10; 0; 5 s; pe 1
Weaving 0; 0; 1 h; de 1
Wilderness Survival 0, N 20, T 15, Y 20, J 10; 0; 1 dc; pe 1
Withdrawing/Meditation -, S 20; 1; 1 h; wi 1
Woodlore 0, Y 20, S 10; 0; 1 m; kn 1, wi 1
Wrestling 0, T 20, J 10; 0; 1 mc; ag 1, sp 1, st 1 — a wrestling match can have three states — neutral, one character has advantage, one character has pinned. It starts out neutral, and each minute it goes one increment in favor of the character who wins the check.


Section II E: Learning Differences


Learning differences are an optional rule which players may take advantage of to gain higher skills. Calculating every possible attribute is not necessary; players may simply use what they choose to look for and find in order to gain higher effective skills.

Below are lds for skills, in dictionary order. Unlisted pairs of skills have no ld except as possibly calculable through chains.

The format is skill, skill, ld.

Acquisition, Persuasion, 15
Acrobatics/Tumbling, Balance, 10
Acrobatics/Tumbling, Climbing, 25
Acrobatics/Tumbling, Dancing, 10
Acrobatics/Tumbling, Dodge, 10
Acrobatics/Tumbling, Fencing, 10
Acrobatics/Tumbling, Jumping, 10
Acrobatics/Tumbling, Move Silently, 25
Acrobatics/Tumbling, Pole Vault, 10
Acrobatics/Tumbling, Riding, 15
Acrobatics/Tumbling, Swimming, 15
Acrobatics/Tumbling, Tightrope Walking, 10
Acrobatics/Tumbling, Wrestling, 10
Acting, Public Speaking, 10
Acting, Storytelling, 5
Anatomy, Massage, 15
Anatomy, Medicine, 10
Animal Handling, Animal Training, 15
Animal Lore, Wood Lore, 10
Anthropology, Cultures, 10
Attack, Attack (other weapon which is also hand-to-hand/also missle), 10
Attack, Balance, 10
Attack, Dancing, 10
Attack, Hunting, 15
Attack, Riding, 15
Attack, Tightrope Walking, 10
Attack, Wrestling 10
Balance, Charioteering, 10
Balance, Climbing, 15
Balance, Dancing, 15
Balance, Pole Vault, 15
Balance, Riding, 10
Balance, Tightrope Walking, 5
Balance, Wrestling, 15
Biology, Herbalism, 15
Biology, Medicine, 10
Blind Action, Hear Noises, 10
Bowyer/Fletcher, Carving, 15
Bowyer/Fletcher, Carpentry, 15
Building, Carpentry, 10
Building, Masonry, 10
Carving, Carpentry, 15
Catch, Juggling, 25
Ceremonies, Heraldry, 15
Chemistry, Herbalism, 10
Chemistry, Pyrotechnics, 10
Climbing, Dancing, 15
Clockwork Device Craftsmanship, Engineering, 10
Cultures, Languages, 35
Dancing, Dodge, 10
Dancing, Fencing, 10
Dodge, Wrestling 10
Engineering, Mathematics, 10
Etiquette, Heraldry, 15
Fencing, Balance, 10
Fencing, Riding, 15
Fencing, Tightrope Walking, 10
Fencing, Wrestling, 10
Fisher, Hunting, 25
Gambling, Guess Actions 10
Gambling, Strategy Games, 15
Gem Cutting, Jewelry Making, 15
Guess Actions, Haggling, 15
Guess Actions, Read Emotion, 5
Herbalism, Incense Making, 10
Herbalism, Medicine, 10
Hide, Hunting, 15
History, Literature, 15
History, Trivia, 10
Hunting, Move Silently, 15
Hunting, Tracking, 10
Hunting, Wilderness Survival, 15
Improvisation, Musical Composition, 10
Juggling, Throw, 25
Jury-Rigging, Repair, 15
Keen Eyesight, Search, 10
Map Making, Navigation, 15
Massage, Medicine, 15
Philosophy, Theology, 10
Public Speaking, Storytelling, 10
Search, Tracking, 10
Strategy Games, Tactics, 10
Tailoring, Weaving, 15


Section II F: Skill Levels and Sample Difficulties


An unadjusted skill is as follows:

Untrained: 0
Just beginning: 10
Dabbler: 20
Moderately skilled: 30
Proficient: 40
Expert: 50
Virtuoso: 60
Exceptional: 70
World Class: 80
Greatest Alive: 90
Greatest of All Time: 100

The following are examples of actions of specific difficulties for archery, hiding, languages, rope walking, and wilderness survival. They are intended to serve as a guide to setting general difficulties for actions. Common sense should be used to apply to other skills; throwing, for example, will not have anywhere near the range and accuracy of archery.

Very easy: -40
Archery: shooting a barrel 20 feet away.
Hiding: hiding in a darkened storeroom full of miscellaneous garbage, while clad in black.
Languages: "Hello." Greetings, numbers, etc. Extremely thick accent.
Rope walking: walking across a plank a foot wide.
Wilderness survival: surviving in a Yedidia orchard.

Easy: -20
Archery: shooting a barrel 20 yards away.
Hiding: hiding in a darkened forest, while clad in black/brown/green.
Languages: "Where is the bathroom?" Basic phrases (phrase book style). Accent that can be moderately easily understood by someone used to dealing with foreigners.
Rope walking: walking across a plank half a foot wide.
Wilderness survival: surviving in a Yedidia forest, where fruitful trees and water are reasonably easy to come by, but there are no hostile inhabitants.

Moderate: 0
Archery: shooting an unsuspecting boar 20 yards away.
Hiding: hiding in a forest in normal daylight, while clad in black/brown/green.
Languages: "I don't want this one. I want that one." Short sentences using very simple vocabulary. Normal accent which does not hinder comprehension.
Rope walking: walking across a plank three inches wide.
Wilderness survival: surviving in a Jec forest, where there is nothing hostile, but food and water are not so easy to come by, and the forest may get cold at night.

Difficult: 40
Archery: shooting a running boar 20 feet away.
Hiding: hiding in a forest at dusk, while clad in clothing that does not blend in.
Languages: "I'm glad to hear that you're feeling better. Do you have any idea how the snake got into your house?" Slightly slowed normal sentences using words that would be in the vocabulary of a child. Accent which only shows itself occasionally, or is generally present but faint.
Rope Walking: walking across a tight rope.
Wilderness survival: surviving on the border of the Tuz forest, where the creatures are potentially hostile.

Very Difficult: 80
Archery: shooting a running boar 20 yards away.
Hiding: hiding in a forest in full daylight, while clad in clothing that does not blend in.
Languages: Free, accentless conversation as a native speaker would, using an adult's vocabulary.
Rope walking: walking across a slack rope.
Wilderness survival: surviving in the heart of the Tuz forest, where creatures tend to be hostile and tough.

Extremely Difficult: 120
Archery: shooting a flying bird 20 yards away.
Hiding: hiding in a low cut field or a bare room, fully lit, wearing clothing that does not blend in. Concealing yourself where there aren't any obvious hiding places.
Languages: Technical discussions using complex sentence structure, unusual grammatical features, and vocabulary that most adults wouldn't know. Conversing with some Urvanovestilli philosophers.
Rope walking: sprinting across a tight rope.
Wilderness survival: Surviving in the Ice Peaks in the middle of winter, where the temperature is frigid and wild animals and other food is almost impossible to find.


Section II G: Experience Gains


The basic unit of adventure is the quest. Upon completion of a quest, each character will receive 2 experience points, adjusted as follows (minimum of 0) for role playing, skill use/adventuring competence/party helpfulness, and moral virtue:

Exceptionally poor: -2 Poor: -1 Normal: 0 Good: +1 Exceptionally good: +2

A bonus of 1 point is awarded for an action that solves a substantial part of the quest.

So a character who had role played well, used his skills clumsily, and had shown exceptional heroism and virtue would receive 2 + 1 - 1 + 2 = 4 ep for the quest.

(No animal may gain experience.)

Experience may be devoted to some small subfield of a specific skill: specialization. Learning a specialization costs half as much (has half the ldf (learning difficulty factor)) as/of learning the whole skill. Learning the rest of a skill, up to an area less than or equal to the level of specialization, costs half as much as learning from scratch. There are also generalizations of skill (for example, languages as a generalization of a specific language, or musical instruments as a generalization of a specific instrument), which have twice the ldf of the specific skill. A generalization of a skill already learned would cost half as much as learning the generalization from scratch, IE exactly as much as the skill cost. (This applies, of course, only to as many ep as were placed in the specific skill beforehand). A generalization must be a specific and closely related group of skills; a "combat skills" generalization which included anatomy, archery, dodge, horseback riding, and longsword would be inappropriate.

Experience points may be used to increase skills as follows: a current skill's base skill's exponent is looked up (see section II I). To raise a skill to a new level: look up the exponent of the desired new base skill. The experience point cost is the difference. For example, let's say that a character has a current skill bs of 34 and 2 ep. The exponent of 34 is 11. He adds the 2 experience points, bringing the exponent to 13. The log of 13 is 37, so he has a new skill bs of 37. (It would have cost him 1 point to make the same increase for a specialization, or 4 points to do so for a generalization.)


Section II H: Starting experience


Initial experience is devoted with the character's al adjusted for everything but age.

Age:		Child	Young Adult	Middle Aged	Old	Extremely Old
Points:		20	30		40		50	60

Here are starting experience allocations for the 10 roles outlined in the general description. 10 ep will be distributed; multiply by 2 for a child, 3 for a young adult, 4 for a middle aged person, 5 for someone who is old, and 6 for someone who is extremely old. If there is/are one or two races given for a role, the experience allocation assumes the untrained bases for that race(s). (A character may have experience devoted any way that is desired; this is an example.) Most starting characters will be young adults.Acrobatic Scout: Hear Noise 1.5, Hide 2, Move Silently 2, Open Locks 2, Rope Use .5, Search 2.

Archer: Archery 10.

Bard: Geography 1.5, Hero's Tales 1, Mediation .5, Musical Instrument 2, Persuasion 2, Singing 1, Storytelling 1, Trivia 1.

Hunter: Attack (one missle weapon) 2, Hunting 5, Tracking 2, Woodlore 1.

Interpreter: Acquisition 1, Etiquette 1, Haggling 1, Languages 6, Persuasion 1.

Jack-of-All-Trades: Attack .4, Blind Action .4, Climb .4, Dodge .4, Endurance .4, Fire-Building .4, Guess Actions .4, Haggling .4, Hide .4, Hunting .4, Jump .4, Jury-Rig or Repair .4, Languages 2.4, Move Silently .4, Open Locks .4, Rope Handling .4, Search .4, Smell Creature .4, Tracking .4, Wilderness Survival .4.

MacGyver Chemistry 1, Engineering 1, Hide 1, Jury-Rig 5, Move Silently 1, Search 1.

Perceiver Blind Action 1, Guess Actions 3, Hear Noises 1, Keen Eyesight 1, Read Emotion 1, Search 1, Smell Creature 1, Tracking 1, Weather Sense 1.

Scholar Geography 3, History 3, Languages 3, Literature 1.

Wayfarer Acquisition .3, Attack (one weapon) .2, Blind Action .2, Climb .2, Dodge .2, Endurance .2, Etiquette .3, Fire-Building .2, Geography .5, Guess Actions .2, Haggling .4, Hero's Tales .3, Hide .2, Hunting .2, Jump .2, Jury-Rig or Repair .2, Languages 2.4, Mediation .1, Move Silently .2, Musical Instrument .3, Open Locks .2, Persuasion 1, Rope Handling .2, Search .2, Singing .3, Smell Creature .2, Storytelling .2, Tracking .2, Trivia .3, Wilderness Survival .2.

Woodsman Animal Handling 1, Animal Training 1, Hunting 1, Tracking 1, Wilderness Survival 1, Woodlore 5.


Section II I: Dice and Basic Tables


The first table given will be the exponential table. The left column gives the (approximate) log of the right, and the right column gives the exponent of the left.

-	0

-50 .03 -49 .03 -48 .04 -47 .04 -46 .04 -45 .04 -44 .05 -43 .05 -42 .05 -41 .06 -40 .06 -39 .07 -38 .07 -37 .08 -36 .08 -35 .09 -34 .09 -33 .10 -32 .11 -31 .12 -30 .13 -29 .13 -28 .14 -27 .15 -26 .16 -25 .18 -24 .19 -23 .20 -22 .22 -21 .23 -20 .25 -19 .27 -18 .29 -17 .31 -16 .33 -15 .35 -14 .38 -13 .41 -12 .44 -11 .47 -10 .50 -9 .54 -8 .57 -7 .62 -6 .66 -5 .71 -4 .76 -3 .81 -2 .87 -1 .93 0 1.0 1 1.1 2 1.1 3 1.2 4 1.3 5 1.4 6 1.5 7 1.6 8 1.7 9 1.9 10 2.0 11 2.1 12 2.3 13 2.5 14 2.6 15 2.8 16 3.0 17 3.2 18 3.5 19 3.7 20 4.0 21 4.3 22 4.6 23 4.9 24 5.3 25 5.7 26 6.1 27 6.5 28 7.0 29 7.5 30 8.0 31 8.6 32 9.2 33 9.8 34 11 35 11 36 12 37 13 38 14 39 15 40 16 41 17 42 18 43 20 44 21 45 23 46 24 47 26 48 28 49 30 50 32 51 34 52 37 53 39 54 42 55 45 56 49 57 52 58 56 59 60 60 64 61 69 62 74 63 79 64 84 65 91 66 97 67 104 68 111 69 119 70 128 71 137 72 147 73 158 74 169 75 181 76 194 77 208 78 223 79 239 80 256 81 274 82 294 83 315 84 338 85 362 86 388 87 416 88 446 89 448 90 512 91 549 92 588 93 630 94 676 95 724 96 776 97 832 98 891 99 955 100 1024 101 1097 102 1176 103 1261 104 1351 105 1448 106 1552 107 1663 108 1783 109 1911 110 2048 111 2195 112 2353 113 2521 114 2702 115 2896 116 3104 117 3327 118 3566 119 3822 120 4096 121 4390 122 4705 123 5043 124 5405 125 5793 126 6208 127 6654 128 7132 129 7643 130 8192 131 8780 132 9410 133 10,086 134 10,809 135 11,585 136 12,417 137 13,308 138 14,263 139 15,287 140 16,384 141 17,560 142 18,820 143 20,171 144 21,619 145 23,170 146 24,834 147 26,616 148 28,526 149 30,573 150 32,768

Here is the basic check table. When a character attempts an action, the success index is calculated as the difficulty subtracted from his av, and the two dice (red and blue) are rolled. The check value is (6*r)+b: six times the number on the red die, plus the value on the blue die. The following table gives the minimum value this result must have for the character to succeed at the attempt.

For example, if a character with an av of 57 attempts a skill of difficulty 23, he has a success index of 34. The red die yields a 1 and the blue die yields a 6, so the check value is (6*1)+6 = 12, which by the table requires a minimum success index of 25. His success index is greater than or equal to what it needed to be, so he succeeds at the check.

Check Value	Success Index
7		Roll again, with success index 61 higher.
8		45
9		37
10		32
11		28
12		25
13		22
14		19
15		17
16		15
17		13
18		11
19		9
20		7
21		6
22		4
23		2
24		1
25		-1
26		-2
27		-4
28		-6
29		-7
30		-9
31		-11
32		-13
33		-15
34		-17
35		-19
36		-22
37		-25
38		-28
39		-32
40		-37
41		-45
42		Roll again, with success index 61 lower

Section II J: Combat


All characters* have a maximum health value of co+st+ag+an, where an is one half the character's adjusted anatomy skill, rounded down. Skills and attributes of an injured creature function at a penalty equal to the difference between their maximum health value and their current health value. So, for example, an animal with a maximum health value of 55 and a current health value of 31 has skills functioning at a penalty of 24 points.

All creatures take damage as follows: the damage is looked up on the log/exponent table, and its exponent (the value that occurs to the right of the damage) is looked up. The same is done for the creature's current health value. The exponent of the damage is subtracted from the exponent of the current health value. If the value is zero or less, the creature loses consciousness or dies at the game master's discretion. If the value is more than zero, its log is taken and becomes the creature's new health value (rounded up).

So, for example, if the animal mentioned with a current health value of 24 points takes an 8 point damage wound, the exponent of 24 is 5.3, and the exponent of 8 is 1.7. They are subtracted to yield 3.6; the log of 3.6 is 18, so the creature's new health value is 18.

Damage* for a successful attack is inflicted at a value of r+st+wa+de+an+po, where r is the value show by rolling the red die, wa is the weapon addend of the weapon, and po is the poison value of the poison (if any) or other special attack. (Damage for a successful backstab, catching the target unaware, is r+st+wa+de+(2*an)+po.) If a creature is injured in the course of taking an action, it may complete the action at skill and attribute values for when the action was begun, and the injury will take effect on skills and attributes when the action is completed.

An injured creature will regenerate at a rate of -50+(2*co)+st+ms per day, where ms is the medical skill of the creature or other caretaker. The regeneration works as the exact opposite of a wound.

An unarmed character has a wa of -10.

* A creature which has no anatomy skill does not receive agility or anatomy adjustments to health value, or anatomy or dexterity adjustments to damage.


Section II K: Animals and Random Encounters


With many of the rolls, the number is a random number 1-10 or 1-100. Common sense should tell which is appropriate where. If 10-sided dice are not available, 1-10 can be generated with red and blue as will be given below; 1-100 can be generated using 1-10's for each digit, or as below with an additional die, yellow ('y'):

1-10: roll (6*r)+b-6:

1-10: read as is. 11-20: subtract 10. 21-30: subtract 20. 31-36: reroll.

1-100: roll (36*r)+(6*y)+b-42:

1-100: read as is. 101-200: subtract 100. 201-216: reroll.

In many cases, one of the possibilities indicated is "special". Special means that either

1: the game master should decide something special, which is preferable, or 2: if the game master can't or doesn't want to, he should reroll for another outcome.

Roll for whether an encounter occurs, and what kind:

			N	T	U	Y	J	S
Encounter occurs	1	1-5	1-3	1-5	1-2	1-4
Encounter is	1	animal	animal	animal	animal	animal	animal
2			animal	animal	animal	animal	animal	animal
3			animal	animal	animal	animal	animal	animal
4			animal	animal	animal	animal	animal	person
5			animal	animal	animal	person	animal	person
6			animal	person	person	person	animal	person
7			person	person	person	person	person	person
8			geographical feature	geographical feature
9			weather	weather	weather	weather	weather	weather
10			special	special	special	special	special	special

Percentile Roll Chart for Random Animal Encounter (N designates the Nor'krin land, and so on):

				N	T	U	Y	J	S
1: Acid Slime Mold			1
2: Acid Spitter				2
3: Anteater				3	1-2	1-2		103
4: Bear					4-5			1
5: Behemoth				6
6: Boar					7	3-5	3	2-3
7: Bulette				8	6
8: Caribou			1-10				4-5
9: Carnivorous Log			9
10: Carnivorous Tree			10
11: Cobra				11
12: Colorspray						4-6	6	4-7
13: Crocodile				12-13
14: Cuddler					7	7-11	7	8-11
15: Deer			11-15	14	8-12	12-13	8-17
16: Dog					15	13	14	18
17: Duck					14	15-16	19-28	12-14
18: Fog Thing				16-17
19: Furred Serpent			18	15-16	17-18	29-30	15-16
20: Garter Snake				17	19-20	31	17
21: Giant Aphid				19
22: Giant Firefly			20		21-22
23: Giant Land Lobster			21
24: Giant Scorpion			22-23
25: Giant Viper				24
26: Giant Walking Stick			25
27: Giant Wasp				26
28: Giant Webthrower			27
29: Glower						23-25		18-20
30: Gorilla				28		26		21
31: Griffon				29	18		32
32: Hawk				30	19	27	33-34
33: Hedgehog				31	20-21	28-29	35	22-24
34: Hnakra				32
35: Horse			16-25	33-34	22-24	30-31	36-37
36: Hoverfeather			35	25-26	32	38	25
37: Hummingbird					27	33	39	26
38: Iceflyer			26-39
39: Icestriker			40-49
40: Ironram			50	36-37	28
41: Jewel Serpent			38	29
42: Jumpcling					30	34-35		27-30
43: Jumper				39-40	31	36	40	31
44: Kriit			51-41	41	32		41
45: Land Octopus			42		37		32-33
46: Lavishnatim				43	33	38-39		34
47: Leviathan				44
48: Mile Long Snake			45			42
49: Milshh					34	40-42		35-38
50: Mimic					35	43-46	43-44	39-42
51: Miroir					36-37	47		43
52: Mishraim				46-47		48	45-46	44-47
53: Monkey					38	49	47	48-49
54: Mouse					39	50	48-52	50
55: Muckdweller				48-49
56: Obstructor				50
57: Ostrich				51	40		53-55
58: Owl					52	41	51	56-58
59: Panther				53
60: Parrot					42	52	59-60	51-55
61: Platypus					43	53	60-61
62: Poison Quilled Porcupine		54-55
63: Porcupine				56	44	54-55	61-62
64: Prairie Dog					45	56	63
65: Rabbit			55-74		46-55	57	64-73	56-59
66: Ram					57-58	56-57	58	76-78
67: Ricochet				59	58	59	79
68: Roc					60
69: Rock Crusher			61
70: Rock Thrower			62
71: Rodent of Unusual Size		63-64	59		80
72: Sand Trapper			65
73: Sea Serpent				66
74: Shocker				67
75: Skunk					60-63	60	81	60
76: Sloth						61		61-70
77: Soft Rolling Stone				64-65	62	82-83	71-74
78: Sparrow					66	63	84	75-77
79: Spinstar				68	67	64		78
80: Stegosaurus				69-70
81: Stinging Insect			70-71
82: Stoneshell				72		65
83: Strider				73	68-71	66
84: Swamp Thing				74
85: Tail Spikethrower			75
86: Tar Baby				76
87: Terrask				77
88: Thousand Legged Roller		78	72-76	67	85	79-80
89: Ticklebug						68-72		81
90: Torpor Beast			79-80
91: Translucent Frog			81	77-79	73-74	86	82-83
92: Trin				82	80	75	87	84
93: Turtle				83-84	81	76	88-90	85-88
94: Tyrannosaurus Rex			85
95: Warm Fuzzy					82-83	77-80	91	89-92
96: Water Sprite					81
97: Wind Hummer				86	84-85
98: Wolf			75-84	87-88	86	82-83	92
99: Wyvern				89-90	87		93
100: Game Master's Creation	85-88	91	88	84-85	94	93-94
101: Nor'krin Encounter			92	89-90	86-87	95	95
102: Tuz Encounter		89-90		91-91	88-89	96	96
103: Urvanovestilli Encounter	91-92	93		90-92	97	97
104: Yedidia Encounter		93-94	94	92-93		98	98
105: Jec Encounter		95-96	95	94-95	93-95		99
106: Shal Encounter		97-98	96	96-97	96-97	99
107: Encounter, Doubled Attributes 99-100 97-100 98-100	98-100	100	100

Animal behavior at an encounter is as follows; a number generated in the range of 1-10 tells how it behaves ('special' indicating that the game master should either create a special behavior on the part of the animal, or else simply reroll):

#  Feisty	Herbivore	Pet		Predator	Small Predator
1: attack	attack		attack		attack		attack
2: attack	attack		curious		attack		curious
3: attack	curious		curious		attack		flee
4: attack	flee		flee		curious		flee
5: attack	flee		flee		flee		flee
6: curious	friendly	friendly	friendly	flee
7: flee		ignore		friendly	sneak attack	friendly
8: ignore	ignore		friendly	sneak attack	sneak attack
9: sneak attack	ignore		friendly	sneak attack	sneak attack
10: special	special		special		special		special

Animal age and sex are rolled separately: 1-2 child, 3-6 young, 7-8 middle aged, 9 old, 10 very old; 1-5 male, 6-10 female.

Animal Descriptions

All animals have the following skills: attack 30 (1 s; de 1, sp 1, st 1), blind action 20, dodge 30, hear noises 20, hide 30, move silently 30, and smell creature 20. All predators and small predators can hunt 30, smell creature 30, track 30. Name, attributes, behavior type (feisty, herbivore, pet, predator, small predator), descriptions, comments, and special abilities follow.

Constitution, in some cases, may not indicate exceptional health on the part of the creature, but rather some sort of natural armor.

The attributes are (no is number appearing, a * next to po represents a nonpoisonous special attack):

1: Acid Slime Mold
no	po	wa	ag	co	de	pe	sp	st
1	20*	0	20	10	10	10	20	10
Predator, 4-8' long, not injured by cutting or bludgeoning.  Special damage is
acid.  (It looks like a pale green blob)

2: Acid Spitter no po wa ag co de pe sp st 1 20* 0 20 20 20 10 10 30 Predator. 5' high. This creature has a thick torso and head on four stumpy legs, and a tough black hide. Its special damage is acid.

3: Anteater no po wa ag co de pe sp st 1 0 0 10 10 10 10 10 0 Herbivore. As in real life.

4: Bear no po wa ag co de pe sp st 1 0 0 20 30 10 -10 0 40 Feisty. Grizzly in the Tuz land, polar in Nor'krin land, black elsewhere.

5: Behemoth no po wa ag co de pe sp st 1 0 0 10 30 20 -10 -10 70 Herbivore. As in Job.

6: Boar no po wa ag co de pe sp st 1 0 0 20 10 10 10 10 25 Feisty. As in real life.

7: Bulette no po wa ag co de pe sp st 1 0 0 0 30 10 10 10 30 Predator. 8-10' long. Land shark. A tough, sharklike creature that burrows through earth and has short, strong legs. The hide may be sold for 500 au.

8: Caribou no po wa ag co de pe sp st 30 0 0 10 10 10 10 10 30 Herbivore. As in real life.

9: Carnivorous Log no po wa ag co de pe sp st 1 0 0 10 20 10 0 10 30 Predator. An animal that looks like a large fallen log. When stepped on, large tentacles will shoot out and drag towards teeth and jaws.

10: Carnivorous Tree no po wa ag co de pe sp st 1 0 0 10 20 10 10 10 40 Predator. Like a carnivorous log, but uses branches instead of tentacles.

11: Cobra no po wa ag co de pe sp st 1 30 -10 10 10 10 10 30 -10 Predator. As in real life.

12: Colorspray no po wa ag co de pe sp st 1 0* -20 10 10 10 10 10 -10 Pet. A short, 2' football shaped, multicolored creature with several orifices on its back. A very affectionate pet which will spray brightly colored paints on someone it likes.

13: Crocodile no po wa ag co de pe sp st 1 0 0 10 30 10 10 10 30 Predator. As in real life.

14: Cuddler no po wa ag co de pe sp st 1 0 -40 10 0 10 10 0 -20 Pet. A soft, 1' black, furred, round creature that cuddles like a Shal and will occasionally squirt water.

15: Deer no po wa ag co de pe sp st 1 0 0 30 10 10 20 10 20 Herbivore. As in real life.

16: Dog no po wa ag co de pe sp st 10 0 0 10 10 10 10 10 20 Predator. As in real life.

17: Duck no po wa ag co de pe sp st 5 0 -20 10 10 10 10 10 -20 Herbivore. As in real life.

18: Fog-Thing no po wa ag co de pe sp st 1 0 0 20 10 10 10 10 40 Predator. a 10' tall beast which emits dense fog, obscuring vision in its vicinity.

19: Furred Serpent no po wa ag co de pe sp st 1 0 0 10 10 10 10 10 0 Pet. 2-20' long, with soft, sometimes brown fur.

20: Garder Snake no po wa ag co de pe sp st 1 0 0 10 10 10 10 10 -50 Pet. As in real life.

21: Giant Aphid no po wa ag co de pe sp st 1 0 0 10 30 10 10 10 30 Predator. 8' tall if unearthed, in a depressed sand trap hidden by a thin camouflaged cover.

22: Giant Firefly no po wa ag co de pe sp st 20 0 -30 10 10 10 10 10 0 Herbivore. 4' tall, Fly 5.

23: Giant Land Lobster no po wa ag co de pe sp st 1 0 0 10 50 10 0 -10 50 Feisty. 20-30' long.

24: Giant Scorpion no po wa ag co de pe sp st 1 30 10 10 30 10 10 10 20 Feisty. 5' long.

25: Giant Viper no po wa ag co de pe sp st 1 30 0 10 10 10 20 10 50 Predator. 50'-200' long.

26: Giant Walking Stick no po wa ag co de pe sp st 1 20* 0 0 10 10 0 10 -10 Small Predator. 3' long, 2' tall. Poison does not cause damage, but hinders for one day as if damage had occurred.

27: Giant Wasp no po wa ag co de pe sp st 1 30 0 0 10 10 10 10 10 Feisty. 18" long.

28: Giant Webthrower no po wa ag co de pe sp st 1 20* 0 10 20 10 20 20 25 Predator. A 10' long spider; special attack is throwing webs which do not injure but impair physical action as if injury had occurred.

29: Glower no po wa ag co de pe sp st 1 0 0 10 10 10 20 10 20 Pet. A phosphorescent half sized bear.

30: Gorilla no po wa ag co de pe sp st 10 0 0 25 10 10 10 10 30 Herbivore. As in real life. Climb 10.

31: Griffon no po wa ag co de pe sp st 1 0 0 25 20 10 20 20 30 Predator. 8' long. Half eagle (Fly 10), half lion, loves horsemeat.

32: Hawk no po wa ag co de pe sp st 1 0 -10 10 10 10 10 10 0 Small Predator. As in real life.

33: Hedgehog no po wa ag co de pe sp st 1 0 0 10 10 10 10 10 -10 Herbivore. As in real life.

34: Hnakra no po wa ag co de pe sp st 1 0 0 25 30 10 25 20 50 Predator. An aquatic creature (Swim 10), a great armored shark/sea serpent 50-100' long. As in C.S. Lewis's _Out_of_the_Silent_Planet_

35: Horse no po wa ag co de pe sp st 30 0 0 20 10 10 10 10 30 Herbivore. As in real life.

36: Hoverfeather no po wa ag co de pe sp st 1 0 -10 20 10 10 10 10 0 Herbivore. A 3' ball of eyes and feathered wings (golden, black, brown, or white).

37: Hummingbird no po wa ag co de pe sp st 1 0 -10 30 10 20 25 40 -50 Herbivore. As in real life.

38: Iceflyer no po wa ag co de pe sp st 1 0 -10 10 10 10 10 10 0 Predator. A 6' white arctic bird of prey (Fly 10).

39: Icestriker no po wa ag co de pe sp st 1 20* 0 10 10 25 20 10 10 Predator. A toothed, clawed 20' acid spitting bird of prey (Fly 10).

40: Ironram no po wa ag co de pe sp st 1 0 0 0 20 10 0 10 40 Feisty. A 15' long, piglike furred beast that rams with its bony head.

41: Jewel Serpent no po wa ag co de pe sp st 1 40 0 25 20 10 10 10 30 Predator. A red, 5-20' serpent with an immense red jewel between its eyes which has a phosphorescent glow that lasts until an hour after its death. The gem is worth 5,000 gold, or 10,000 if it is still glowing.

42: Jumpcling no po wa ag co de pe sp st 2 0 0 10 20 20 30 10 -30 Pet. A 6" beast with many paws that will jump and cling to a person.

43: Jumper no po wa ag co de pe sp st 20 0 -10 50 10 10 10 10 30 Herbivore. A 4' long beam with two opposite feet that it jumps and bounces off with. (Jump 10)

44: Kriit no po wa ag co de pe sp st 1 20* 0 10 10 30 20 15 0 Predator. A 5' tall, long-armed beast that spits acid from behind trees.

45: Land Octopus no po wa ag co de pe sp st 1 0* 0 10 10 10 10 10 20 Feisty. 8-20' spread. Like an octopus, but squirts ink — can temporarily blind.

46: Lavishnatim no po wa ag co de pe sp st 1 0 -20 25 10 20 10 10 -10 Pet. An incredibly curious, 2' rodentlike creature.

47: Leviathan no po wa ag co de pe sp st 1 40* 0 20 40 10 -10 10 80 Feisty. As in Job. Special attack is breathe fire.

48: Mile Long Snake no po wa ag co de pe sp st 1 0 0 10 10 10 10 10 80 Herbivore(-like). A 20' high snake a mile long

49: Milshh no po wa ag co de pe sp st 1 0 -20 20 10 10 30 20 -20 Pet. A short, 18", round, eyeless catlike creature with long, golden fur, and eight short legs ending in round paws.

50: Mimic no po wa ag co de pe sp st 1 0 -10 10 10 10 25 10 -20 Pet. A monkeylike creature that will follow and imitate a person.

51: Mirior no po wa ag co de pe sp st 1 0 -10 10 0 10 10 10 0 Herbivore. A humanoid form with mirrorlike skin.

52: Mishraim no po wa ag co de pe sp st 1 0 -10 10 10 10 0 10 30 Pet. Like a giant 5' anteater, but with a shorter snout.

53: Monkey no po wa ag co de pe sp st 10 0 -30 20 10 20 10 10 -10 Herbivore. As in real life.

54: Mouse no po wa ag co de pe sp st 1 0 -10 10 10 10 10 10 -50 Herbivore. As in real life.

55: Muckdweller no po wa ag co de pe sp st 1 0 0 30 10 10 10 10 30 Predator. A black, tentacled, four legged beast that waits in the muck and then draws things down in order to drown and/or eat.

56: Obstructor no po wa ag co de pe sp st 1 0 0 30 20 20 20 0 50 Predator. A giant (20') eight armed apelike creature which will use branches, rocks, etc. to form a barrier around prey before throwing rocks at it.

57: Ostrich no po wa ag co de pe sp st 1 0 0 -10 0 0 0 30 25 Herbivore. As in real life.

58: Owl no po wa ag co de pe sp st 1 0 -10 10 10 10 10 10 0 Small Predator. As in real life.

59: Panther no po wa ag co de pe sp st 1 0 0 30 10 20 30 10 30 Predator. Climb 5. As in real life.

60: Parrot no po wa ag co de pe sp st 1 0 -10 20 10 10 10 25 -30 Pet. Fly 5. As in real life.

61: Platypus no po wa ag co de pe sp st 1 0 0 10 10 10 10 10 -10 Herbivore. As in real life.

62: Poison Quilled Porcupine no po wa ag co de pe sp st 1 30 0 10 10 10 10 10 0 Herbivore. Like a real porcupine, but three feet long, and, if struck hand-to-hand without appropriate armor, will automatically hit attacker. (When it attacks, its attack does not do poison damage.)

63: Porcupine no po wa ag co de pe sp st 1 0 0 10 10 10 10 10 -20 Herbivore. As in real life.

64: Prairie Dog no po wa ag co de pe sp st 10 0 0 10 10 10 10 10 -15 Herbivore. As in real life.

65: Rabbit no po wa ag co de pe sp st 1 0 -10 20 10 10 20 25 -30 Herbivore. As in real life.

66: Ram no po wa ag co de pe sp st 1 0 0 10 10 10 10 10 20 Herbivore. As in real life.

67: Ricochet no po wa ag co de pe sp st 1 0 0 30 10 10 20 40 20 Herbivore. A fast, 12 legged (equally spaced) 1' red-brown creature that quickly bounces off trees and everything else if threatened.

68: Roc no po wa ag co de pe sp st 1 0 -10 0 10 10 20 -20 70 Predator. 100' tall. A giant bird of prey (Fly 10) that eats panthers.

69: Rock Crusher no po wa ag co de pe sp st 1 0 0 -10 30 0 0 -20 80 Herbivore(-like). A giant (40') creature with stony skin that sits and eats rocks.

70: Rock Thrower no po wa ag co de pe sp st 1 0 0 10 10 20 20 10 20 Feisty. A beast with four legs alternated with four arms, throwing rocks.

71: Rodent of Unusual Size no po wa ag co de pe sp st 1 0 0 300 10 10 20 25 10 Predator. As in The Princess Bride.

72: Sand Trapper no po wa ag co de pe sp st 1 0 0 10 10 20 10 30 30 Predator. 10-15' high. Lives in sand and shoots up a green tentacle to drag in prey.

73: Sea Serpent no po wa ag co de pe sp st 1 0 0 20 20 10 10 0 40 Herbivore(-like). 20-40' long, swim 10.

74: Shocker no po wa ag co de pe sp st 1 40* 10 20 20 10 10 10 30 Predator. An immense (10') deep green to blue lizard with slimy black tentacles that deliver a powerful electric shock, capable of throwing many creatures. Any creature hit by a shocker and taking over 10% damage will be disrupted in the action it was completing, drop what it was holding, and forget what it was doing/be momentarily disoriented. Thick clothing may function as armor against a shocker's attack, as the electrical damage only takes place if electrical contact occurs.

75: Skunk no po wa ag co de pe sp st 1 0* -10 10 10 10 10 10 -20 Herbivore. As in real life. (Special attack, as in real life.)

76: Sloth no po wa ag co de pe sp st 1 0 -20 10 10 10 10 -20 -15 Pet. As in real life.

77: Soft Rolling Stone no po wa ag co de pe sp st 1 0 -30 0 20 0 -30 -10 -30 Pet. A rolling creature that looks like a round, mossy stone. Warm and friendly.

78: Sparrow no po wa ag co de pe sp st 20 0 -20 20 10 10 10 10 -50 Herbivore. As in real life (Fly 10).

79: Spinstar no po wa ag co de pe sp st 50 0 0 30 10 10 10 10 -30 Pet. A blue (tinged with red) 9" land starfish which whitish feet at the end of each limb and a feeding orifice on one side. Moves by rolling.

80: Stegosaurus no po wa ag co de pe sp st 1 0 0 0 40 -20 -30 -10 50 Herbivore. As in real life.

81: Stinging Insect no po wa ag co de pe sp st 1000 30 -50 25 25 10 25 20 -30 Feisty. A swarm as in real life.

82: Stoneshell no po wa ag co de pe sp st 1 0 0 10 80 10 10 10 10 Herbivore. A creature with a stonehard shell, 10' tall.

83: Strider no po wa ag co de pe sp st 1 0 0 25 25 10 10 30 20 Predator. 7' tall. A predator which moves incredibly quickly (85 mph). It is jet black, has long, strong, thin legs, and will try to run prey into trees.

84: Swamp Thing no po wa ag co de pe sp st 1 0 0 20 10 10 10 10 50 Predator. A huge malodorous mass of beast. 20-50'

85: Tail Spikethrower no po wa ag co de pe sp st 1 20 0 10 20 20 10 10 30 Predator. 9' long. Like a scorpion, but throws poisoned spikes.

86: Tar Baby no po wa ag co de pe sp st 1 0 -10 -30 30 10 10 0 10 Feisty. A black, tar-covered beast. Any weapon or limb which strikes it will stick and require an hour to free.

87: Terrask no po wa ag co de pe sp st 1 0 0 10 80 10 10 10 100 Feisty. An immense, dinosaurian creature (200' tall), pale grey to black at different spots.

88: Thousand Legged Roller no po wa ag co de pe sp st 1 0 0 25 10 10 20 30 30 Herbivore. Great multi-colored 6' ball covered with legs, by which it rolls.

89: Ticklebug no po wa ag co de pe sp st 1 0 0 10 10 30 30 10 -30 Pet. A little, 6" furry creature (white, gold, tan, orange, calico, grey, brown, red, or black) with long whiskers, fond of touching other creatures very lightly.

90: Torpor Beast no po wa ag co de pe sp st 1 40* 0 10 10 10 10 10 10 Predator. A beast with four limbs and a spiked trunk — spikes inject a potent sleeping poison.

91: Translucent Frog no po wa ag co de pe sp st 1 0 -10 25 10 10 10 10 10 Herbivore. An animal such that you can see into its body to look at its inner workings.

92: Trin no po wa ag co de pe sp st 30 0 -20 30 10 10 10 10 -10 Herbivore. This beast is short, round, and flat, with tan fur.

93: Turtle no po wa ag co de pe sp st 1 0 0 -10 60 0 0 -30 10 Herbivore. As in real life.

94: Tyrannosaurus Rex no po wa ag co de pe sp st 1 0 0 -10 10 10 0 -10 60 Predator. As in real life.

95: Warm Fuzzy no po wa ag co de pe sp st 1 0 -30 10 10 10 30 0 -20 Pet. Same colors as a ticklebug, round, 8", with very long, very soft fur. Can climb (Climb 2) very comfortably and snuggle for hours. Used like teddybears.

96: Water Sprite no po wa ag co de pe sp st 25 0 -20 50 10 10 10 10 -10 Herbivore. An extremely shy and beautiful form that comes out once a year to dance in the moonlight.

97: Wind Hummer no po wa ag co de pe sp st 1 30 0 50 10 10 10 20 -40 Feisty. 1' tall. A quick, translucent (Dodge 50, Fly 40), stinging creature.

98: Wolf no po wa ag co de pe sp st 20 0 0 10 10 20 10 10 20 Predator. As in real life.

99: Wyvern no po wa ag co de pe sp st 1 30 0 20 20 10 10 10 25 Predator. A flying (10', Fly 10), red-brown stinging reptilian predator.

100: Game Master's Creation

Random Person Encounters:

In general, 1-10 people will be encountered. (Hermits will always be encountered alone.) Several factors/scales are given (race, profession, Myers-Briggs personality type, etc.); the GM need only generate as much information as he needs to get an idea of how to play it.

Random personal encounters are, in essence, an opportunity to role play social interaction, and should be played as such. While there are other possibilities, such as trading for equipment or information, the game master should focus on making the encounter an interaction with interesting people who will make play more interesting.

These tables are for encounters out in the wild — generally, parties of people who are mostly adventurers. Encounters in a city or village should be different.

Character race and roles	N	T	U	Y	J	S
1: Janra Acrobat		1	1	1	1	1	1
2: Janra Acrobatic Scout	2	2	2	2	2	2
3: Janra Actor			3	3	3	3	3	3
4: Janra Archer			4	4	4	4	4	4
5: Janra Bard			5	5	5	5	5	5
6: Janra Dancer			6	6	6	6	6	6
7: Janra Hermit			7	7	7	7	7	7
8: Janra Homemaker		8-12	8-12	8-12	8-12	8-12	8-12
9: Janra Hunter			13	13	13	13	13	13
10: Janra Idiot			14	14	14	14	14	14
11: Janra Interpreter		15	15	15	15	15	15
12: Janra Jack-of-all-Trades	16	16	16	16	16	16
13: Janra Juggler		17	17	17	17	17	17
14: Janra MacGyver		18	18	18	18	18	18
15: Janra Masseuse		19	19	19	19	19	19
16: Janra Perceiver		20	20	20	20	20	20
17: Janra Scholar		21	21	21	21	21	21
18: Janra Singer		22	22	22	22	22	22
19: Janra Storyteller		23	23	23	23	23	23
20: Janra Wayfarer		24	24	24	24	24	24
21: Janra Woodsman		25	25	25	25	25	25
22: Jec Archer			26	26	26	26	26	26
23: Jec Baker							27
24: Jec Bard			27	27	27	27	28	27
25: Jec Blacksmith						29
26: Jec Cobbler							30
27: Jec Farmer							31-35
28: Jec Fisherman						36-37
29: Jec Hermit							38
30: Jec Homemaker						39-48
31: Jec Hunter			28	28	28	28	49	28
32: Jec Idiot							50
33: Jec Merchant						51-52
34: Jec Sage							53
35: Jec Stonemason						54
36: Jec Storyteller						55
37: Jec Wayfarer		29	29	29	29	56	29
38: Jec Weaver							57
39: Jec Woodsman		30	30	30	30	58	30
40: Nor'krin Archer		31-33	31	31	31	59	31
41: Nor'krin Bard		34-36	32	32	32	60	32
42: Nor'krin Hermit		37
43: Nor'krin Homemaker		38-47
44: Nor'krin Hunter		48-50	33	33	33	61	33
45: Nor'krin Idiot		51
46: Nor'krin Wayfarer		52-53	34	34	34	62	34
47: Shal Bard				35	35	35	63	35
48: Shal Farmer						36		36-37
49: Shal Gardener					37		38-40
50: Shal Hermit								41
51: Shal Homemaker					38		42-51
52: Shal Idiot								52
53: Shal Masseuse					39		53
54: Shal Poet								54
55: Shal Sage						40		55-56
56: Shal Woodsman		54	36	36	41	64	57-59
57: Tuz Archer			55	37-39	37	42	65	60
58: Tuz Blacksmith			40-41
59: Tuz Hermit				42
60: Tuz Homemaker			43-52
61: Tuz Hunter			56	53-55	38	43	66	61
62: Tuz Idiot				56
63: Tuz Scout			57	57-58	38	43	66	61
64: Tuz Stonemason			59
65: Tuz Woodsman		58	60-62	40	48	68	63
66: Tuz Wrestler			63
67: Urvanovestilli Archer	59	64	41	49	69	64
68: Urvanovestilli Artist			42
69: Urvanovestilli Bard		60	65	43	50	70	65
70: Urvanovestilli Dancer			44
71: Urvanovestilli Dual Profession 61	66	45	51	71	66
	(roll twice, ignoring non-Urvanovestilli rolls.)
72: Urvanovestilli Goldsmith			46
73: Urvanovestilli Hermit			47
74: Urvanovestilli Homemaker			48-57
75: Urvanovestilli Hunter	62	67	58	52	72	67
76: Urvanovestilli Idiot			59
77: Urvanovestilli Interpreter	63	68	60	53	73	68
78: Urvanovestilli Jack-of-all-Trades 64 69	61	54	74	69
79: Urvanovestilli Noble			62
80: Urvanovestilli Renaissance Man 65	70	63	55	75	70
81: Urvanovestilli Repairman			64
82: Urvanovestilli Scholar	66	71	65	56	76	71
83: Urvanovestilli Servant			66
84: Urvanovestilli Specialist			67
85: Urvanovestilli Wayfarer	67	72	68	57	77	72
86: Urvanovestilli Weaver			69
87: Yedidia Animal Handler		73	70	58-59	78	73
88: Yedidia Bard		68-69	74	71	60-61	79	74
89: Yedidia Herbalist			75	72	62-63	80	75-76
90: Yedidia Hermit					64
91: Yedidia Homemaker				73	65-74		77
92: Yedidia Hunter		70	76	74	75-76	81	78
93: Yedidia Idiot					77
94: Yedidia Jack-of-all-Trades	71	77	75	78	82	79
95: Yedidia Masseuse				76	79		80
96: Yedidia Perceiver		72	78	77	78	82	79
97: Yedidia Singer				78	82		82
98: Yedidia Woodsman		73	79	79	83-84	84	83-84
99: Roll once to determine race, then a second time to determine profession
				74	80	80	85	85	85
100: Special			75-84	81-90	81-90	86-95	86-95	86-95
101: Nor'krin Encounter			91	91	96	96	95
102: Tuz Encounter		85-86		92-94	98	98	98
103: Urvanovestilli Encounter	87-91	91-94		98	98	98
104: Yedidia Encounter		92-93	95-97	95-97		99	99
105: Jec Encounter		94-99	98	98-99	99		100
106: Shal Encounter		100	99-100	100	100	100

Myers-Briggs Personality Type:
Shal: 1-3 Extrovert, 4-10 Introvert; Other: 1-7 Extrovert, 8-10 Introvert 1-6 Sensing, 7-10 INtuitive
Male: 1-6 Thinking, 7-10 Feeling; Female 1-4 Thinking, 5-10 Feeling. 1-5 Judging, 6-10 Perceiving

Handedness: Janra 01-75 left, 76-95 ambidexterous, 96-100 right; other 01-94 right, 95-99 left, 100 ambidexterous

Birth Order: 1-3 first, 4-6 middle, 7-9 last, 10 only


Section II L: Equipment, Devices, Chemicals, Herbs, and Money


In the monetary system, 1 gold sovereign (au) = 2 electrum sceptres (el) = 8 silver crowns (si) = 64 copper pennies (cu) = 256 iron tips (fe). Price is variable; a device could easily be sold for twice or half its listed cost here. All coins are of the same weight; 64 of them weigh a pound.

Adventuring equipment as a rule is scarce and difficult to acquire. The ad (acquirement difficulty) given for equipment is e (easy), m (moderate), d (difficult), vd (very difficult), and ed (extremely difficult). The races in whose homeland the items are easily found are designated by first initial ('J' denoting Jec rather than Janra, as the Janra have no homeland); items may be found in other lands, but at a difficulty one notch higher (so difficult becomes very difficult, etc.).

The following are illustrations of devices and equipment available. Other equipment in the same spirit (as described in the game master's introduction, section IV) is encouraged with game master discretion. Each device is slightly different; they may well have modifications (such as a tiny hidden compartment). There should ideally be thousands of unique devices, of which the listed examples are but a tiny hint. Chemical prices, unless otherwise specified, are per fluid ounce, and herbs per ounce. Chemicals which temporarily affect attributes do *not* affect st and co contributions to health value.

Armor made not out of steel but out of special alloys may be found, at one notch higher ad and ten times the price, with all the protection but only half the penalties. When armor reduces damage by a fixed percentage, it should be read as the exponent of the damage which is reduced.

Animals (trained or otherwise friendly) may be acquired at a difficulty of the sum of the squares of their attributes, for half the ad if their behavior type is pet, ad for behavior type herbivore, twice the ad for behavior type small predator, three times the ad for behavior type predator, and four times the ad for behavior type feisty.

What is listed is specifically equipment which will be useful to adventurers. There are an infinitude of other objects which exist — clockwork devices which are built up to perform various tasks (such as play music or be a moving model of the solar system) much as a computer programmer assembles instructions to make a program; herbs which act as spices, or which, when drunk as a tea, have a mild narcotic effect (which herbs are carefully and temperately used, just like alcohol), or chemicals which, when mixed, turn a complex rainbow of scintillating colors — and they would take forever to list. Here is a simple example of what may be useful to adventurers, to give the game master a feel for the spirit of creation.

Devices and Equipment

Cost	ad	Name
5 au	m	Axe/Hatchet (wa 0) (N, T, U, Y, J, S)
3 au	d	Backpack (T, U, Y)
20 au	d	Belaying Device, automatic — a springloaded box with a harness
		at one end, a crank on the side, and which shoots out a
		grappling hook.  This device catches a climber who falls,
		preventing injury, and allowing him to try again if he slips a
		grip (thereby effectively doubling climbing skill).  (U)
4 au	d	Camouflage cloak — usually forest green, dark grey, or black,
		occasionally brown, these can lower the difficulty of hiding by
		one notch (T, U, Y, C)
8 au	d	Cat's Claw — an angled iron or steel clawed boot attachment
		and glove which is highly effective at attaching to climbing
		surfaces; someone wearing a Cat's Claw has a climbing skill
		increased by 10.  (T, U)
50 au	d	Chain Mail: -20 to sharp damage suffered, and -5 to blunt
		damage; 5-st penalty to ag, de, sp; -20 to Move Silently.  (U)
		(For instance, a character with st -5 would suffer a penalty of
		10 to ag, de, sp).
500 au	vd	Chain Mail, "feather": -15 to sharp damage and -3 to blunt
		damage; -10 to Move Silently.  (U)
5-20 au	m	Chest, Locked, Reinforced — size varies with price (T, U, J)
5 au	d	Cloth tape — 50 yards (U)
400 au	vd	Collapsible rowboat — skeleton of iron bars and joints, and
		oil skin surface, when taken apart and packed away, fit in a
		large back pack.  (U)
3 au	d	Compass (U)
10 au	m	Crossbow (wa 0 Urvanovestilli, 10 Tuz; strength difficulty to
		load 0 Urvanovestilli, 10 Tuz) (T, U)
200 au	vd	Crossbow, Pump-Action — a pumping action loads the next bolt
		so that the time to load and shoot is 5s instead of 30s.  (wa
		0, loading requires action of strength difficulty 0)
400 au	vd	Crossbow, Spray — a cup on the front of the bowstring holds
		20 bolts which, when fired, fan out in a spray.  wa 10, and
		effectively increases firer's skill/accuracy by 10.  (But
		cannot be gainfully used with a telescopic sight)
3 cu	m	Crossbow Bolt (T, U)
1 au	d	Crossbow Bolt, Exploding (+20 to wa) (U)
1 au	d	Crossbow Bolt, Harpoon — a fine wire or silk cord is coiled
		inside the shell, and an end can be attached to the crossbow or
		other anchor.
1 au	d	Crossbow Bolt, Poison Injecting (U)
5 au	d	Crowbar (T, U)
2 au	m	Dagger (wa 0 hand to hand, -10 thrown) (N, T, U, J)
80 au	vd	Dagger, Obsidian, Razor-edged (wa 5 hand to hand, -5 thrown)
		(U)
40 au	vd	Dagger, Poison Injecting (wa 0) (U)
60 au	vd	Directional mechanical listening device — a pair of binoculars
		for the ears.  It has a sight and a hard parabolic surface with
		a tube which goes to the ears at the focus — incoming sound
		from the direction it faces is echoed into the tube and heard
		with exceptional sensitivity.
15 au	d	Earhorn — effectively doubles hear noises skill
2000 au	ed	Firestar — a longsword with a hollow, insulated handle and a
		network of veins inside the blade leading to a porous surface
		which will be covered in burning oil (po 20, hotter oil doing
		more damage possibly available upon searching).
25 au	d	Fishing Rod, collapsible (U)
6 au	d	Goggles, Waterproof (U)
2 au	d	Grappling Hook (T, U)
1 el	d	Gunpowder (U)
30 au	d	Halberd (wa 15) (T, U)
200 au	d	Hang Glider (U)
600 au	vd	Hang Glider, Collapsible — can collapse to backpack size and
		pop out at the push of a button (U)
60 au	d	Herbal/Chemical Medicine kit — medicines allow an injured
		character to heal faster.  (Easy medical skill check to avoid
		causing damage (prevents healing that day), difficult medical
		skill check to double rate of healing) (U, Y)
3000 au	vd	Hot Air Baloon (U)
150 au	d	Hummer — a small device which emits a high and low pitched hum
		(inaudible to humans) which is 90% likely to repel wandering
		animals.  (U)
1000 au	vd	Jack/Rabbit Tool — This device has two hardened steel prongs,
		each shaped like a flattened chisel, and a crank which, when
		turned, will slowly (over the course of a few minutes) cause
		the prongs to push apart with very powerful force (100 times
		the strength of the using character), sufficient to easily
		force most doors and chests open.  (U)
10,000 au ed	Juggernaut — a movable room and armored vehicle, capable of
		going over all sorts of terrain at the average jog speed for
		the party inside, which seats 4-8.  A very good place to sleep
		in a Tuz forest.  (U)
1 au	e	Knife (wa -3 hand to hand, -8 thrown) (N, T, U, Y, J, S)
120 au	vd	Ladder, Collapsible — expands at the push of a button, and
		can be collapsed to an object 18"x8"x4".  (U)
40 au	d	Lance (wa 3) (T, U)
5 au	e	Lantern (T, U, J)
10 au	d	Lantern, parabolic mirror — beam of light comes out focused in
		one direction.  (U)
10 au	e	Leather Vest: -7 to sharp damage, -3 to blunt damage, no
		penalties (N, T)
5 au	d	Lighter — like a cigarette lighter, but with a wick and oil
		instead of butane.  (U)
30 au	d	Lock Picks (U)
10 au	m	Longbow (N, T, U)
1 si	m	Longbow Arrow (N, T, U)
10 au	d	Longsword (wa 10) (T, U)
5 au	d	Mace (wa 5) (T)
1000 au ed      Manual of Skill (specific skill) — A Manual of Skill contains
		instructions and insights into one particular skill, so that
		after a month's usage a character will gain five experience
		points in that skill.  Unless the game master explicitly
		specifies otherwise, all manuals of skill when found will be
		in extremely poor condition and will fall apart and be
		completely unusable after one character has used it once. (U)
80 au	d	Medical Kit — allows a character's medical skill to function
		in caring for the healing of another. (U)
10 au	d	Periscope (U)
2 au	m	Pickaxe (T, U, J)
100 au	d	Plate Armor, heavy: -30 to sharp damage, -20 to blunt damage,
		penalties 20-st to ag, de, sp; -20 to Move Silently.  (T, U)
200 au	vd	Plate Armor, light: -15 to sharp damage, -10 to blunt damage,
		5-st penalties to ag, de, sp; -20 to Move Silently.  (U)
50 au	vd	Pneumatic-Powered Liquid Sprayer, glass coated inside.  Some
		are powered by compressed gas cartridges; some are powered by
		pumping to build up pressure.  (U)
15 au	m	Rapier (wa 5) (U)
500 au	vd	Reference Manual (specific skill) — A reference manual, when
		consulted, allows a character to make a skill check as if he
		had five ep more (adjusted for gaa but not al) after one
		hour's consultation in preparation for that specific check,
		and as if he had ten ep more after one day's consultation.
1 au	d	Robe, many-pocketed (U, Y, J)
1 au    m       Rope, 50' (N, T, U, Y, C) 50
50 au   d       Rope, 50', silk (much thinner, smaller, and stronger than a
		normal rope).  (U)
350 au	vd	Self Contained Underwater Breathing Apparatus (U)
100 au	vd	Sewing Machine, portable (U)
10 au	d	Shield — its usage skill (block, works exactly like dodge) has
		dl .5.  (T, U)
3 au	m	Slide Rule (U)
3 au	d	Snorkel (U)
2	d	Soft cloth/leather boots/shoes — effectively increases
		wearer's move silently skill by 10.  (U, Y, S)
10,000 au ed    Spider Silk Robe: -30 sharp damage, -5 blunt damage; no
		associated penalties.  (U)
30 au	d	Springboard — with running start, doubles jump skill.  (U)
300 au  vd      Staff, Rocket Launching — launches rockets that explode in 5
		yard r+50-damage fireball)  (U)
50-200 au d	Swiss Army Knife (U)
1 au	vd	Syringe (U)
10 au   d       Telescope, 10x magnification (U)
100 au  64      Telescope, 100x magnification (U)
500 au  vd      Telescope, zoom, 10-250x magnification (U)
50 au   d       Telescopic Crossbow sight — allows for a shot taking twice the
		time and prone to have accuracy increased by 50 if installed on
		Urvanovestilli crossbow and adjusted with a difficult clockwork
		device craftsmanship/engineering check.  (U)
200 au	vd	Tent, framed — collapses to fit inside a moderately sized
		backpack.  (U)
1 au    e       Tinderbox (N, T, U, Y, J, S)
20 au	e	Tool Kit (U)
50 au   d       Two-handed sword (wa 20) (T, U)
10 au	m	Watch (U)
1 au	m	Waterskin (N, T, U, Y, C, S)
15 au	m	Winter Clothing — lowers cold tolerance difficulties one
		notch.  (N, U, C)
1	d	Wire, steel, 5 yards
10 au	d	Wire Saw (U)

Non-Herbal Chemicals

500 au	ed	Adrenaline serum.  One ounce of this hormone per hundred pounds
		of body weight will affect attributes with the following
		adjustments: ag+5, al+15, ch-10, de-5, kn-8, me-8, pe+8, sp+10,
		st+15, wi-15.  At the time of being injected, the injectee must
		make one constitution check, of difficulty equal to ten times
		the number of ounces of adrenaline injected per hundred pounds
		of body weight.  If this check is failed, then the hormone
		causes him to run in fear from any threat until it wears off.
		(Note that this reduces wisdom as quickly as it increases
		strength; a character with wisdom reduced to .1 or less is no
		longer under the control of the player.)  Also, adrenaline
		causes an injured creature (as long as it's still alive) to
		function as if not injured.
100 au	ed	Anabolic steroids.  One ounce of this, appropriately diluted
		and spread over a year with vigorous exercise, will increase
		strength by 2.  (After the year, no further steroid use of that
		level will bring increase.  Increased steroid use will act on
		the base strength, unadjusted by steroids).  The *cube* of the
		number of ounces is subtracted from constitution.
1 au	d	Docility Drug (po 10) — this and other drugs take effect when
		the drug "damage" combined with actual damage brings an animal
		below zero health value (U)
5 au	64	Docility Drug (po 20) (U)
25 au	vd	Docility Drug (po 30) (U)
125 au	1024	Docility Drug (po 40) (U)
625 au	ed	Docility Drug (po 50) (U)
1 si	d	Glue (U)
1 au	vd	Glue, exceptional strength (if allowed to set, is usually
		stronger than the materials it has bonded together) (U)
8 au	vd	Nitric Acid — comes in a glass container (one of few
		substances it will not eat through), with a tiny eyedropper.
		(U)
2 au	vd	Compressed Gas Cartridge (U)
1 cu	e	Lantern Oil (T, U, J)
1 el	d	Lantern Oil, Extra Bright — when burnt in a lantern, can
		illuminate a room as brightly as daylight. (U)
1 au	d	Poison (po 10) (U)
5 au	64	Poison (po 20) (U)
25 au	vd	Poison (po 30) (U)
125 au	1024	Poison (po 40) (U)
625 au	ed	Poison (po 50) (U)
2 au    d       Roman Candle (U)
1 au	d	Sleeping Drug (po 10) — this and other drugs take effect when
		the drug "damage" combined with actual damage brings an animal
		below zero health value (U)
5 au	64	Sleeping Drug (po 20) (U)
25 au	vd	Sleeping Drug (po 30) (U)
125 au	1024	Sleeping Drug (po 40) (U)
625 au	ed	Sleeping Drug (po 50) (U)
1 au    d       Smoke Bomb (U)
10 au	vd	Thermite — a mixture of powdered rust and aluminum which will
		when ignited with a magnesium fuse (generally available
		wherever thermite is available), burn through nearly anything
		— steel, sand, asbestos...).  (U)

Herbs and Herb Derivatives — some herb effects derived from the net.book on herbs. Herbs, in raw form, may be acquired using the herbalism or woodlore skills as well as acquisition, in which case they are obviously free.

1 sp m Aloe Vera — when rubbed over sunburnt skin, alleviates pain and causes healing to occur at four times the normal rate. 50 au ed Angel's Hair — this herb, when dried, powdered, and mixed with water to make a viscous fluid, will, when drunk (one dose per day) reduce aging by 1/4. 1 sp m Coffee — one silver piece's worth per hundred pounds body weight will bring adjust pe*1.1, sp*1.1, cube of silver piece's worth per hundred pounds body weight will adjust de*.98, in*.98. Lasts one hour. (U) 1 au d Cofisa Tea — a tea with strong herbal extracts that focuses and intensifies nervous system impulses to the muscles. Adjusts st*1.1, cube adjusts pe*.98. Lasts 15 minutes. 4 au vd Desp — when an extract of this herb is injected, it causes the person to continue strenuous exercise for ten times the normal duration, after which he will fairly quickly fall asleep. 1 au d Docility Drug (po 10) — this and other drugs take effect when the drug "damage" combined with actual damage brings an animal below zero health value (Y) 4 au 64 Docility Drug (po 20) (Y) 16 au vd Docility Drug (po 30) (Y) 64 au 1024 Docility Drug (po 40) (Y) 256 au ed Docility Drug (po 50) (Y) 1 cu d Ficop — A liberal distribution of a paste made of this herb, held on with dressings, (one pound per square foot), will cause burns to heal at four times the normal rate. 1 au m Gentian Violet — this herbal extract, when applied to a bleeding wound, will cause it to rapidly slow, scabbing unless it is a major vessel. 1 au d Hallucinogenic Mushroom Extract — this and other drugs take effect when the drug "damage" combined with the actual damage brings an animal below zero health value. An animal in combat who hallucinates has a 50% chance of being scared off by hallucinations, and, if not scared, has a 50% chance of attacking hallucinations rather than threats (po 10) (Y) 4 au 64 Hallucinogenic Mushroom Extract (po 20) (Y) 16 au vd Hallucinogenic Mushroom Extract (po 30) (Y) 64 au 1024 Hallucinogenic Mushroom Extract (po 40) (Y) 256 au ed Hallucinogenic Mushroom Extract (po 50) (Y) 2 sp d Hedisc — when rubbed on scars daily (one ounce can cover one square inch of scar for one week), causes scars to heal fully within a month (Y) 50 au d Herbal Medicine Kit (Y) 5 au vd Heslriana — when made into a tea and drunk, this adjusts pe+5 noncumulatively for ten minutes. (Y) 1 el d Hofiu — anti-nauseant (Y) 20 au vd Kedlidi — diminishes by half the effect of alcohol (non-cumulatively). (Y) 1 sp d Locriat Tea — This includes a variety of teas which, a day after drinking, will begin to color the drinker's skin (and, in some cases, hair); the colors will wear off with discontinuation after about a month to half a year (depending on how much has been consumed); possible resultant colors may be described as any color which may be obtained by rubbing a non-opaque dye onto a person's skin. (Y) 2 au m Nesrit — When burned in a fire, the resulting smoke will leave an odd scent in the air which will repel insects and snakes for one hour (Y). 3 au d Plei Kr't Sha — this herb, when taken orally, will in ten minutes cause a person for an hour to be aware of painful stimuli but not feel them as pain, and not to be nauseated by grotesque sights or thoughts; used frequently in surgery (Y) 1 au d Poison (po 10) (Y) 4 au 64 Poison (po 20) (Y) 16 au vd Poison (po 30) (Y) 64 au 1024 Poison (po 40) (Y) 256 au ed Poison (po 50) (Y) 1 au d Poison Antidote — Poison antidotes are specific to the plant, and/or creature from which the poison originated. There are three or four common poisons of each strength and several uncommon poisons of each strength (price and ad up by a factor of four) (po 10) (Y) 4 au 64 Poison Antidote (po 20) (Y) 16 au vd Poison Antidote (po 30) (Y) 64 au 1024 Poison Antidote (po 40) (Y) 256 au ed Poison Antidote (po 50) (Y) 1 au d Sleeping Drug (po 10) — this and other drugs take effect when the drug "damage" combined with actual damage brings an animal below zero health value (Y) 5 au 64 Sleeping Drug (po 20) (Y) 25 au vd Sleeping Drug (po 30) (Y) 125 au 1024 Sleeping Drug (po 40) (Y) 625 au ed Sleeping Drug (po 50) (Y) 2 au d Solvi — causes internal blood clots to dissolve (Y) 2 au m Stiv Tea — causes neurons in the eye to fire once per photon detected instead of once every seven, thereby causing a person to be dazzled in bright light, see in dim light as if it were bright, and see in very weak light (moonless starlight, indirect candlelight) as if it were dim. 5 au d Talinor Tea — adjusts in+2, pe-1, sp-1, wears off in one hour (U, Y)


Section II M: Speed and Simultaneity


This section is optional:

The exponent of a creature's speed is looked up in the log/exponent table, and actions are shortened in duration by that divisor. For example, a creature of speed 10 has an exponent of 2, so he does things twice as fast (he takes half as long to do things).

Creatures may voluntarily speed up or slow down actions, affecting the difficulty as follows: let's say that a character wants to perform an action 4 times as fast. The log of 4 is looked up in the log/exponent table: 20. This number is added to the difficulty of the action: it is 20 points more difficult to perform the action at 4 times normal speed. Creatures can benefit from slowing down to perform actions, up to a difficulty 10 points lower by taking twice as long.

A character may perform n actions simultaneously with the difficulty for each increased by the log of n: 10 points for 2 actions, 20 points for 4, etc. Common sense should be applied to what can be done simultaneously; archery and horseback riding are sensible concurrent activities, while archery and juggling are not. Running while doing other activities does not require an ability check, but does count as a simultaneous activity (increasing the difficulty of the other activities performed).


Section III: A Quick Key to Abbreviations


Here is what each abbreviation means. It may be convenient to print out this page to have on hand until the abbreviations become familiar.

ad	acquirement difficulty
ag	agility
al	ability to learn
an	one half anatomy skill, rounded down
au	gold
av	adjusted value
b	number resulting from rolling the blue die
bs	base skill
ch	charisma
co	constitution
cu	copper
d	difficult
de	dexterity
dl	difficulty of learning
e	easy
ed	extremely difficult
el	electrum
ep	experience point(s)
fe	iron
gaa	governing attributes addend
in	intelligence
kn	knowledge
ld	learning difference
m	moderate
me	memory
ms	medical skill 
pe	perception
po	poison
r	number resulting from rolling the red die
si	silver
sp	speed
st	strength
ub	untrained base
vd	very difficult
wa	weapon adjustment
wi	wisdom

Section IV: A Sample Character Sheet


Here are parts of a sample character sheet being set up, in order to make the model perhaps easier to understand. I am demonstrating using my stopwatch as a ten-sided die (starting and stopping it, and then looking at the place for hundredths of seconds), and a simple four function calculator. The number of decimal places kept track of is somewhat arbitrary, but I will use two.

First, I decide the character's race, age, and gender (young Yedidia female). We'll call her Ocula. (We should also have an idea of what kind of skills she will have — I'll say a perceiver, although her 30 ep may be devoted any way I want.) Second, I generate 36 numbers as r-b (I roll the red and blue dice, subtracting the value on the blue die from that on the red die — if the red says '3' and the blue says '5', then the number is 3-5, or -2):

n1: 4; n2: 3; n3: 2; n4: -1; n5: -3; n6: 0; n7: 3; n8: -2; n9: 1; n10: 0; n11: 4; n12: -3; n13: -1; n14: 5; n15: 2; n16: 2; n17: 3; n18: 0; n19: -1; n20: 1; n21: -1; n22: -1; n23: 0; n24: -5; n25: 1; n26: 2; n27: -1; n28: 4; n27: -2; n28: 1; n29: -3; n30: 4; n31: 1; n32: -1; n33: 0; n34: -1; n35: 0; n36: 2

Now, using those 36 random numbers, I calculate her attributes as given in section II A, and adjust them as given in section II B:

Attribute		Racial	Gender	Age	Adjusted
ag: 4+3+2-1-3=5		+0	+0	+5	10
al: 4+0+3-2+1=6		+0	+0	+5	11
ch: 4+0+0+4-3=5		+5	+0	+0	10
co: -1+5+2+2+3=11	+0	+0	+5	16
de: 4+3+2+0-1=8		+0	+2	+5	15
in: 4+0+3+1-1=7		+3	+0	+0	10
kn: 4+0+3-1+0=6		+0	+0	-4	2
me: 4+0+3-5+1=3		+0	+0	+0	3
pe: 4+3+2-1+4=12	+10	+5	+5	32
sp: 4+3-3+4+1=9		+0	+0	+5	14
st: -1+5-1+0+1=4	+0	-5	+5	4
wi: 4+0+3+0+2=9		+0	+0	+0	9

For all unadjusted attributes, 0 is average, and how far above or below 0 the character's attribute is is how far above or below average the character is in that attribute.

Ocula is above average in virtually everything; this is unusual even for a heroine. (If the player does not like the first attributes generated, he may generate new ones — while Ocula is unusually gifted, heroes should be above average.) Ocula is, as compared to other young Yedidia women, mentally sharp, moves quickly, healthy, and exceptionally perceptive.

Now it is time to allocate initial experience. Ocula has 30 points to distribute on skills (above and beyond her untrained bases as a Yedidia female). Using one of the given roles, she will be a perceiver (her experience devoted, as listed in section II H, are blind action 3*1=3 ep, guess actions 3*3=9, etc.).

Now, for a daily encounter check. Will there be an encounter? 1. Encounter. What kind of encounter? 2. Animal. What animal? 19. Duck. How will it be/behave? 3. It is curious.

Upon seeing the duck, she will guess actions to see what it will do. Now we will calculate her guess actions skill.

Her untrained base for Guess Actions is 20. She has 9 ep devoted, so we calculate her bv as follows, consulting the log/exponent table: the exponent of 20 is 4. 4+9=13, so this is what her experience does. The log of 13 is 37, so she has a base skill of 37 for Guess Actions. Her al is added to this (11), and her gaa as well (32). Her av (adjusted value) for guess actions is 80.

Guessing actions for a person under normal circumstances would be of moderate difficulty; guessing the actions of a nonhuman animal is difficult (difficulty 40). Her success index is 80-40=40. The dice are rolled; red yields 4 and blue yields 1. (6*4)+1=25, and looking at the table, she needs a success index of at least -1. Ocula succeeds in guessing what the duck is going to do, namely try to figure out if she is going to attack and, if not, if she is safe to approach.

Later, a young Urvanovestilli man, in his wanderlust, comes through to visit. He has a pianoforte music box which entrances her. He is a bit of a maverick, and tells her that he will bet the music box against a well aged bottle of strawberry wine that he can beat her in a gambling game. She agrees.

He is a good gambler (gambling 30), and has an unadjusted perception of 3, adjusted 8. His al is 5, so his gambling skill is 43.

Ocula is not particularly skilled at gambling, but she can guess actions well — a skill closely related to gambling — and guess actions and gambling have an ld of 10, so she can gamble 70. Skill against skill; she has a success index of 27. Red rolls 5, blue rolls 2, for a roll of 32. She needed a success index of -11 or higher to win, so she won.

Ocula completes a quest, gaining two experience points. She decides to devote both of them to guessing actions. Her bv is 37, which has an exponent of 13. Adding the two experience points make it 15, which has a log of 39. With this two point increase, her new av is 82. (If she had trained with a tutor of sufficiently high av (84 or more — which would have been found on an acquisition skill check of difficulty 84), she would have gotten double benefit out of her experience, adding 4 to the exponent instead of 2, yielding 17 with a log of 41, so her new av would have been 84.)

Ocula's initial character sheet (without experience from the quest) is as follow:

Ocula Yedidia Female Age: 33

Attribute		Racial	Gender	Age	Adjusted
ag: 4+3+2-1-3=5		+0	+0	+5	10
al: 4+0+3-2+1=6		+0	+0	+5	11
ch: 4+0+0+4-3=5		+5	+0	+0	10
co: -1+5+2+2+3=11	+0	+0	+5	16
de: 4+3+2+0-1=8		+0	+2	+5	15
in: 4+0+3+1-1=7		+3	+0	+0	10
kn: 4+0+3-1+0=6		+0	+0	-4	2
me: 4+0+3-5+1=3		+0	+0	+0	3
pe: 4+3+2-1+4=12	+10	+5	+5	32
sp: 4+3-3+4+1=9		+0	+0	+5	14
st: -1+5-1+0+1=4	+0	-5	+5	4
wi: 4+0+3+0+2=9		+0	+0	+0	9

Health Value: co+st+ag+an=48

Skill		ub	ep	bv	gaa	av
Anatomy		10	0	10	2	18
Animal Handling	20	0
Animal Lore	20	0
Blind Action	10	3
Dancing		20	0
Dodge		10	0
Endurance	0	0
Fire-Building	0	0
Gardening	10	0
Guess Actions	20	9	37	32	80
Haggling	0	0
Hear Noises	20	3
Herbalism	15	0
Hide		10	0
Hunting		10	0
Improvisation	20	0
Jumping		0	0
Massage		0	0
Medicine	10	0
Move Silently	10	0
Keen Eyesight	10	3
Musical Instrument (Recorder)	10	0
Navigation	0	0
Philosophy	0	0
Read Emotion	15	3
Search		0	3
Smell Creature	10	3
Theology	10	0
Weather Sense	10	3
Wilderness Survival	20	0
Woodlore	20	0

Inventory Herbal medicines Pet puma, young male, named Liki n1: 5; n2: 0; n3: 0; n4: -4; n5: 0; n6: 2; n13: 2; n14: 0; n15: 0; n16: -3; n17: 2; n18: 0; n19: 1; n26: -4; n27: -1; n28: 2; n29: 4; n30: 3; n31: 1; n32: 1; n33: 5; n34: -5 unadjusted species gender age adjusted ag: 5+0+0-4+0=1 30 0 5 36 co: 2+0+0-3+2=1 10 0 5 16 de: 5+0+0+0+1=6 20 0 5 31 pe: 5+2-4-1-2=0 30 0 5 35 sp: 5+0+4+3+1=13 10 0 5 28 st: 2+0+1+5-5=3 30 5 5 40 Health Value: 56 Damage: r+40 Skill Points gaa av Attack 30 99 129 Blind Action 20 35 55 Climb 20 76 96 Dodge 30 64 94 Hear Noises 20 35 55 Hide 30 71 101 Hunt 30 35 65 Move Silently 30 71 101 Track 30 35 65 Purse (4 silver pieces, 3 copper pieces, 8 iron tips) Recorder


Section V: Notes and Properties


These are my comments about the model — about properties that I see as desireable and undesireable, plus miscellaneous comments.

It is a discrete, integer, dice-oriented translation of a continuous, real-valued model having the following properties:

Miscellaneous: The model (or, more properly, the racial and age attribute adjustments and racial base skills) is not balanced. I intentionally placed realism above balance in model design.

Undesireable properties:

Desireable properties:

The model is continuous and real-valued.

Related attributes are correlated in value.

What attributes are, and their impact, is appropriate.

Adjustments take the form of multiplicands, rather than addends.

Adjustments make a substantial impact on individual checks, rather than just being a subtle and minute increment.

Attributes adjust skills.

Experience devoted to skills produces an appropriate law of diminishing returns — it takes a little while to learn a little, and a long while to become a virtuoso.

Related skills apply to each other.

The model is simple and unified — one model fits all — and can be easily programmed into a scientific calculator.

Once a character's skills are calculated, there is no more calculation for a while.

I like the way it handles time and actions.

Having listed other little virtues that this model possesses, I wish to delineate one virtue which I consider cardinal.

This model is small and incomplete; it possesses a limited domain.

It is the wide concensus of gamers that r-o-l-e-play is infinitely superior to r-o-l-l-play; this model is a miniscule thing which governs a timy part of play, and calls for contrainte in use. It governs certain natural abilities and certain developped skills; I would like to point out two major areas of play that it doesn't touch.

The first is something which is traditionally a part of play and which mathematical models are kept out of: tole play: who a character is, what his personality is, what makes him tick, what his spiritual state is. It is something which is governed by an understanding of how things are done that cannot be reduced to rules and algorithms. On this point, I don't feel the need to explain further.

The second is something which is traditionally a part of play in some form or other and which is traditionally governed by mathematical models, much to the detriment of play. It consists of things like the motion and gifts of the Spirit, the prayer of faith, divine intervention, etc.

In D&D, a cleric's prayer power is reduced to another form of mechanized spell casting: a cleric gets such and such many prayers of the following power levels per day, as a function of his wisdom and the number of creatures he has killed. Star Wars is no better: using the Force is just one more skill which happens to be accompanied by some more rules about conduct. Neither is GURPS.

God is good and he is reliable, but he is not safe and not tame, and certainly not predictable enough to reduce to a model. While God is not predictable, incorporating a great deal of randomness in a model won't cut it. God, when listening to prayers, weighs the petitioner's faith and motives, the situation, and then makes a decision that, while unpredictable, is governed by infinite love and wisdom. This is, if anything, less, not more, reducible to algorithms than personal interactions. This calls for the GM to pray, rely on the Spirit, and think. God's action must be handled as the most challenging and delicate role to portray, and it takes a game master created in the image of God to do.

The Christmas Tales

Buy The Christmas Tales on Amazon.

Prologue

Another gale of laughter shook the table. "But it always seems like this," Father Bill said. "The time for fasting has passed, and now we are ready to feast. People melt away from the parish hall to enjoy Christmas together, and there is finally one table. Outside, the snow is falling... falling... wow. That's some heavy snowfall."

Adam looked around. "Hmm... That car in the street is having trouble... Ok, it's moving again. I wouldn't want to be driving home in this snow."

Mary smiled. "Why don't we go around the circle, and each tell a story, or share something, or... something? I think we're going to be here for a while."

And so the stories began.

Innocent's Tale: The Apostle

Adam's Tale: The Pilgrimage

Mary's Tale: Mary's Treasures

Paul's Tale: Another Kind of Mind

John's Tale: The Holy Grail

Basil's Tale: The Desert Fathers

Macrina's Tale: The Communion Prayer

Barbara's Tale: The Fairy Prince

Epilogue

Innocent's Tale: The Apostle

Innocent said, "I was visiting with my nephew Jason, and he asked me, 'Why are you called Innocent now, or Uncle Innocent, or whatever?' I told him that I was named after one of the patron saints of America, called Apostle to America.

"He said, 'Patron saint of America? I bet he wasn't even an American! And I bet you're going to tell me his boring life!'

"I smiled, and said, 'Sit down, kid. I'm going to bore you to tears.'"

And this is how he tried to bore Jason to tears.


Where should I start? He was born just before 1800 into the family of a poor sexton. Stop laughing, Jason, that means a church's janitor. The saint was reading the Bible in church at the age of six—the age he was orphaned at. He went to seminary, and aside from being the top pupil in everything from theology and rhetoric to languages, he was popular with the other seminarians because he invented a pocket sundial, and everybody wanted one. This wasn't our time, you couldn't buy a digital watch, and... I think that was cool. He loved to build things with his hands—later on, he built a church with his own hands, and he built a clock in the town hall of—I forget where, but it's in Alaska, and it's still working today. He would also teach people woodworking. So he was a tinkerer and an inventor. Among other things. Among many other things. At school, he learned, and learned, and learned—Slavonic, Latin, Greek, for instance, if you wanted to look at languages. At least that's what he learned at school. That doesn't count the dozen or two languages he learned when he got out into the world and started to travel—his version of courtesy seemed to include learning people's languages when he traveled to their countries.

He was a bit of a Renaissance man. But he did more than languages. His biggest gifts were his humility, patience, and love for all people, but if we forget those, he had a spine of solid steel. He became a deacon and then a priest, and his wife broke down in tears when the bishop asked for someone to go to the terrifying and icy land of Alaska and he was the one volunteer for it. This man, who was not afraid of Siberia, was not afraid of Alaska either, and later on, when he became a bishop, he thought it was a bishop's duty to visit all the parishes he was responsible for, and so would travel to all the parishes, by reindeer, by kayak, by dogsled. This wasn't just cool that he could travel different ways. He would carry his little boat... and kayak up rivers of icewater... when he was 60. Yes, 60. This super hero was real.

He traveled a lot, and met peoples, and understood their languages and cultures. Back when Western missionaries were teaching Africans that they had to become European to be Christian, he came to people, learned their languages, and tried to model Christ's incarnation by taking the flesh of their culture. There were some things he changed—he stopped child sacrifice—but, well, let me think. He did teach woodworking, and he gave the Aleuts a written language. But he never tried to make the people into copies of himself. And he was a very effective evangelist. He learned the dialects and languages of Aleutians, Koloshes, Kurils, Inuit, Kenai, Churgaches, Kamchadals, Oliutores, Negidates, Samogirs, Golds, Gulyaks, Koryaks, Tungus, Chukcha, Yakutians, and Kitians. And he wrote grammars for some of their languages, and his ethnographic, geographic, and linguistic works got him elected an honorary member of the Russian Geographical Society and Moscow Royal University.

What does this have to do with America? Jason, our country is bigger than just white people. Now we think of "bigger than white people" as recognizing how fortunate we are to have blacks, Asians, and Hispanics. But a lot of people in Alaska aren't white. The first nations didn't get exterminated. Saint Innocent is a large part of why the original Americans are to this day known to be over a third Orthodox. And Saint Innocent was elected Bishop of China—sorry, I forgot about that—and he also wanted a diocese for America, and wanted everything to be in English. He created written service books and translated part of the Bible for the Aleuts, and he had a sort of vision for an American Orthodox Church. If you don't believe me that he has something to do with America, and you don't count his extensive work in Alaska and beyond, you can at least take the U.S. Government's word for it when they made him an honorary U.S. Citizen. What's so special about that? Well, let me list all the other people in our nation's history who've been granted that honor. There's Winston Churchill, and the Marquis de LaFayette, and... as far as I know, that's it. Jason, you know about the Congressional Medal of Honor? Being made an honorary citizen is much rarer than that!

After all these things, he was made Patriarch of Moscow—one of the top five bishops of the world, with huge responsibility. And after all he had done, and with the new responsibility that had been given to him... He was basically the Orthodox President of the United States, and he still kept an open door. Anyone, just anyone, could come and talk with him. And whoever it was, whatever the need was, he always did something so that the person walked out... taken care of. Now it's not just amazing that there was one person who could do all of these things. It's amazing that there was one person who could do any of these things.

Is your Mom here already? I haven't talked about the humanitarian work he did, how when he came to power he worked hard to see that the poor and needy were cared for. I haven't talked about what it was like for Russians to be at the Alaskan frontier—they called it, not West, but the utter East. And it attracted some pretty weird customers. I haven't talked about the other saints he was working with—Saint Herman, for instance, who defended people against Russian frontiersmen who would kill them, and baked biscuits for children, and wore chains and dug a cave for himself with his hands, and... um... thanks for listening.

Just remember, this is one of the saints who brought Orthodoxy to America.

Adam's Tale: The Pilgrimage

John said, "Adam, I haven't heard you tell me about your summer vacation. You know, when you went to pick up the icons that our parish commissioned from St. Herman's Monastery in Alaska. How was it?"

This is Adam's story.


I probably already told you what happened this summer. It turned out to be somewhat exciting. I was going to drive from our parish, take my old car to my sister in L.A., and fly to the holy land of Alaska and buy icons from St. Herman's Monastery.

I debated whether I needed to ask Father for a traveler's blessing. When I went up and asked him how to best profit from a journey that looked too quiet, he said, "You do not know until tomorrow what tomorrow will bring."

A day into the journey, I was passing through Chicago, intending to take a direct route through the south side of Chicago. I felt the voice of the Spirit saying, North side.

My stomach got tighter as I drove through the South Side, and got tighter until I was sitting at a red light, alone. The voice said quite urgently, Burn rubber.

I waited for a green light. Just a second before, six youths with guns surrounded the car. "Out of the car! Now!"

I almost wet my pants. The voice moved gently in my heart and said, Open the window and talk about Monty Python.

"What?" I thought.

Open the window and talk about Monty Python.

I opened the window and started half-babbling. "Do you watch Monty Python? It's a TV show, has some nudity, you should like it, and has a sketch about the man with a tape recorder up his nose. There's a self-defense series where this man is teaching people how to defend themselves against various types of fruit—what do you do if someone attacks you with a passion fruit or a banana, for instance?"

Talk about the orange on the dashboard.

"For instance, what would you do if I attacked you with this orange?"

"Out!" the youth bellowed.

Tell him you have GPS alarms and security cameras.

I grumbled in my heart: that's not true, and it'll just make him madder.

Tell him you have GPS alarms and security cameras. And that he's on candid camera.

"Did you know this car has a GPS alarm and security cameras hidden all over the place? Smile! You're on candid camera."

He grabbed my coat and put his gun to my head. "You can't lie worth beep! Shut your blankety-blank hole and get out now!"

I blinked, and listened to the still, small voice. "Did you know that my cousin works for the FBI? You can leave fingerprints on leather, like my jacket, if your glove slips the teensiest, weensiest bit—in fact, you've done so already. If you shoot me, you'll have your fingerprints on a murder victim's clothing, and in addition to having the Chicago Police Department after you, you'll have a powerful FBI agent who hates your guts. Smile! You're on candid camera."

He looked down and saw that his glove had slipped when he grabbed my coat. He could see I was telling the truth.

Five seconds later, there wasn't another soul in the place.

I pulled through the rest of Chicago uneventfully, drove into a super market parking lot, and sat down shaking for an hour.

From that point on it was a struggle. I was jumpy, like when you've drunk too much coffee. I jumped at every intersection, and prayed, "Lord, keep this car safe." And it seemed odd. There seemed to be more people cutting me off, and driving as if they wanted an accident with me. Maybe that was my jumpy nerves, but this time I didn't even notice the scenery changing. Finally, I came in sight of my sister's suburbs, and prepared to get off. I relaxed, and told myself, "You've done it. You've arrived safely."

A car cut me off and slammed on the brakes. I swerved to the right, barely missing it, but scraping off paint when I ran into the shoulder's guardrail.

I turned my head to see what on earth that person was doing. And slammed into an abandoned Honda Accordion in front of me.

I was doing about 77 miles per hour when this started, and I totaled both cars. Thank God for airbags; I was completely unscathed. My cell phone still worked; I called the state troopers, and then told my sister what had happened. It seemed forever before the troopers came and filled out a report; I eventually called for a cab.

I arrived at my sister Abigail's house, obviously looking like a wreck; we talked a bit, and she went up to bed. I could hear her snoring, and I wanted to read a bit before going down. I opened her Bible, when I realized something unpleasant. The basement door was open—I couldn't see down the steps.

Her cat was at the top of the stairs, his back arched, every hair raised, hissing. I very slowly closed the Bible and—

Open the Bible.

I got up.

Sit down.

I stood all the way up.

Sit down.

I sat down, and a kind of spiritual seeing came as I followed.

Open the Bible to the concordance and look up 'Emmanuel'.

I was trying hard not to get up and dial 9-1-1. That was nearly the only thought in my head, but I saw the references to Emmanuel. I immediately began flipping to the passage in Matthew, where Christmas tale has the prophecy of the virgin bearing a son, and... Not Matthew, but Isaiah. It was about all I could do not to get up immediately and dial 9-1-1. But I looked, and read... That's the passage where the king of Israel is trembling before the kings of two neighboring powers, and God tells him that if he does not stand firm in his faith, he will not stand at all, and then—

Therefore, the Lord himself will give you a sign. Behold, the virgin shall conceive and bear a son... and before he knows how to refuse the evil and choose the good, the land of those two kings you dread will be desolate ruins.

I thanked the Lord for that reading, and got up, and sat down when my stomach got tighter, and finally made the decision to wait as long as the Spirit said, or not call 9-1-1 at all.

Call 9-1-1.

I raced over to the phone as quickly as I thought I could move quietly.

The operator exuded an air of calm and competency, and began telling me what the police were doing. "There are several police officers nearby. [pause] They're coming onto your property. They see you've left the back door open, so they're coming through your back door—"

She didn't pause, but I saw four police officers moving very quickly and very quietly. All of them were wearing bulletproof vests. Three of them were big, burly men, with their guns drawn. One of them was a sweet-looking petite policewoman with both hands on a massive shotgun. These police were not messing around.

"They're going through the house. They're going down the basement—"

"Police! Freeze!" a voice barked.

Then I heard laughter.

How dare the police laugh in a situation like this? Did they not fear intruders?

One of the police officers came up, trying hard to maintain his composure.

He wasn't succeeding.

My sister Abigail came down with a classic bedhead. "What's going on?"

I heard a voice say, "Come on. Up the stairs you go." The last police officer was dragging a large golden retriever, which had its snout in a leftover ravioli can and a food wrapper stuck to one of its paws, and looked none too dignified.

The first officer managed to compose himself. "I'm sorry. Your back door was left open, and someone's dog was downstairs rummaging through your trash. This gentleman was concerned that it might have been an intruder."

Abigail glared at the dog. "Jazzy! Bad dog!"

The dog dropped the can, put its tail between its legs, and backed up, whimpering.

The officer looked at her. "You know the dog?"

"Yes, Officer," she said. "We can check her tags to be sure, but I think she belongs to a friend who is absolutely sick worrying about where the dog is. Is the number on the tags 723-5467? I'll call her in a minute, and don't worry, I can handle this lovable rascal. Can I get you anything to drink? I've got soy milk, apricot nectar, Coca-Cola, Perrier, Sobe, Red Bull, and probably some other energy drinks in the fridge."

The officer now seemed to be having less difficulty composing himself. He looked at the dog's tag, and said, "Thank you; that won't be necessary." He turned to me. "You did all the right things calling. If there's something like this, you have every reason to dial 9-1-1. Thank you for calling us. Is there anything else we can do for you?"

"No; thank you, officers. It was very reassuring to have you come." As the officers prepared to leave, Abigail looked at me and said, "Don't worry about the car; it was still on insurance. I prepared a sleeping bag for you on the couch, and there's Indian take-out in the fridge. Can you get to bed?"

I said, "It'll probably take me a while. This has been an eventful day, and my heart is still thumping. Besides, I just saw you with your bedhead, and I'll need extra time to recover from that."

She threw a cushion at me.

When I finally did get to sleep, the words I had read kept running through my mind.

Get up, the voice said. "I'm waiting for my watch alarm," I grumbled, or something like that, only much muddier. I wanted to sleep in. Then I looked at my watch.

When I saw the time, I was very suddenly awake. I threw my suitcase together, and shouted Abigail awake. In less than ten minutes we were on the road.

I waited for the fear to begin. And waited and waited. We hit every green light except two—only two red lights on the way to the airport, and on the way to the airport everything went smoothly. This was the fastest time I'd gotten through airport security in my life—at least since 9-11, and I got on to the airplane, and slept all the way. A stewardess had to shake me awake after we landed.

What can I say about Alaska? There's so much that you miss about it if you think of it as another U.S. state. It belongs to its own country, almost its own world.

When I arrived, it was the time of the midnight sun, a time of unending light. It was rugged, and nobody seemed... This is a tough land, with tough people. And it's a holy land, the land where saints struggled and first brought Orthodoxy to this continent. The first holy land was one where people struggled in searing heat. This holy land was one where people met unending light, unending darkness, warm summers and bitter winters, Heaven and Hell. Its chapels are like Russia still survived, like Russia wasn't desacrated in 1917. There are poor and simple wooden chapels...

The best way I can describe it is to say that a veil has been lifted. We live in the shadow of the West, and we see with Western eyes. It's so easy to believe that there is no spirit, that dead matter is all there is. Pentecostals today have exhortations to believe that Jesus still heals today; the people who asked for healing in the New Testament did not believe that Jesus was the Son of God; they just had the windows of their souls open enough to ask him for healing and believe it could happen. The West has closed our souls to believe that there is nothing a skeptic could deny, there is no chink for wind to blow. And that's not how it is where I went. The veil was lifted; there were chinks for the wind, the Spirit to blow. When I walked into the wooden chapels and churches, they looked poor and crude and nothing like our perfectly machined churches with perfectly smooth, airtight walls, and the saints were there. I wasn't looking at the icons; I was looking through them, to see Heaven. And I had a feeling that the saints were looking through the icons to see me.

The monks at the monastery received me as if I were a saint; it was one of the most humbling welcomes I've received. I hope someday that I'll treat others as well as they treated me.

Before I left, I prayed before St. Herman's remains, and I could almost reach out and touch him, he was so present. There were hardships on Alaska, hard beds and few luxuries and no Internet connection, but I don't remember that. It was—

And then... I don't know what to say. I didn't want to leave. I prayed. You are needed back home. You cannot stop time. I left, with reverence.

It was back when I was sitting in my mass-produced office, when I realized that my heart had not left Alaska. It wasn't just that I wished I was back there. There was something deeper. When I prayed before the icons I had brought back for our parish, I could feel the saints watching me and praying for me. Then other icons seemed to be more... alive as windows of Heaven. I left to Alaska and found that veil over the reality of spirit had been pulled aside. I left Alaska and believed that only in Alaska could that veil be pulled aside—that outside of Alaska, everything worked as a skeptic would predict. And I found to my surprise that I have never left Alaska. Temptations no longer seem to just happen. Neither do icons just seem boards with paint. It's like I don't see in black and white while straining to see color any more; I see color, or at least a little bit more in color. And it can be terrifying at times; visible demonic activity is more terrifying than things that is masked as just an unfortunate coincidence, whether it is a temptation or things going wrong, but...

I think that God sent me to Alaska so I could do a better job of serving him here.

Mary's Tale: Mary's Treasures

John finally spoke. "What's that you're humming, Mary? A penny for your thoughts."

Mary continued humming for a moment, and then sung, in a far-off, dreamy, sing-song voice,

Raindrops on roses,
And whiskers on kittens,
Bright copper kettles,
And warm woolen mittens,
Brown paper packages,
Tied up with strings...

"I was just thinking about what I have to be thankful for, about a few of my favorite things."

Her husband Adam held out his hand. "What are they?"

She slipped her hand into his. "Well..."


I am thankful for my husband Adam, the love of my life. He is a servant to God, the best husband in the world to me, and the best father in the world to our daughter Barbara.

I am thankful for my mother. She is practical and wise. She is also beautiful. If you think I am pretty, you have seen nothing of the loveliness etched into her face, the treasure map of wrinkles around her kind, loving eyes. She taught me... I don't know how to tell you all the things she taught me. And I am fortunate to have my mother and her mother alive.

My grandmother... When I close my eyes, I can still smell her perfume. I can walk through her garden and see the ivy climbing on the trees, the wild flowers roosting. She thinks her garden has lost what she used to give it. I only see... I don't know how to describe it.

I am thankful for my father. He was a gruff man with a heart of gold. I still remember how every Christmas, as long as he was alive, he gave me a present carved out of wood.

I am thankful for my daughter Barbara, the other love of my life. I remember how, it was only this year, she asked for some money to go shopping at school, where they have a little market where you can spend $2.00 for a bottle of perfume that smells... to put it delicately, it hints at a gas station. I gruffly said that there were better ways to spend money, and that if she really needed something, she had her allowance. That day I was cleaning her room, and saw her piggy bank empty. She came back after lunch and said, "I have a present for you." I looked, and saw a bottle of perfume. That bottle is on the shelf for my best perfumes, because it's too precious for me to wear when she doesn't ask me to.

I am thankful for the flowers I can grow in my garden. Right now it looks nothing like my grandmother's garden. I still hope I'll learn to make a garden beautiful without neat little rows, but for now I work hard to see the flowers in neat little rows.

I am thankful for God, and for metanoia, repentance. There was something I was struggling with yesterday, a cutting word I spoke, and I was terrified of letting it go, then when I did... it was... Repenting is the most terrifying experience before and the most healing after. Before you're terrified of what will happen if you let go of something you can't do without, then you hold on to it and struggle and finally let go, and when you let go you realize you were holding onto a piece of Hell. I am thankful for a God who wants me to let go of Hell.

I'm thankful for wine. That one doesn't need explaining.

I'm thankful for babies. It's so nice to hold my friends' babies in my arms.

I'm thankful for—if you go to the Orthodox Church in America website at oca.org and click on Feasts and Saints of the Church followed by Lives of the Saints, there are the lives of many saints. There's a whole world to explore, and it's fascinating to see all the women to look up to. I'm not saying I could measure up to any of them, but... it's something to read, even if I couldn't be like any of them.

I'm thankful for Beethoven's moonlight sonata. Every time I hear it, it's like a soft blue fog comes rolling in, and I'm in a stone hut in the woods lit by candlelight, and I can see the softness all around me. I can feel the fur of the slippers around my feet as I dance in the woods, and I can feel the arms of the one I love wrapped around me.

I'm thankful for all of my husband's little kindnesses.

I'm thankful I didn't run out of any office supplies this week.

I'm thankful our car hasn't broken down this month. We've gotten more mileage out of it than we should have. but we can't afford a new one.

I'm thankful that all of the people in my family, near and far, are in really good health.

I'm thankful that Adam screws the cap onto the toothpaste and always leaves the toilet seat down.

I'm thankful that April Fool's Day only comes once a year. Believe me, in this family, once a year is plenty!

I'm glad that the Orthodox Church is alive and growing.

I'm thankful for all the dirty laundry I have to do. We have dirty laundry because we have enough clothes, and we have dirty dishes because we have food.

I'm glad that Barbara has helped me make bread and cookies ever since she was big enough to stand and drool into the mixing bowl.

I'm profoundly grateful my husband doesn't make me read the books he likes.

I'm glad Adam always remembers to bring a half-gallon of milk home when I ask him, even if he's had a busy day.

I'm glad that when Adam comes home, he asks me to tell him everything that happened in my day, so that I can help him concentrate on what he's thinking about.

I'm thankful that Adam doesn't criticize me when I know I'm wrong, and never humiliates me.

I'm glad that Adam doesn't stick his thumb in my eye like he did when we were dating, and sometimes he doesn't even step on my foot when we dance together... and sometimes he doesn't even—Ow! Ok, ok! I won't tell that one!

Let's see. This is getting to be all about Adam. I really appreciate having confession, where you let go of sin and it is obliterated. I appreciate how the worship at church flows like a creek, now quick, now slow, now turning around in eddies. I appreciate that our parish is more than a social hub, but it's a place I can connect with people. And I appreciate... let me take a breath...


Mary dimpled. "And..." She squeezed Adam's hand. "There's one more thing. Thank you for praying and keeping us in your prayers for well over a year. We're expecting another child." She blushed and looked down.

And Mary pondered all these treasures in her heart.

Paul's Tale: Another Kind of Mind

Paul leaned forward and began to tell...


When I was younger, I had the nickname of "The Razor." It seemed like my mind would cut into anything I applied it to. When my friends saw the movie Dungeons & Dragons, they were appalled when they asked me for my usual incendiary review and I said, "As far as historical fiction goes, it's better than average." It wasn't just the line where a dwarf told an elf he needed to get a woman who weighed two hundred and fifty pounds and had a beard he could hang on to—that single line gave an encounter with another culture that is awfully rare in a classic like The Witch of Blackbird Pond. I had liked the beginning impassioned "How dare you fail to see that everybody's equal?" Miss America-style "I get my opinions from Newsweek" speech about the evils of having a few elite magi rule. That was mercifully hitting you on the head with something that's insidious in most historical fiction—namely, that the characters are turn-of-the-millennium secular people in armor, conceived without any empathy for the cultures they're supposed to represent. It had the courtesy not to convince you that that's how medievals thought. Plus the movie delivered magic, and impressive sights, and people who enjoyed the benefits of modern medicine and diet, a completely inappropriate abundance of wealth, and everything else we expect in historical fiction. The movie is clumsily done, and its connection to the medieval way of life is tenuous, but it has a pulse. It delivers an encounter that most viewers weren't expecting. Namely, it provides an encounter how D&D is played—despite what some critics say, it's not a botched version of "Hollywood does fantasy", but a good rendering, even a nostalgic rendering, of a rather uninspired D&D session. And at least for that reason, it has a pulse where most historical fiction doesn't. As far as a seed for discussion goes, I said I'd rather start with Dungeons & Dragons than with most of the historical fiction I know of.

I was known for using the term 'assassin's guild' to refer to any organization that derived profit from causing people's deaths. This meant not only a cigarette manufacturer like Phillip Morris, or Planned Parenthood, but included more respected organizations like Coca-Cola, which murdered South American unionizers, or department stores, where human blood was the price paid to offer items so cheap. I'm sure you've seen the email forward about what happened when a young man asked Nike to sell him a pair of shoes with the word "sweatshop" on the side. There are disturbingly many things like that that happen, and I was acute at picking them out.

So D&D and the assassin's guild represent two of the things I could observe, and I observed a great deal of them. Wherever I placed the cynic's razor, it would slice. I was adept at cutting. No one could really stand against me.

I still remember a conversation with one friend, Abigail. She said to me, "I don't doubt that everything that you see is there." Abigail paused, and said, "But is it good for you to look at all that?" I remembered then that I gave her a thousand reasons why her question was missing the point, and the only response she made: "Have you ever tried looking for good?"

I had no response to that, and I realized that the back edge of the razor was dull when I tried to look for good. I looked and I saw evil, but it was years of work before I could perceive the good I never looked for. Earlier I thought that politeness was in very large measure a socially acceptable place to deceive; now I saw that ordinary politeness, such as I used to scorn, had more layers consideration and kindness that I would have ever guessed.

Some years later, I met with an Orthodox priest, and we began to talk. It was Fr. Michael; you know him, and how he welcomes you. After some time, I said, "You don't know how much better it is now that I am using my intellect to perceive good." He looked at me and said, "What would you say if I told you that you don't even know what your intellect is?"

I looked at him. "Um... I have no place to put that suggestion. What do you mean?"

He closed his eyes in thought. "You're a bookish fellow. Have you read Descartes, or the Enlightenment's enthronement of reason, or even the popularizations of science that good scientists wince at?"

I said, "A little."

He said, "I think you mean yes."

I tried not to smile.

He continued, "Read Plato for something that's a little saner. Then read John Chrysostom and Maximus Confessor. Try on the difference between what they say about the mind."

I said, "I'm sure I'll find interesting nuances on the concept of mind."

Before leaving, he said, "So long as you've found only nuances on a concept of mind, you have missed the point."

That remark had my curiosity, if nothing else, and so I began to read. I began trying to understand what the different nuances were on the concept of mind, and... It was a bit like trying to mine out the subtle nuances between the word 'Turkey' when it means a country and 'turkey' when it meant a bird.

When someone like John Chrysostom or Maximus Confessor talks about the "intellect," you're setting yourself up not to understand if you read it as "what IQ is supposed to measure." Intellect does mean mind, but in order to understand what that means, you have to let go of several things you don't even know you assume about the mind.

If you look at the vortex surrounding Kant, you think that there's a real outer world, and then we each have the private fantasies of our own minds. And the exact relation between the fixed outer world and the inner fantasy varies; modernism focuses on the real outer world and postmodernism on the private inner fantasy, but they both assume that when you say "inner" you must mean "private."

But what Maximus Confessor, for instance, believed, was that the inner world was an inner world of spiritual realities—one could almost say, "not your inner world, not my inner world, but the inner world." Certainly it would seem strange to say that my inner world is my most private possession, in a sense even stranger than saying, "My outer world is my most private possession." And if you can sever the link between "inner" and "private," you have the first chink between what the intellect could be besides another nuance on reason.

Out of several ways that one could define the intellect, one that cuts fairly close to the heart of it is, "Where one meets God." The intellect is first and foremost the spiritual point of contact, where one meets God, and that flows into meeting spiritual realities. Thought is a matter of meeting these shared realities, not doing something in your mind's private space. The intellect is mind, but most of us will have an easier time understanding it if we start from the spirit than if we start at our understanding of mind.

The understanding of knowledge is very different if you have a concept of the intellect versus having a concept of the reason. The intellect's knowing is tied to the body and tied to experience. It has limitations the reason doesn't have: with reason you can pick anything up that you have the cleverness for, without needing to have any particular character or experience. If you're sharp, you can pick up a book and have the reason's knowledge. But the intellect knows by sharing in something, knows by drinking. Someone suggested, "The difference between reason and intellect, as far as knowledge goes, is the difference between knowing about your wife and knowing your wife." The reason knows about the things it knows; the intellect knows of things, by tasting, by meeting, by experiencing, by sharing, by loving.

And here I am comparing the intellect and the reason on reason's grounds, which is the way to compare them as two distinct concepts but not to meet them with the deepest part of your being. We know Christ when we drink his body and blood. Something of the intellect's knowing is why words for "know" are the main words for sexual union in the Bible: "Now Adam knew Eve his wife", and things like that. While the reason puts things together,by reasoning from one thing to another, the intellect sees, and knows as the angels know, or as God knows.

And when I asked him, "When can I learn more of this?" Fr. Michael said, "Not from any book, at least not for now. Come, join our services, and they will show you what books cannot." I was startled by the suggestion, but Orthodox worship, and the Orthodox Way, gave me something that Maximus Confessor's confusing pages could not. The concept of the intellect does not appear as a bare and obscure theory in Orthodoxy any more than the concept of eating; people who have never heard of the 'intellect', under any of its names, are drawn to know the good by it. It's like a hiker who sees beauty on a hike, strives to keep going, and might have no idea she's getting exercise.

The lesson I'm now learning could be narrowly stated as "Theology is not philosophy whose subject-matter is God." I pretended to listen politely when I heard that, but philosophy is reason-knowing and theology is intellect-knowing. It's unfortunate that we use the same word, "know," for both. Christ said, "Seek first the Kingdom of Heaven, and all these things shall be added to you." Originally he was talking about food and drink, but I've come to taste that "all these things" means far more. I sought a knowledge of the good, and so I was trying to think it out. Since I've begun to walk the Orthodox Way, as how God wants me to seek the Kingdom of Heaven, I've tasted good in ways I would never have imagined. When I first spoke with Fr. Michael, I was hoping he would give me more ideas I could grasp with my reason. Instead he gave me an invitation to step into a whole world of wonder I didn't know was open to me, and to enter not with my reason alone but with my whole life.

When we worship, we use incense. I am still only beginning to appreciate that, but there is prayer and incense ascending before God's throne, and when we worship, it is a beginning of Heaven. When the priest swings the censer before each person, he recognizes the image of Christ in him. When we kiss icons, whether made of wood or flesh, our display of love and reverence reaches God. Our prayer is a participation in the life of the community, in the life of Heaven itself. We are given bread and wine, which are the body and blood of Christ, and we drink nothing less than the divine life from the fountain of immortality. Christ became what we are that we might become what he is. The Son of God became a Man and the Son of Man that men might become gods and the sons of God. And we live in a world that comprehends the visible and invisible, a world where spirit, soul, and matter interpenetrate, where we are created as men and women, where eternity breathes through time, and where every evil will be defeated and every good will be glorified.

And there is much more to say than that, but I can't put it in words.

John's Tale: The Holy Grail

Mary looked at John and said, "Have you read The da Vinci Code?" She paused, and said, "What did you think of it?"

John drew a deep breath.

Mary winced.

John said, "The Christians I know who have read The da Vinci Code have complained about what it presents as history. And most of the history is... well, only a couple of notches higher than those historians who claim the Holocaust didn't happen. I personally find picking apart The da Vinci Code's historical inaccuracies to be distasteful, like picking apart a child's toy. Furthermore, I think those responses are beside the point."

Mary said, "So you think the history is sound?"

John said, "I think that a lot of people who think they're convinced by the history in The da Vinci Code have been hoodwinked into thinking it's the history that persuaded them. The da Vinci Code's author, Dan Brown, is a master storyteller and showman. The da Vinci Code isn't a compelling book because someone stuck history lectures in a bestseller. The da Vinci Code is a compelling book because it sells wonder. Dan Brown is the kind of salesman who could sell shoes to a snake, and he writes a story where Jesus is an ordinary (if very good) man, is somehow more amazing of a claim that Jesus is the person where everything that was divine met everything that was human.

"The da Vinci Code boils down to a single word, and that word is 'wonder.' Dan Brown, as the kind of person who can sell shoes to a snake, leaves the reader with the distinct impression that the ideas he is pushing are more exotic, alluring, and exciting than the Christianity which somehow can't help coming across as a blob of dullness."

Mary said, "But don't you find it an exciting book? Something which can add a bit of spice to our lives?"

John said, "It is an excellent story—it gripped me more than any other recent bestseller I've read. It is captivating and well-written. It has a lot of excellent puzzles. And its claim is to add spice to our lives. That's certainly what one would expect. But let's look at what it dismisses as ho-hum. Let's look at the Christianity that's supposed to be boring and need a jolt of life from Brown."

Mary said, "I certainly found what Brown said about Mary Magdalene to be an eye-opener. Certainly better than..."

John said, "If I found the relics of Mary Magdalene, I would fall before them in veneration. Mary Magdalene was equal to the twelve apostles—and this isn't just my private opinion. The Orthodox Church has officially declared her to be equal to the twelve apostles. Matthew, Mark, and Luke all list her first among women who followed Christ to the cross, and John lists her as the one who first saw the secret of the resurrection. She has her own feast day, July 22, and it's a big enough feast that we celebrate the Eucharist that day. Tradition credits her with miracles and bold missionary journeys. The story is told of her appearing before the Roman Emperor proclaiming the resurrection, and the Emperor said, 'That's impossible. For a man to rise from the dead is as impossible as for an egg to turn red!' Mary Magdalene picked up an egg, and everyone could see it turn red. That why we still give each other eggs dyed red when we celebrate the Lord's resurrection. There are some ancient Christian writings that call Mary Magdalene the Apostle to the Apostles, because it was she herself who told the Apostles the mystery of the resurrection."

Mary said, "Wow." She closed her eyes to take it in, and then said, "Then why did the Catholic Church mount such a smear campaign against her?"

John said, "I said I didn't want to scrutinize The da Vinci Code's revision of history, but I will say that Brown distorts things, quite intentionally as far as I know. And he counts on you, the reader, to make a basic error. Brown is working hard to attack Catholicism—or at least any form of Catholicism that says something interesting to the modern world. Therefore (we are supposed to assume) Catholicism is duty-bound to resist whatever Brown is arguing for. Catholicism isn't an attempt to keep its own faith alive. It's just a reaction against Brown.

"Putting it that way makes Brown sound awfully egotistical. I don't think Brown has reasoned it that consistently, or that he thought we might reason it that consistently, but Brown does come awfully close in thinking that if he's pushing something, Rome opposes it. He extols Mary Magdalene, so Rome must be about tearing her down. He glorifies a mysterious place for the feminine, so Rome must be even more misogynistic than the stereotype would have it. I hate to speak for our neighbors at the Catholic parish down the street, but—"

Mary interrupted. "But don't you find something romantic, at least, to think that Mary held the royal seed in her womb?"

John said, "The symbol of the chalice... the womb as a cup... I do find it romantic to say that Mary held the royal seed in her womb. And it's truer than you think. I believe that Mary was the urn that held the bread from Heaven, that she was the volume in which the Word of Life was inscribed, that her womb is more spacious than the Heavens. Only it's a different Mary than you think. I'm not sure how much you know about angels, but there are different ranks, and the highest ranks were created to gaze on the glory of God. The highest two ranks are the cherubim and seraphim, and the cherubim hold all manner of wisdom and insight, while the seraphim burn with the all-consuming fire of holiness. There is no angel holier than these. It is of this different Mary that we sing,

More honorable than the cherubim,
And more glorious beyond compare than the seraphim,
In virginity you bore God the Word;
True Mother of God, we magnify you.

"Her womb, we are told, is more spacious than the Heavens because it contained uncontainable God. It is the chalice which held something which is larger than the universe, and that is why it is more spacious than the Heavens.

"I reread The da Vinci Code, and I don't remember if there was even a passing reference to the other Mary. This seems a little strange. If you're interested in a womb that held something precious, if you're interested in a woman who can be highly exalted, she would seem an obvious choice. I don't think The da Vinci Code even raises her as an alternative to refute.

"Not even Dan Brown, however, can get away with saying that the Catholic Church ran a smear campaign against Our Lady. He may be able to sell shoes to snakes, but thanks in part to the Reformation's concern that the Catholic Church was in fact worshipping Mary as God, that's almost as tough a sell as stating that the Catholic Church doesn't believe in God. We Orthodox give Mary a place higher than any angel, and it's understandable for Protestants to say that must mean we give her God's place—Protestants don't have any place that high for a creature. The Catholic Church, like the Orthodox Church, has a cornucopia of saints, a glorious and resplendent plethora, a dazzling rainbow, and it's possible not to know about the glory of Mary Magdalene. So Brown can sell the idea that the Catholic Church slandered one of her most glorious saints, and... um... quietly hope he's distracted the reader from the one woman whom no one can accuse the Catholic Church of slandering."

Mary looked at him. "There still seemed to be... There is a wonder that would be taken away by saying that Mary Magdalene was not the chalice that held the blood."

John said, "What if I told you that that was a smokescreen, meant to distract you from the fact that wonder was being taken away?"

"Look at it. The da Vinci Code has a bit of a buildup before it comes to the 'revelation' that the Grail is Mary Magdalene."

Mary said, "I was curious."

John said, "As was I. I was wishing he would get out and say it instead of just building up and building up. There is a book I was reading—I won't give the author, because I don't want to advertise something that's spiritually toxic—"

Mary smiled. "You seem to be doing that already."

John groaned. "Shut up. I don't think any of you haven't had ads for The da Vinci Code rammed down your throat, nor do I think any of you are going to run and buy it to learn about pure and pristine Gnos— er... Christianity. So just shut up."

Mary stuck out her tongue.

John poked her, and said, "Thank you for squeaking with me.

"Anyway, this book pointed out that the Holy Grail is not a solid thing. It is a shadow. It's like the Cross: the Cross is significant, not just because it was an instrument of vile torture, but because it was taken up by the Storm who turned Hell itself upside-down. Literature has plenty of magic potions and cauldrons of plenty, but all of these pale in comparison with the Holy Grail. That is because the Holy Grail exists in the shadow of an even deeper mystery, a mystery that reversed an ancient curse. Untold ages ago, a serpent lied and said, 'Take, eat. You will not die.' Then the woman's offspring who would crush the serpent's head said, 'Take, eat. You will live.' And he was telling the truth, and he offered a life richer and deeper than anyone could imagine.

"And so there is a mystery, not only that those in an ancient time could eat the bread and body that is the bread from Heaven and drink the wine and blood that is the divine life, but that this mystery is repeated every time we celebrate it. We are blinded to the miracle of life because it is common; we are blinded to this sign because it is not a secret. And it is a great enough miracle that the chalice that held Christ's blood is not one item among others; it is the Holy Grail.

"In the ancient world, the idea that God could take on a body was a tough pill to swallow. It still is; that God should take on our flesh boggles the mind. And there were a lot of people who tried to soften the blow. And one of the things they had to neutralize, in their barren spirituality, was the belief that Christ could give his flesh and blood. The legend of the Holy Grail is a testimony to the victory over that belief, the victory of God becoming human that we might become like him and that he might transform all of our humanity. It says that the cup of Christ, the cup which held Christ's blood, is a treasure because Christ's blood is a treasure, and the image is powerful enough that... We talk about 'Holy Grail's, as in 'A theory that will do this is the Holy Grail of physics.' That's how powerful it is.

"I would say that there were people in the ancient world who didn't get it. In a real sense, Dan Brown picks up where they left off. And part of what he needs to do is make Mary Magdalene, or some substitute, the Holy Grail, because we can't actually have a cup that is the Holy Grail, because we can't actually have a Table where Christ's body and blood are given to all his brothers and sisters.

"And that is the meaning of Mary Magdalene as the Holy Grail. She is a beautiful diversion so we won't see what is being taken away. She is a decoy, meant to keep our eyes from seeing that any place for the Eucharist is vanishing. And I'm sure Mary Magdalene is rolling over in her reliquary about this.

"But in fact the Eucharist is not vanishing. It's here, and every time I receive it, I reverently kiss a chalice that is an image of the Holy Grail. What Dan Brown builds up to, as an exciting revelation, is that Jesus left behind his royal bloodline. This bloodline is alive today, and we see something special when Sophie wraps her arms around the brother she thought was dead. And that is truer than Dan Brown would ever have you guess.

"Jesus did leave behind his blood; we receive it every time we receive the Eucharist. And it courses through our veins. You've heard the saying, 'You are what you eat.' You do not become steak by eating steak, but you do become what Jesus is by eating his flesh. Augustine said, 'See what you believe. Become what you behold.' That's part of the mystery. In part through the Eucharist, we carry Christ's blood. It courses through our veins. And it's not dilute beyond measure, as Dan Brown's picture would have it. We are brothers and sisters to Christ and therefore to one another. There is an embrace of shared blood at the end of The da Vinci Code, and there is an embrace, between brothers and sisters who share something much deeper than physical blood, every time we share the holy kiss, or holy hug or whatever. Is the truth as wild as what Dan Brown says? It's actually much wilder."

Mary said, "I can't help feeling that The da Vinci Code captures something that... their talk of knights and castles, a Priory that has guarded a secret for generations, a pagan era before the testosterone poisoning we now call Christianity..."

John smiled. "Yes. It had that effect on me too. These things speak of something more. When I was younger, one of my friends pointed out to me that when I said 'medieval', I was referring to something more than the Middle Ages. It was a more-than-literal symbol, something that resonated with the light behind the Middle Ages. And the same is happening with the golden age Brown evokes. All of us have a sense that there is an original good which was lost, or at least damaged, and the yearning Brown speaks to is a real yearning for a legitimate good. But as to the specific golden age... Wicca makes some very specific claims about being the Old Religion that Wiccans resume after the interruption of monotheism. Or at least it made them, and scholars devastated those claims. There are a few Wiccans who continue to insist that they represent the Old Religion instead of a modern Spiritualist's concoction. But most acknowledge that the account isn't literally true: they hold the idea of an 'Old Religion' as an inspiring tale, and use the pejorative term 'Wiccan Fundamentalists' for people who literally believe that Wicca is the Old Religion.

"And so we can yearn for a Golden Age when people believed the spirit of our own age... um... how can I explain this. People who yearn for an old age when men and women were in balance have done little research into the past. People who think the New Testament was reactionary have no idea of a historical setting that makes the New Testament look like it was written by flaming liberals. Someone who truly appreciated the misogyny in ancient paganism would understand that rape could not only be seen as permissible; quite often it was simply seen as a man's prerogative. Trying to resurrect ancient paganism because Christian views on women bother you is like saying that your stomach is ill-treated by your parents' mashed potatoes so you're going to switch to eating sticks and gravel.

"But I'm getting into something I didn't want to get into...

"There is something from beyond this world, something transcendent, that is shining through Brown's writing. The Priory is haunting. The sacred feminine is haunting. There is something shining through. There is also something shining through in Orthodoxy. And that something is something that has shone through from the earliest times.

"In The da Vinci Code, knighthood is a relic of what it used to be. Or at least the knight they visit is a relic, more of a tip of the hat to ages past than a breathing tradition. The Knights Templar at least represent something alive and kicking. They're a society that continues alive today and is at once medieval and modern. They bear the glory of the past, but they bear it today. In that sense they're a glimmer of what the Church is—a society alike ancient and modern, but I'm getting ahead of myself.

"What I meant to be saying is that knighthood is more a tip of the hat than something alive. I've read the Grail legends in their medieval forms, and I've met knights and ladies in those pages. It takes some time to appreciate the medieval tradition—there is every reason for a modern reader to say that the texts are long and tedious, and I can't quickly explain why that understandable reaction is missing something. The knights and ladies there aren't a tip of the hat; they're men and women and they kick and breathe. And they represent something that the medieval authors would never have realized because they had never been challenged. They represent the glory of what it means to be a man, and the glory of what it means to be a woman. We speak of the New Eve, Mary, as 'the most blessed and glorious Lady;' we are called to be a royal priesthood, and when we receive the Eucharist we are called 'the servant of God Adam' or 'the handmaiden of God Eve'—which is also meant to be humble, but inescapably means the Knights and Ladies serving before the King of Kings.

"The Orthodox Church knows a great deal about how to be a knight and how to be a lady. It can be smeared, but it has a positive and distinctive place for both men and women. It may be a place that looks bad when we see it through prejudices we don't realize, but there is a real place for it."

"I know a lot of people who think it's not gender-balanced," Mary said.

John said, "What would they hold as being gender balanced?"

"I'm not sure any churches would be considered gender-balanced."

John said, "All right, which churches come closest?"

Mary said, "Well, the most liberal ones, of course."

John said, "That doesn't mesh with the figures. Men feel out of place in a lot of churches. With Evangelicalism and Catholicism, men aren't that much of a minority, about 45%. Go to the more liberal churches, and you'll find a ratio of about two to one, up to about seven to one. Come to an Orthodox parish, on the other hand, and find men voluntarily attending services that aren't considered mandatory—and the closest to a 50-50 balance in America."

Mary said, "But why? I thought the liberal churches had..."

John interrupted. "What are you assuming?"

Mary answered, "Nothing. Liberal churches have had the most opportunity for women to draw things into a balance."

John continued questioning. "What starting point are you assuming?"

Mary said, "Nothing. Just that things need to be balanced by women... um... just that men have defined the starting point..."

"And?" John said.

Mary continued: "And... um... that women haven't contributed anything significant to the starting point."

John paused. "Rather a dismal view of almost two millennia of contributions by women, don't you think?"

Mary opened her mouth, and closed it. "I need some time to think."

John said, "It took me almost four years to figure it out; I won't fault you if you're wise enough to take some time to ponder it. And I might also mention that the image of being knights and ladies is meant to help understand what it means to be man and woman—Vive la glorieuse difference!—and the many-layered mystery of masculinity and femininity, but an image nonetheless. All statements possess some truth, and all statements fall immeasurably short of the truth."

Mary said, "Huh? Are all statements equally true?"

John said, "No. Not all statements are equally true; some come closer to the truth than others. No picture is perfect, but there is such a thing as a more or less complete image. And what I have said about knights and ladies, and many things that could be said about the Church as a society guarding a powerful truth, point to something beyond them. They are great and the truth is greater. There is something in the Priory and the Knights Templar that is poisoned, that infects people with a sweetly-coated pride that ends in a misery that can't enjoy other people because it can't appreciate them, or indeed respect anybody who's not part of the self-same inner ring. That 'inner ring' is in the beginning as sweet as honey and in the end as bitter as gall and as sharp as a double-edged sword, so that struggling to achieve rank in the Priory is a difficult struggle with a bitter end. And in that sense the Priory is an image of the Church... it is a fellowship which has guarded an ancient truth, a truth that must not die, and has preserved it across the ages. But instead of being an inner ring achieved by pride, the Church beckons us to humility. This humility is unlike pride: it is unattractive to begin with, but when we bow we are taller and we find the secret of enjoying the whole universe."

"What is this secret?" Mary asked.

John closed his eyes for a moment and said, "You can only enjoy what you appreciate, and you can only appreciate what you approach in humility. This is part of a larger truth. It takes sobriety to enjoy even drunkenness. If you want to see the one person who cannot enjoy drunkenness, look at an alcoholic. Virtue is the doorway to enjoying everything, even vice.

"There is a treacherous poison beckoning in 'the inner ring', of a secret that is hidden from outsiders one looks down on. The inner ring is a door to Hell."

"You believe that Knights Templar will go to Hell?" Mary said.

John looked at her. "I believe that Knights Templar, and people in a thousand other inner rings, are in Hell already. I don't know how Christ will judge them, but... In the end, some have remarked, there are only two kinds of people: those who tell God, 'Thy will be done,' and those to whom God finally says, 'Thy will be done.' The gates of Hell are sealed, bolted, and barred from the inside, by men who have decided: 'I would rather reign in Hell than serve in Heaven!' In one sense, Hell will never blast its full fury until the Judge returns. In another sense, Hell begins on earth, and the inner ring is one of its gates."

Mary said, "Wow."

John said, "And there is a final irony. What we are led to expect is that there is a great Western illusion. And Brown is going to help us see past it."

Mary said, "And the truth?"

John said, "There is a great Western illusion, and Brown is keeping us from seeing past it.

"There's a rather uncanny coincidence between Brown's version of original, pristine paganism and the fashions feminism happens to take in our day. Our version of feminism is unusual, both in terms of history and in terms of cultures today. It's part of the West that the Third World has difficulty understanding. And yet the real tradition, call it restored paganism or original Christianity or the Old Religion or what have you, turns out to coincide with all the idiosyncracies of our version of feminism. It's kind of like saying that some 1970's archaeologists exhumed an authentic pagan burial site, and it was so remarkably preserved that they could tell the corpses were all wearing bell-bottoms, which was the norm in the ancient world. If we made a statement like that about clothing, we'd need to back it up. And yet Brown does the same sort of thing in the realm of ideas, and it comes across as pointing out the obvious; most people wouldn't think to question him. And this is without reading classical pagan texts about how marriage might lead a man to suicide because of feminine wrangling, and how any man who couldn't deny his wife anything he chose was the lowest of slaves. Brown is a master of showmanship, at helping you see what he wants you to see and not see what he doesn't want you to see.

"If we decline Brown's assistance in seeing past illusions, it turns out that there's another illusion he doesn't help us see past. And, ironically, it is precisely related to symbol.

"Something profound happened in the Middle Ages, or started happening, that is still unfolding today. It is the disenchantment of the entire universe. There are several ways one could describe it. Up until a certain point, everyone took it for granted that horses, people, and colors were all things that weren't originally created in our minds... wait, that was confusing. It's easier to speak of the opposite. The opposite, which began to pick up steam almost a thousand years ago, was that we think up categories like horses and colors, but they don't exist before we think of them. As it would develop, that was a departure from what most people believed. And a seed was planted that would take deeper and deeper root.

"That's the philosophy way of putting it. The symbol's way of putting it is that the departure, the new thinking, drove a wedge between a symbol and what that symbol represented. If you represented something, the symbol was connected to what it represented. That's why, in The Lord of the Rings, the hobbits mention Sauron and Gandalf makes a tense remark of, 'Don't mention that name here!'

"Why is this? The name of Sauron was a symbol of Sauron which bore in an invisible way Sauron's presence. When Gandalf told the Hobbits not to mention that name, he was telling them not to bring Sauron's presence."

Mary said, "That sounds rather far-fetched."

John answered, "Would you care to guess why, when you say a friend's name and she stops by, you always say, 'Speak of the Devil!'?"

Mary shifted her position slightly.

John continued. "Those two things are for the same reason. Tolkein was a medievalist who commanded both an excellent understanding of the medieval world, and was steeped in paganism's best heroic literature. He always put me to sleep, but aside from that, he understood the medieval as most modern fantasy authors do not. And when Gandalf commands the hobbits not to speak the name of Sauron, there is a dying glimmer of something that was killed when the West embraced the new way of life."

"The name of something is a symbol that is connected to the reality. Or at least, a lot of people have believed that, even if it seems strange to us. If you read the Hebrew Prophets, you'll find that 'the name of the Lord' is a synonym for 'the Lord' at times, and people write 'the Lord' instead of saying the Lord's actual name: 'the Lord' is a title, like 'the King' or 'the President', not a name like 'Jacob.' People were at first cautious of saying the Lord's name in the wrong way, and by the New Testament most Jews stopped saying the Lord's name at all. This is because people believed a symbol was connected to the reality, and a failure to show proper reverence to the Lord's name was in fact a failure to show proper reverence to the Lord.

"When the Bible says that we are created in the image of God, this is not just a statement that we resemble God in certain ways. It is a statement that God's actual presence operates in each person, and what you do to other people, you cannot help doing to God. This understanding, too obvious to need saying to the earliest readers, is behind everything from Proverbs' statement that he who oppresses the poor shows contempt for their Maker, to the chilling end of the parable in Matthew 25:

"When the King returns in glory... he will say to those at his left hand, 'Depart from me, you who are damned, into the eternal fire prepared for the Devil and his angels. For I was hungry and you gave me no food, thirsty and you gave me nothing to drink, a stranger and you did not welcome me, lacking clothes and you did not clothe me, sick and in prison and you did not visit me.' Then they also will answer, 'Lord, when did we see you hungry or thirsty or a stranger or sick or in prison and did not care for you?' Then he will answer them, 'I solemnly tell you, insofar as you did not do it for the least of these brothers of mine, you did not do it for me."

Mary thought, and asked, "Do you think that bread and wine are symbols of Christ's body and blood?"

John said, "Yes. I believe they are symbols in the fullest possible sense: bread and wine represent the body and blood of Christ, and are the body and blood of Christ. Blood itself is a symbol: the Hebrew Old Testament word for 'blood' means 'life', and throughout the Bible whenever a person says 'shedding blood,' he says, 'taking life.' Not only is wine a symbol of Christ's blood, Christ's blood is a symbol of the uncreated, divine life, and when we drink Christ's blood, we receive the uncreated life that God himself lives. This is the life of which Jesus said, 'Unless you eat the flesh and drink the blood of the Son of Man, you have no life in you.' So the wine, like the bread, is a symbol with multiple layers, Christ's body and blood themselves being symbols, and it is for the sons of God to share in the divine life: to share in the divine life is to be divinized.

"Are these miracles? The question is actually quite deceptive. If by 'miracle' you mean something out of place in the natural order, a special exception to how things are meant to work, then the answer is 'No.'

"The obvious way to try to incorporate these is as exceptions to how a dismembered world works: things are not basically connected, without symbolic resonance, with the special exceptions of the Eucharist and so on. But these are not exceptions. They are the crowning jewel of what orders creation.

"Things are connected; that is why when the Orthodox read the Bible, they see one tree in the original garden with its momentous fruit, and another tree that bore the Son of God as its fruit, and a final tree at the heart of the final Paradise, bearing fruit each season, whose leaves are for the healing of the nations. This kind of resonance is almost as basic as the text's literal meaning itself. Everything is connected in a way the West has lost—and by 'lost', I do not simply mean 'does not have.' People grasp on an intuitive level that symbols have mystic power, or at least should, and so we read about the Knights Templar with their exotic equal-armed crosses, flared at the ends, in red on white. Yes, I know, pretend you don't know there's the same kind of equal-armed cross, flared at the ends, on the backs of our priests and acolytes. The point we're supposed to get is that we need to go to occult symbolism and magic if we are to recover that sense of symbol we sense we have lost, and fill the void.

"But the Orthodox Church is not a way to fill the void after real symbols have been destroyed. Orthodoxy does not need a Harvard 'symbologist' as a main character because it does not need to go to an exotic expert to recover the world of symbol. Orthodoxy in a very real sense has something better than a remedy for a wound it never received.

"To the Orthodox Church, symbols are far more than a code-book, they are the strands of an interconnected web. To the Church, symbols are not desparate escape routes drilled out of prison, but the wind that blows through a whole world that is open to explore."

Mary pondered. "So we have a very deaf man who has said, 'None of us can hear well, so come buy my hearing aid,' and Orthodox Church as a woman who has never had hearing trouble and asks, 'Why? What would I need one for?'

"And is there something deeper than symbol, even?"

John closed his eyes. "To answer that question, I'm having trouble doing better than paraphrasing Pseudo-Dionysius, and I wish we had his Symbolic Theology. 'I presume this means something specific. I assume it means that everything, even the highest and holiest things that the eye, the heart... I mean mind... I mean intellect, the intellect which perceives those realities beyond the eye... I mean that everything they can perceive is merely the rationale that presupposes everything below the Transcendent One.'

"Yes, there is One who is deeper than all created symbols."

Basil's Tale: The Desert Fathers

Father Basil said, "When I read the introduction to Helen Waddell's The Desert Fathers, I wasn't disappointed yet. At least, that's where I first met these people; Waddell gives one translation of an ancient collection, and if you search on the Web for The Sayings of the Desert Fathers, you can find them easily enough.

"The introduction led me to expect important historical documents in the life of the Church—you know, the sort of first try that's good for you because it's dull and uninteresting, kind of like driving a buggy so you can appreciate what a privilege it is to ride a car. Or like spending a year wasting time on your PC, reinstalling Windows and trying to recover after viruses wreak havoc on your computer, so that when you finally upgrade to a Mac, you appreciate it. Then I actually began to read the Desert Fathers, and..."

John asked, "Can you remember any of them? There's..."

Father said, "Yes, certainly."


An old monk planted a piece of dry wood next to a monk's cell in the desert, and told the young monk to water it each day until... So the young monk began the heavy toil of carrying water to water the piece of wood for year after year. After three years, the wood sprouted leaves, and then branches. When it finally bore fruit, the old monk plucked the fruit and said, "Taste the fruit of obedience!"

Three old men came to an old monk, and the last old man had an evil reputation. And the first man told the monk, "Make me a fishing net," but he refused. Then the second man said, "Make me a fishing net, so we will have a keepsake from you," but he refused. Then the third man said, "Make me a fishing net, so I may have a blessing from your hands," and the monk immediately said, "Yes." After he made the net, the first two asked him, "Why did you make him a net and not us?" And he said, "You were not hurt, but if I had said no to him, he would thought I was rejecting him because of his evil reputation. So I made a net to take away his sadness."

A monk fell into evil struggles in one monastery, and the monks cast him out. So he came to an old monk, who received him, and sent him back after some time. But the monks as the monastery wouldn't receive him. Then he sent a message, saying, "A ship was wrecked, and lost all of its cargo, and at last the captain took the empty ship to land. Do you wish to sink on land the ship that was saved from the sea?" Then they received him.

An old monk said, "He who finds solitude and quiet will avoid hearing troublesome things, saying things that he will regret, and seeing temptations. But he will not escape the turmoil of his own heart."

There was a young monk who struggled with lust and spoke to an older monk in desparation. The old monk tore into him, scathing him and saying he was vile and unworthy, and the young monk fled in despair. The young monk met another old monk who said, "My son, what is it?" and waited until the young monk told everything. Then the old monk prayed that the other monk, who had cruelly turned on the young monk, would be tempted. And he ran out of his cell, and the second old monk said, "You have judged cruelly, and you yourself are tempted, and what do you do? At least now you are worthy of the Devil's attention." And the monk repented, and prayed, and asked for a softer tongue.

Once a rich official became a monk, and the priest, knowing he had been delicately raised, sent him such nice gifts as the monastery had been given. As the years passed, he grew in contemplation and in prophetic spirit. Then a young monk came to him, hoping to see his severe ascetic discipline. And he was shocked at his bed, and his shoes, and his clothes. For he was not used to seeing other monks in luxury. The host cooked vegetables, and in the morning the monk went away scandalized. Then his host sent for him, and said, "What city are you from?" "I have never lived in a city." "Before you were a monk, what did you do?" "I cared for animals." "Where did you sleep?" "Under the stars." "What did you eat, and what did you drink?" "I ate bread and had no wine." "Could you take baths?" "No, but I could wash myself in the river." Then the host said, "You toiled before becoming a monk; I was a wealthy official. I have a nicer bed than most monks now. I used to have beds covered with gold; now I have this much cruder bed. I used to have costly food; now I have herbs and a small cup of wine. I used to have many servants; now I have one monk who serves me out of the goodness of his heart. My clothing was once costly beyond price; now you see they are common fare. I used to have minstrels before me; now I sing psalms. I offer to God what poor and feeble service I can. Father, please do not be scandalized at my weakness." Then his guest said, "Forgive me, for I have come from heavy toil into the ease of the monastic life, and you have come from richness into heavy toil. Forgive me for judging you." And he left greatly edified, and would often come back to hear his friend's Spirit-filled words.

A monk came to see a hermit, and when he was leaving, said, "Forgive me, brother, for making you break your monastic rule of solitude." The hermit said, "My monastic rule is to welcome you hospitably and send you away in peace."

Once a group of monks came to an old monk, and another old monk was with them. The host began to ask people, beginning with the youngest, what this or that word in Scripture meant, and each tried to answer well. Then he asked the other old monk, and the other monk said, "I do not know." Then the host said, "Only he has found the road—the one who says, 'I do not know.'"

One old monk went to see another old monk and said to him, "Father, as far as I can I say my handful of prayers, I fast a little, I pray and meditate, I live in peace and as far as I can I purify my thoughts. What else can I do?" Then the old man stood up and stretched his hands towards Heaven. His fingers blazed as ten lamps of fire and he said, "If you desire it, you can become a fire."

A brother asked an old monk, "What is a good thing to do, that I may do it and live?" The old monk said, "God alone knows what is good. Yet I have heard that someone questioned a great monk, and asked, 'What good work shall I do?' And he answered, 'There is no single good work. The Bible says that Abraham was hospitable, and God was with him. And Elijah loved quiet, and God was with him. And David was humble, and God was with him. Therefore, find the desire God has placed in your heart, and do that, and guard your heart."

Macrina's Tale: The Communion Prayer

Mary looked at Macrina. "And I can see you've got something in your purse."

Macrina smiled. "Here. I was just thinking what a blessing it is to have a prayer book. It is a powerful thing to raise your voice with a host of saints, and this version, the Fellowship of St. Alban and St. Sergius's A Manual of Eastern Orthodox Prayers, is my favorite." She flipped a few pages. "This prayer, and especially this version, has held a special place in my heart.

"And... I'm not sure how to put it. Westerners misunderstand us as being the past, but we are living now. But in the West, living now is about running from the past, trying to live in the future, and repeating the mistakes of the past. Ouch, that came out a lot harsher than I meant. Let me try again... in the East, living now leaves you free to enjoy the glory of the past. You can learn to use a computer today and still remember how to read books like you were taught as a child. And you are free to keep treasures like this prayer, from St. Simeon the New Theologian ("New" means he died in the 11th century):


From lips besmirched and heart impure,
From unclean tongue and soul sin-stained,
Receive my pleading, O my Christ,
Nor overlook my words, my way
Of speech, nor cry importunate:
Grant me with boldness to say all
That I have longed for, O my Christ,
But rather do thou teach me all
That it behoveth me to do and say.
More than the harlot have I sinned,
Who, learning where thou didst abide,
Brought myrrh, and boldly came therewith
And didst anoint thy feet, my Christ,
My Christ, my Master, and my God:
And as thou didst not cast her forth
Who came in eagerness of heart,
Abhor me not, O Word of God,
But yield, I pray, thy feet to me,
To my embrace, and to my kiss,
And with the torrent of my tears,
As with an ointment of great price,
Let me with boldness them anoint.
In mine own tears me purify,
And cleanse me with them, Word of God,
Remit my errors, pardon grant.
Thou knowest my multitude of sins,
Thou knowest, too, the wounds I bear;
Thou seest the bruises of my soul;
But yet thou knowest my faith, thou seest
My eager heart, and hear'st my sighs.
From thee, my God, Creator mine,
And my Redeemer, not one tear
Is hid, nor e'en the part of one.
Thine eyes mine imperfection know,
For in thy book enrolled ar found
What things are yet unfashioned.
Behold my lowliness, behold
My weariness, how great it is:
And then, O God of all the world,
Grant me release from all my sins,
That with clean heart and conscience filled
With holy fear and contrite soul
I may partake of thy most pure,
Thine holy spotless Mysteries.
Life and divinity hath each
Who eateth and who drinketh thee
Thereby in singleness of heart;
For thou hast said, O Master mine,
Each one that eateth of my Flesh,
And drinketh likewise of my Blood—
He doth indeed abide in me,
And I in him likewise am found.
Now wholly true this saying is
Of Christ, my Master and my God.
For he who shareth in these graces
Divine and deifying is
No wise alone, but is with thee,
O Christ, thou triply-radiant Light,
Who the whole world enlightenest.
Therefore, that I may ne'er abide,
Giver of Life, alone, apart
From thee, my breath, my life, my joy,
And the salvation of the world—
For this, thou seest, have I drawn nigh
To thee with tears and contrite soul;
My errors' ransom to receive
I seek, and uncondemned to share
In thy life-giving Mysteries
Immaculate; that thou mayst dwell
With me, as thou hast promised,
Who am in triple wretchedness;
Lest the Deceiver, finding me
Removed from thy grace by guile
May seize me, and seducing lead
Astray from thy life-giving words.
Wherefore I fall before thy face,
And fervently I cry to thee,
As thou receiv'dst the Prodigal
And Harlot, when she came to thee,
So now my harlot self receive
And very Prodigal, who now
Cometh with contrite soul to thee.
I know, O Savior, none beside
Hath sinned against thee like as I,
Nor done the deeds which I have dared.
But yet again, I know this well,
That not the greatness of my sins,
Nor my transgressions' multitude,
Exceeds my God's forbearance great,
Nor his high love toward all men.
But those who fervently repent
Thou with the oil of lovingness
Dost cleanse, and causest them to shine,
And makest sharers of thy light,
And bounteously dost grant to be
Partakers of thy Divinity;
And though to angels and to minds
Of men alike 'tis a strange thing,
Thou dost converse with them ofttimes—
These thoughts do make me bold, these thoughts
Do give me pinions, O my Christ;
And thus confiding in thy rich
Good deeds toward us, I partake—
Rejoicing, trembling too, at once—
Who am but grass, of fire: and lo!
—A wonder strange!—I am refreshed
With dew, beyond all speech to tell;
E'en as in olden time the Bush
Burning with fire was unconsumed.
Therefore, thankful in mind and heart,
Thankful, indeed, in every limb,
With all my body, all my soul,
I worship thee, yea, magnify,
And glorify thee, O my God,
Both now and to all ages blest.

Barbara's Tale: The Fairy Prince

Adam looked at his daughter and said, "Barbara, what do you have to share? I can hear you thinking."

Barbara looked at her father and said, "You know what I'm thinking, Daddy. I'm thinking about the story you made for me, the story about the fairy prince."

"Why don't you tell it, Sweetie? You know it as well as I do."

The child paused a moment, and said, "You tell it, Daddy."

Here is the tale of the fairy prince.


Long ago and far away, the world was full of wonder. There were fairies in the flowers. People never knew a rift between the ordinary and the magical.

But that was not to last forever. The hearts of men are dark in many ways, and they soon raised their axe against the fairies and all that they stood for. The axe found a way to kill the dryad in a tree but leave the tree still standing—if indeed it was really a tree that was still standing. Thus begun the disenchantment of the entire universe.

Some time in, people realized their mistake. They tried to open their hearts to wonder, and bring the fairies back. They tried to raise the axe against disenchantment—but the axe they were wielding was cursed. You might as well use a sword to bring a dead man to life.

But this story is not about long ago and far away. It is about something that is recent and very near. Strange doings began when the son of the Fairy Queen looked on a world that was dying, where even song and dance and wine were mere spectres of what they had been. And so he disguised himself as a fool, and began to travel in the world of men.

The seeming fool came upon a group of men who were teasing a young woman: not the mirthful, merry teasing of friends, but a teasing of dark and bitter glee. He heard one say, "You are so ugly, you couldn't pay a man enough to kiss you!" She ran away, weeping.

The prince stood before her and said, "Stop." And she looked at him, startled.

He said, "Look at me."

She looked into his eyes, and began to wonder. Her tears stopped.

He said, "Come here."

She stood, and then began walking.

He said, "Would you like a kiss?"

Tears filled her eyes again.

He gave her his kiss.

She ran away, tears falling like hail from her eyes. Something had happened. Some people said they couldn't see a single feature in her face that had changed. Others said that she was radiant. Others still said that whatever she had was better than gorgeous.

The prince went along his way, and he came to a very serious philosopher, and talked with him, and talked, and talked. The man said, "Don't you see? You are cornered. What you are saying is not possible. Do you have any response?"

The prince said, "I do, but it comes not in words, but in an embrace. But you wouldn't be interested in that, would you?"

For some reason, the man trusted him, and something changed for him too. He still read his books. But he would also dance with children. He would go into the forest, and he did not talk to the animals because he was listening to what the animals had to say.

The prince came upon a businessman, a man of the world with a nice car and a nice house, and after the fairy prince's kiss the man sold everything and gave it away to the poor. He ate very little, eating the poorest fare he could find, and spent much time in silence, speaking little. One of his old friends said, "You have forsaken your treasures!"

He looked at his friend and said, "Forsaken my treasures? My dearest friend, you do not know the beginning of treasure."

"You used to have much more than the beginning of treasure."

"Perhaps, but now I have the greatest treasure of all."

Sometimes the prince moved deftly. He spoke with a woman in the park, a pain-seared woman who decided to celebrate her fiftieth wedding anniversary—or what would have been the fiftieth anniversary of a long and blissful marriage, if her husband were still alive. She was poor, and had only one bottle of champagne which she had been saving for many years. She had many friends; she was a gracious woman. She invited the fairy prince, and it was only much later that her friends began to wonder that that the one small bottle of champagne had poured so amply for each of them.

The prince did many things, but not everybody liked it. Some people almost saw the prince in the fool. Others saw nothing but a fool. One time he went into a busy shopping mall, and made a crude altar, so people could offer their wares before the Almighty Dollar. When he was asked why, he simply said, "So people can understand the true meaning of Christmas. Some people are still confused and think it's a religious holiday." That was not well received.

Not long after, the woman whom he met in the park slept the sleep of angels, and he spoke at her funeral. People cried more than they cried at any other funeral. And their sides hurt. All of this was because they were laughing so hard, and the funny thing was that almost nobody could remember much afterwards. A great many people took offense at this fool. There was only one person who could begin to explain it. A very respected man looked down at a child and said, "Do you really think it is right to laugh so much after what happened to her?" And then, for just a moment, the child said, "He understood that. But if we really understood, laughter wouldn't be enough."

There were other things that he did that offended people, and those he offended sought to drive him away. And he returned to his home, the palace of the Fairy Queen.

But he had not really left. The fairy prince's kiss was no ordinary kiss. It was a magic kiss. When he kissed you, he gave his spirit, his magic, his fairy blood. And the world looks very different when there is fairy blood coursing through your veins. You share the fairy prince's kiss, and you can pass it on. And that pebble left behind an ever-expanding wave: we have magic, and wonder, and something deeper than either magic or wonder.

And that is how universe was re-enchanted.


Adam looked down at his daughter and said, "There, Sweetie. Have I told the story the way you like it?"

The child said, "Yes, Daddy, you have," climbed into her father's lap, and held up her mouth for a kiss.

Epilogue

No one spoke after that.

Finally, after a time, Barbara said, "Can we go outside, Daddy? I bet the snow's real good now."

Father Basil said, "Why don't we all go out? Just a minute while I get my gloves. This is snowball making snow."

Five minutes later, people stepped out on the virgin snow. Macrina said, "This is wonderful. It's like a fairy wonderland."

Paul said, "No. It's much more wonderful than that."

Then the snowballs flew, until Adam said, "See if you can hit that snowplough!"

And then it was time to go home.

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Character Sheet

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Character C.J.S. Hayward holding a crossbow

Christos


Classes and Levels:

Stats and Basic Info:

Race/Template: Human

Gender: Male

Alignment: Lawful Good

Religion / Patron Deity: Orthodox Christian

STR: 12
DEX: 10
CON: 8
INT: 18
WIS: 16
CHA: 8

Hit Points: 76

BAB: +8

Fortitude: 11

Reflex: 13

Will: 22

Possessions on person:

  • Woodland colored clothing.
  • Swiss Army Knife toolchest.
  • Watch, 200 meter water resistant, with compass, barometer/altimeter, self-charging.
  • Steel toed combat boots.
  • Leather duster.
  • Portable computer that is designed for outdoor use in inclement weather and can run any operating system he wants and any programming language he wants.

Feats

  • Ambidexterity
  • Craft Wondrous Software
  • Craft Wondrous Writing
  • Dodge
  • Improved Unarmed Strike
  • Toughness
  • Weapon Specialization, Crossbow

Skills

  • Balance: 15
  • Climb: 18
  • Concentration: 18
  • Decipher Script: 19
  • Disguise: 12
  • Diplomacy: 17
  • Handle Animal: 14
  • Heal: 17
  • Hide: 22
  • Knowledge Architecture/Engineering: 20, Geography 20, History 20, Nature 20, Nobility/Royalty 20, Religion 35, Literature: 20
  • Languages: English 22, French 21, Spanish 20, Italian 19, Latin 19, Greek 19, Python 24, HTML5 22, CSS3 21, JavaScript: 23
  • Listen: 17
  • Move Silently: 22
  • Perform: Keyboard 10, Oratory 15
  • Profession: Author 20, Developer 20
  • Ride: 11
  • Swim: 14
  • Tumble: 11
  • Use Rope: 12

Description

Christos Jonathan Seth Hayward is not a druid.

He lays claim to none of druidic spells, nor any of the druidic special abilities, and that he lays claim to a few of a Woodsman's skills and even some of a druid's auxiliary skills, is really beside the point.

But to state that much and stop is to paint a deceptive picture, almost to give a confusion of ideas that prevents truth from being seen. Christos does not worship nature, even if he does worship the Lord of Nature hymned in Hymn to the Creator of Heaven and Earth, but he is pursuing a deeper root of harmony with nature than is to be found by nature worship.

We read in the Player's Handbook:

The fury of a storm, the gentle strength of the morning sun, the cunning of a fox, the power of a bear—all these and more are at the druid's command. That, she claims, is the empty boast of a city dweller. The druid, however, claims no mastery over nature. The druid gains her power not by ruling nature but being one with it. To trespassers in a druid's sacred grove, to those who feel the druid's wrath, the distinction is overly fine.

"The distinction is overly fine." Christos wrote "Physics," or a discussion of the nature of things, and his Tradition (not him personally, but men who are to him brothers) create monastics who are not harmed by wild animals, and who can approach and be approached by animals that are ordinarily afraid of humans—and this is not an exceptional feat. Even now he does well with children and animals, talking away the pain of a little girl's smashed thumb or spending twenty minutes with a dog nervous about men and after that one session leaving the dog bounding to meet the other men in a group. Druids avoid carrying excessive amounts of worked metal, and such a character alive today would be very wary of spending excessive amounts of time in front of a computer screen, even without the issue of soul-destroying porn. And on the point of long amounts of time staring at a computer, phone, or tablet screen, Christos has shown that with a very light touch Plato's "Allegory of the Cave" of life once removed from ultimate reality becomes The Allegory of the... Flickering Screen? of life twice removed from ultimate reality.

He brings qualifiers; there is something of wakeup call in Exotic golden ages and restoring harmony with nature, and his Technonomicon: Technology, Nature, Ascesis both explores harmony with nature and sets it on a deeper base, that of questing for the virtues.

We read again:

Druids, in keeping with nature's ultimate indifference, must maintain some measure of dispassion. As such, they must be neutral in some way, if not true neutral. Just as nature encompasses dichotomies of life and death, beauty and horror, peace and violence, so two druids can manifest different or even opposite alignments (neutral good and neutral evil, for instance) and still be the part of the druidic tradition.

Dispassion, or apatheia (Greek απαθεια, not to be confused with "apathy") is a central tenet of his Tradition, but it is set upon a deeper base: apatheia may be compared to commanding the helm of a ship and keeping it on its course when the winds of passion, trial, and temptation would have it blown off course or capsized. This is close to the heart of being Lawful Good; The Ladder of Divine Ascent places apatheia at the height of the Ladder's peak, second only to faith, hope, and love as the highest height of its peak. It is less true that this dispassion is Lawful Good as that Lawful Good emanates from this dispassion.

One last quote:

...druids are part of a society that spans the land, ignoring political borders... still, all druids recognize each other as brothers and sisters.

In the visible Orthodox Church (not invisible), Orthodox Christians are brothers and sisters, all sons of the same God. To quote a saying that has rumbled down through the ages:

"The Son of God became a Man that men might become the Sons of God."—"The Divine became Human that the Human might become Divine."—"God and the Son of God became Man and the Son of Man that men might become gods and the sons of God."

Christos seeks deification, not through the demigod status of a 21 ECL, but as something offered to the humble and available at any level, here and now.

And he is fond of the Desert Fathers, among many others:

A brother asked one of the elders: What good thing shall I do, and have life thereby? The old man replied: God alone knows what is good. However, I have heard it said that someone inquired of Father Abbot Nisteros the great, the friend of Abbot Anthony, asking: What good work shall I do? And that he replied: Not all works are alike. For Scripture says that Abraham was hospitable, and God was with him. Elias loved solitary prayer, and God was with him. And David was humble, and God was with him. Therefore, whatever you see your soul to desire according to God, do that thing, and you shall keep your heart safe.

In the ancient world, Jews embraced Holy Orthodoxy because they found it the fulfillment of Judaism, and pagans embraced Holy Orthodoxy and scarcely less found it the fulfillment of paganism: the heights of pagan philosophy, such as Platonic and Stoic, were well retained. And perhaps it is that in Holy Orthodoxy has found the fulfillment of druidry: at least, when he is deepened far enough, Merlin becomes Christ.

In the broad field a life oriented to contemplation, and on a practical level, as he was called by one boss, "Jack of all trades and master of many."

A quote:

[Other name changed]

Christos [Puts hand on the shoulder of the father of teenage Adam]: "Adam hurt my feelings."

Adam [confused]: "How did I do that?"

Christos: "Fess up, Adam, and then we'll both know."

Janra Ball: The Headache

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The Original Cultural Context

"When it comes to games, never try to understand the Janra mind."

-Oeildubeau, Urvanovestilli philosopher and anthropologist

It is known that Janra sports usually last for at least half an hour, involve a ball, two or more teams, running and acrobatics, and animated discussion. Beyond that, neither the Urvanovestilli's logic nor the Yedidia's intuition are able to make head or tail of them. In general, the teams appear to have unequal numbers of players; the players often switch teams in the course of play; teams are created and dissolved; the nature of the activities makes sudden and radical changes; there is no visible winning or losing. There are occasionally times in the course of play when some intelligible goal appears to be being approached... but then, all players seem to be approaching it in a rather erratic manner (when asked why he didn't do thus and such simple thing and achieve the approached goal by an inexperienced anthropologist, one of the Janra said, "Technically, that would work, but that would be a very boring way to do it," and then bolted back into play: the extent to which game play is comprehensible heightens its incomprehensibility). Late in life, Oeildubeau hinted at having suspicions that, if the Janra believe that they are being watched, they will spontaneously stop whatever sport they are playing, and instead begin a series of activities expressly designed to give any observer a headache.

Rules

  1. There is no winning or losing.
  2. The game has one ball, which must be kept in motion at all times. If the ball ceases to move, nobody may speak or act except to move the ball.
  3. Il est interdit de parler en anglais au subjet de l'objet du jeu.
  4. Any player may give any other player a rule point, provided that there is no alliance or "You scratch my back, and I'll scratch yours" arrangement between them, at any time. Any player who has a rule point may spend that point in order to add, delete, or modify a rule in accordance with the spirit of the game.
  5. Every player has a persona, or modus operandi, through which he is acting and answering questions. If any other player successfully identifies this persona or modus operandi, it must immediately be changed.
  6. There is no rule number 6.
  7. Each player must somehow touch another player before or during addressing him in speech.
  8. No player may move from one point to another without using at least one acrobatic, dance, or martial arts motion.
  9. Any use of a card deck or game board requires one change of rules for the card/board game per move.
  10. Any rules disputes are to be resolved by no judge, until all involved parties come to a confusion which is more chaotic than in its initial form.
  11. All players must wear one black sock and one white sock.
  12. We're sorry, but rule number twelve is not available at this time. To leave a message, please rotate your telephone clockwise by ninety degrees, and simultaneously press 'q' and 'z'.
  13. Any player who does not understand all of the rules, in their entirety, is immediately disqualified.
  14. Any player who attempts to memorize all of the rules, or attempts to play the game by keeping its rules, is immediately disqualified.

FAQ list

Q: What is 'Springfield'?

A: Springfield is a game in which two people alternate naming state capitals, and the first person to name Springfield wins.

Q: What's the point of that?

A: The objective is to be the first person to say 'Springfield' as late as possible. The point is to see how far you can go — and still be the first to say 'Springfield'. It's not a game of mathematical strategy. It's a game of perception.

Q: What is Psychiatrist?

A: Psychiatrist is a game in which one person, the psychiatrist, leaves the room, and all of the other players agree on a common delusion (such as believing themselves to be the person immediately to their left). The psychiatrist then enters, and asks the players questions, attempting to guess the delusion.

Q: What is spoon photography?

A: Very well known.

Q: What is Janra ball all about?

A: Wouldn't you like to know?

Q: Why did you answer my question with another question?

A: How else could it be?

Q: What are the teams like?

A: Highly variable, and not necessarily mutually exclusive.

Q: How do I get ahead in the game?

A: Mu.

Q: Why won't you give me a straight answer to my questions?

A: Come, come. Aren't there much more interesting ways to grok the game?

Ingredients

Springfield, Monty Python, Calvin-Ball, body language, Harlem Globetrotters, sideways logic, Thieves' Cant, intuition, counter-intuitive segues, spoon photography, creativity, Zen koans, Psychiatrist, adrenaline, perception, tickling, urban legend Spam recipe, swallowing a pill, illusionism, modern physics, raw chaos, F.D. & C. yellow number 5.

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Religion within the Bounds of Amusement

Satire / Humor Warning:

As the author, I have been told I have a very subtle sense of humor.

This page is a work of satire, and it is not real.

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On the screen appear numerous geometrical forms—prisms, cylinders, cubes — dancing, spinning, changing shape, in a very stunning computer animation. In the background sounds the pulsing beat of techno music. The forms waver, and then coalesce into letters: "Religion Within the Bounds of Amusement."

The music and image fade, to reveal a man, perfect in form and appearance, every hair in place, wearing a jet black suit and a dark, sparkling tie. He leans forward slightly, as the camera focuses in on him.

"Good morning, and I would like to extend a warm and personal welcome to each and every one of you from those of us at the Church of the Holy Television. Please sit back, relax, and turn off your brain."

Music begins to play, and the screen shows a woman holding a microphone. She is wearing a long dress of the whitest white, the color traditionally symbolic of goodness and purity, which somehow manages not to conceal her unnaturally large breasts. The camera slowly focuses in as she begins to sing.

"You got problems? That's OK. You got problems? That's OK. Not enough luxury? That's OK. Only three cars? That's OK. Not enough power? That's OK. Can't get your way? That's OK. Not enough for you? That's OK. Can't do it on your own? That's OK. You got problems? That's OK. You got problems? That's OK. Just call out to Jesus, and he'll make them go away. Just call out to Jesus, and he'll make them go away."

As the music fades, the camera returns to the man.

"Have you ever thought about how much God loves us? Think about the apex of progress that we are at, and how much more he has blessed us than any one else.

"The Early Christians were in a dreadful situation. They were always under persecution. Because of this, they didn't have the physical assurance of security that is the basis for spiritual growth, nor the money to buy the great libraries of books that are necessary to cultivate wisdom. It is a miracle that Christianity survived at all.

"The persecution ended, but darkness persisted for a thousand years. The medievals were satisfied with blind faith, making it the context of thought and leisure. Their concept of identity was so weak that it was entangled with obedience. The time was quite rightly called the Dark Ages.

"But then, ah, the Renaissance and the Enlightenment. Man and his mind enthroned. Religion within the bounds of reason. Then science and technology, the heart of all true progress, grew.

"And now, we sit at the apex, blessed with more and better technology than anyone else. What more could you possibly ask for? What greater blessing could there possibly be? We have the technology, and know how to enjoy it. Isn't God gracious?"

There is a dramatic pause, and then the man closes his eyes. "Father, I thank you that we have not fallen into sin; that we do not worship idols, that we do not believe lies, and that we are not like the Pharisees. I thank you that we are good, moral people; that we are Americans. I thank you, and I praise you for your wondrous power. Amen."

He opens his eyes, and turns to the camera. It focuses in on his face, and his piercing gaze flashes out like lightning. With a thunderous voice, he boldly proclaims, "To God alone be the glory, for ever and ever!"

The image fades.

In the background can be heard the soft tones of Beethoven. A couple fades in; they are elegantly dressed, sitting at a black marble table, set with roast pheasant. The room is of Baroque fashion; marble pillars and mirrors with gilt frames adorn the walls. French windows overlook a formal garden.

The scene changes, and a sleek black sports car glides through forest, pasture, village, mountain. The music continues to play softly.

It passes into a field, and in the corner of the field a small hovel stands. The camera comes closer, and two half-naked children come into view, playing with some sticks and a broken Coca-Cola bottle. Their heads turn and follow the passing car.

A voice gently intones, "These few seconds may be the only opportunity some people ever have to know about you. What do you want them to see?"

The picture changes. Two men are walking through a field. As the camera comes closer, it is seen that they are deep in conversation.

One of them looks out at the camera with a probing gaze, and then turns to the other. "What do you mean?"

"I don't know, Jim." He draws a deep breath, and closes his eyes. "I just feel so... so empty. A life filled with nothing but shallowness. Like there's nothing inside, no purpose, no meaning. Just an everlasting nothing."

"Well, you know, John, for every real and serious problem, there is a solution which is trivial, cheap, and instantaneous." He unslings a small backpack, opening it to pull out two cans of beer, and hands one to his friend. "Shall we?"

The cans are opened.

Suddenly, the peaceful silence is destroyed by the blare of loud rock music. The camera turns upwards to the sky, against which may be seen parachutists; it spins, and there is suddenly a large swimming pool, and a vast table replete with great pitchers and kegs of beer. The parachutists land; they are all young women, all blonde, all laughing and smiling, all wearing string bikinis, and all anorexic.

For the remaining half of the commercial, the roving camera takes a lascivious tour of the bodies of the models. Finally, the image fades, and a deep voice intones, "Can you think of a better way to spend your weekends?"

The picture changes. A luxury sedan, passing through a ghetto, stops beside a black man, clad in rags. The driver, who is white, steps out in a pristine business suit, opens his wallet, and pulls out five crisp twenty dollar bills.

"I know that you can't be happy, stealing, lying, and getting drunk all of the time. Here is a little gift to let you know that Jesus loves you." He steps back into the car without waiting to hear the man's response, and speeds off.

Soon, he is at a house. He steps out of the car, bible in hand, and rings the doorbell.

The door opens, and a man says, "Nick, how are you? Come in, do come in. Have a seat. I was just thinking of you, and it is so nice of you to visit. May I interest you in a little Martini?"

Nick sits down and says, "No, Scott. I am a Christian, and we who are Christian do not do such things."

"Aah; I see." There is a sparkle in the friend's eye as he continues, "And tell me, what did Jesus do at his first miracle?"

The thick, black, leatherbound 1611 King James bible arcs through the air, coming to rest on the back of Scott's head. There is a resounding thud.

"You must learn that the life and story of Jesus are serious matters, and not to be taken as the subject of jokes."

The screen turns white as the voice glosses, "This message has been brought to you by the Association of Concerned Christians, who would like to remind you that you, too, can be different from the world, and can present a positive witness to Christ."

In the studio again, the man is sitting in a chair.

"Now comes a very special time in our program. You, our viewers, matter most to us. It is your support that keeps us on the air. And I hope that you do remember to send us money; when you do, God will bless you. So keep your checks rolling, and we will be able to continue this ministry, and provide answers to your questions. I am delighted to be able to hear your phone calls. Caller number one, are you there?"

"Yes, I am, and I would like to say how great you are. I sent you fifty dollars, and someone gave me an anonymous check for five hundred! I only wish I had given you more."

"That is good to hear. God is so generous. And what is your question?"

"I was wondering what God's will is for America? And what I can do to help?"

"Thank you; that's a good question.

"America is at a time of great threat now; it is crumbling because good people are not elected to office.

"The problem would be solved if Christians would all listen to Rush Limbaugh, and then go out and vote. Remember, bad people are sent to Washington by good people who don't vote. With the right men in office, the government would stop wasting its time on things like the environment, and America would become a great and shining light, to show all the world what Christ can do.

"Caller number two?"

"I have been looking for a church to go to, and having trouble. I just moved, and used to go to a church which had nonstop stories and anecdotes; the congregation was glued to the edges of their seats. Here, most of the services are either boring or have something which lasts way too long. I have found a few churches whose services I generally enjoy—the people really sing the songs—but there are just too many things that aren't amusing. For starters, the sermons make me uncomfortable, and for another, they have a very boring time of silent meditation, and this weird mysticism about 'kiss of peace' and something to do with bread and wine. Do you have any advice for me?"

"Yes, I do. First of all, what really matters is that you have Jesus in your heart. Then you and God can conquer the world. Church is a peripheral; it doesn't really have anything to do with Jesus being in your heart. If you find a church that you like, go for it, but if there aren't any that you like, it's not your fault that they aren't doing their job.

"And the next caller?"

"Hello. I was wondering what the Song of Songs is about."

"The Song of Songs is an allegory of Christ's love for the Church. Various other interpretations have been suggested, but they are all far beyond the bounds of good taste, and read things into the text which would be entirely inappropriate in holy Scriptures. Next caller?"

"My people has a story. I know tales of years past, of soldiers come, of pillaging, of women ravaged, of villages razed to the ground and every living soul murdered by men who did not hesitate to wade through blood. Can you tell me what kind of religion could possibly decide that the Crusades were holy?"

The host, whose face had suddenly turned a deep shade of red, shifted slightly, and pulled at the side of his collar. After a few seconds, a somewhat less polished voice hastily states, "That would be a very good question to answer, and I really would like to, but I have lost track of time. It is now time for an important message from some of our sponsors."

The screen is suddenly filled by six dancing rabbits, singing about toilet paper.

A few minutes of commercials pass: a computer animated flash of color, speaking of the latest kind of candy; a family brought together and made happy by buying the right brand of vacuum cleaner; a specific kind of hamburger helping black and white, young and old to live together in harmony. Somewhere in there, the Energizer bunny appears; one of the people in the scene tells the rabbit that he should have appeared at some time other than the commercial breaks. Finally, the host, who has regained his composure, is on the screen again.

"Well, that's all for this week. I hope you can join us next week, as we begin a four part series on people whose lives have been changed by the Church of the Holy Television. May God bless you, and may all of your life be ever filled with endless amusement!"