Water Road Wednesday: Final Excerpt from The Water Road

For the third and final excerpt from The Water Road, we return to Antrey. In this scene, she’s escaped Tolenor and made her way into the mountains south of the Water Road itself. For the first time since she was a child, she encounters Neldathi in the flesh.

She jumped across the stream and made her way to the rocks, which clustered near the upstream corner. She sat down, slipped the bottle from her satchel, and took a long drink. What was once snow was now ice-cold water. She gulped it eagerly, knowing that the pool would provide a means to refill it.

Just as she took the last drink of water, Antrey heard a noise behind her, downstream, that sounded like a violent displacement of limbs and leaves. She turned and saw an elk dive out of the trees on the other side of the stream. Its great antlers were a tangled mess of underbrush ripped from the forest as it ran. Her eyes met those of the elk, which had stopped at the edge of the stream, gasping hard, its breath frosting in the chilled air. After a moment’s pause, it dropped its head and began to lap water from the stream.

Antrey closed her eyes for just a moment and heard the elk make a terrible screaming sound, like it was crying out in pain. It made her shudder and sent a bolt of pain shooting down her own spine. She opened her eyes and saw the elk, reared up on its hind legs, thrashing its head back and forth. There was an arrow in its neck, just above the shoulder. Antrey had not heard anything to indicate that anyone was around.

A salvo of three more arrows thwacked into the elk’s flank. It screamed again and tried to move away, upstream back to the trees, but it took only a few faltering steps before it collapsed in the snow. As it gasped for air, the white ground turned red with blood. The beast was trying desperately to live or calling out to die. Antrey wasn’t sure which.

Antrey was so transfixed by the elk’s plight that she forgot for a moment that the arrows meant that, after all this time, she was no longer alone. She did not hear the further rustling of the trees, but did see first one, then two, then half a dozen Neldathi emerge from the forest and approach the elk.

They were tall, with just the faintest tint of blue in their white skin. Were they naked, they would nearly blend in with the snowy ground. Each wore multiple layers of animal skins that obscured, but could not hide, that they were strong, powerful men. All had long black hair, which grew from a fringe of scalp at the back of their heads. It twisted in braids that ran halfway down their backs. About halfway down, the black color gave way to a pattern of red, black, and white strips. Three of them carried ornately carved bows, while two others had similar devices slung over their backs. They either had not noticed her or ignored her and approached the elk.

The other Neldathi, Antrey had thought initially, was unarmed. The tallest of the group, he strode towards the elk, reached inside the layers of his clothing, and pulled out a knife, bigger than anything Antrey had ever seen that was not called a sword. In a maneuver that showed years of practice and an abundance of skill, he knelt beside the elk, placed the great blade to its throat, and drew the knife across, ending the beast’s misery. All the while, he said something quickly under his breath.

Antrey had never seen anything like it in her life. When she was young she had never experienced a hunt or a kill, only the end result. The sight of such a brutally efficient killing shook her to the core. The bottle slipped from her hands and splashed into the pool underneath her. At the noise, the hunters turned and saw her.

The one that had killed the elk crouched motionless next to it, knife still in hand. The others moved away from the kill and sprang across the stream swiftly, switching their focus. They began to converge on her slowly, two from upstream in the direction of the elk, two others having circled around to come at her from the other direction. She lost sight of the fifth, but within moments she knew she was surrounded. Before it ever occurred to her to try and get away, five well-armed and curious Neldathi had blocked any means of escape.

She ignored the ones on her side of the stream and tried to make eye contact with the one by the elk. He appeared to be the leader of this hunting party or its senior member. Regardless, he was someone who commanded respect. Maybe by making contact directly with him she might open some line of communication, although she had no idea how to do that. At the very least, maybe he would put the knife away. The way he crouched there, casually displaying the bloody blade, made her think he meant to tell her that it might be her neck that was sliced open next.

As the others inched slowly closer to her, Antrey could feel their eyes on her, covering every inch of her with their eyes. One of them was close enough that Antrey thought he might have sniffed her, but she quickly dismissed that as a work of her imagination. That was something the barbarian Neldathi of the Altrerian culture would do, but made little sense upon rational examination. They would use every sense available to them, just as she would.

With each footstep that brought them closer, the snow crunched underfoot. Antrey’s heart raced the closer they came. It was calmed only somewhat when the one across the stream stood up, wiped the bloody blade of his knife on the elk’s carcass, and returned it to its sheath. When she heard a voice behind her, she nearly exploded.

As I said, that’s it for the excerpts from The Water Road. That’s because it finally comes out next Wednesday! After all these weeks of reading about it, isn’t it time you just read it for yourself? Head over to Amazon and pre-order your copy today (only 99 cents until the end of the month!).

TWR Cover (540x810)

Water Road Wednesday: Naath of the Isle of Amreh

The Islanders – the inhabitants of the Slaisal Islands in The Water Road trilogy, not the hockey team – are an odd bunch.* In a world that’s defined by where you were born and lines between such places are brightly drawn, the Islanders go a different way.

Physically, as well as culturally, they have a lot in common with other Altrerians, particularly those in the Triumvirate. They aren’t, for example all stand offish the way the Azkiri are. But they don’t really want any part in the political stuff, much less the military expeditions. Folks in the Triumvirate view the Islanders as essentially hiding behind the protection they provide – it’s not like the Neldathi are going to sail up to the Slaisals anytime soon. The Islanders just see it as somebody else’s problem.

The irony is that the Islanders deal with the Neldathi more than the Triumvirate does. They trade with them and built four cities along the Neldathi coast (along with one on the northern coast, on the edge of Azkiri territory). Yet, they don’t have any particular affinity for the blues – they just do business with them. In a world with a lot of walls between cultures, the Islanders don’t pay attention to any of them.

Which is where Naath comes in. Born on Amreh, one of the many Slaisal Islands, he decided at an early age to go to sea. It was either that or be a fisherman and he never had any particular love for sharp hooks and the smell of fish guts. It would be wrong to say he wanted to see the world, but that’s precisely what he ended up doing. The pull of home at the end of a long voyage was strong, but at the end of the day, Naath belonged on the deck of a ship plowing through the ocean.

At the time The Water Road begins he had risen to be second in command of a trade ship called Gentle Giant – yes, it’s a prog referrence!

It’s the final part of paying his dues that’s going to lead to him having a ship of his own, maybe more than one. That’s the plan, anyway. At least until he rows onto the shore of bay in Dost territory and meets Antrey Ranbren.

Then his future, especially at sea, becomes much less certain.

* Maybe the hockey team is, too, for all I know. I’m not much of a hockey fan.

Water Road Wednesday: “The Missing Legion”

The Water Road is the first part of the trilogy, of course, and the first thing I wrote in this universe. It’s not the first to see the light of day, however.

At some point in the past, I decided I wanted to write a ghost story. October was coming up, it was something I hadn’t done before, and I thought it would be fun. I was in the middle of revising The Water Road at the time, so I decided to set it in that world. I quickly settled on a story about a hunter (in pursuit of one of the cryptid beasts that stalk Alteria) who gets lost in the woods and gets more than he bargained for.

I knew I didn’t want to set it during the time of The Water Road, so I set it much earlier, even before the First Neldathi Uprising and the forming of the Triumvirate. Indeed, it’s a time when two great cities in the Arbor are at war.

As for the ghost story itself, it’s influenced heavily by a section of Akira Kurosawa’s 1990 film Dreams that you can read about here. Or, you can just read “The Missing Legion,” which is part of my short story collection The Last Ereph and Other Stories. Here’s a snippet:

The corporal turned away and motioned for Taiman to get back on his horse. “You’re heading into the woods, you say?”

“Yes,” Taiman said.

“Are you sure you want to do that?”

“Absolutely,” Taiman said. “I’ve been chasing that beast for five days. If I can corner it in the woods, perhaps I can catch it alive.”

“Will that be worth it, you think?” the corporal asked.

“Of course,” Taiman said. “Why?  You’re not going to try and keep me from going, are you? Thought men in the Arbor valued free movement more than anything.”

“We will not stop you,” the corporal said. “But I would advise against going in, particularly if you don’t know the area. It’s very easy to get lost. Plus, they say things happen in those woods at night. Strange things, when the moons are full.”

Taiman chuckled and sighed. “Thank you for the warning.  Someday, the enlightenment that has come to the Guildlands will filter down to the Arbor as well. We no longer believe in superstitious nonsense. There are no strange things, only things that we do not understand. Besides, I am capable of handling any creature or person I might encounter. Now, if I may be on my way?”

The corporal told him how to best make his way around the camp and Taiman set off. He cursed the delay, but knew it had not spoiled his hunt. The beast had outrun him the day before, vanished from sight, but Taiman had held onto the trail. Barely.

His hopes rekindled when he spotted the beast through a telescope as it loped out of the trees in search of water. Once again he had a target to pursue. Taiman spurred his horse and charged off down river.

The Last Ereph and Other Stories is available at Amazon, including Kindle Unlimited, which means you can read it for free, essentially. Why wait?

Final Cover Idea (KDP)

Water Road Wednesday: Goshen the Holy

A couple of weeks ago I talked about religion in the world of The Water Road. While it’s largely background for the story of The Water Road trilogy, there’s one character who brings the matter to the forefront and plays a key role.

Goshen, known at the time the story starts as Goshen the Holy, is, somewhat like Antrey, a person without a country. He has a clan heritage, but he was born and raised in one of the Islander cities, which gives him a completely different perspective on the world.

Primarily, Goshen has no clan. The Islander cities all have a small, permanent Neldathi population, some of whom stay with others of their own clan. But most of the urban Neldathi mix with those from other clans, at least occasionally. As a result, there are those, like Goshen, who are born and raised without any kind of loyalty to a clan and without the animosity that engenders to other clans.

In addition, because he wasn’t constantly on the move, he was able to learn to read and had access to books brought in by Islander traders. At an early age, he was drawn to the stories of the gods (and other mythological figures) that had been compiled by Altrerian anthropologists before the First Neldathi Uprising. What started as simple fascination turned into serious study and, eventually, a calling.

Goshen first realized that the gods worshipped by the Neldathi and those worshipped by the Altrerians before the Great Awakening were one and the same. The Neldathi interacted with them in a very different way, but their names and essences were the same. Going further, he discovered more and more similarities between how the various gods interacted with the world. This led him to a conclusion as bold and world shattering for a Neldathi as the Great Awakening had been for an Altrerian – the gods were all actually separate aspects of one, real, god.

Goshen’s digging brought him to the creation story of the Maker of Worlds, which solidified his beliefs. If one god made the world, why would She then leave it to be overseen by others? No, Goshen concluded, the Maker of Worlds is the only god and She interacts with her creation via the different gods of Neldathi mythology.

He realized that wasn’t going to be a popular opinion amongst the Neldathi, who valued their clan identities, of which their individual protector gods were a large part. Nonetheless, he went out among them without the colored stripes in his hair to signify his clan membership. Part of all the clans, but part of none, he wanted to bring them together.

Sooner than he’d thought possible, he’d have his chance.

Water Road Wednesday: Gods and Beings In Altreria

One of the fun things about writing fantasy is that you get to build worlds from the ground up. Since you’re not playing with reality necessarily you can do just about anything you want. It also means you have to do a lot of background sketching to fill in your world. John Scalzi once wrote that he tried to go two questions deep on world building, which makes a lot of sense. It’s important that your world be well rounded (pardon the pun), even when it comes to things that don’t necessarily drive the narrative.

Which is to say that when I was building the world of The Water Road I had to decide what role religion played in it. Even though I’m an atheist, religion fascinates me and I think part of any well developed fictional world would be religion (unless the complete absence thereof was what you wanted to explore). In fact, one of the first things I wrote for The Water Road is the Altrerian creation myth. It’s not actually in any of the books, so this seems as good a place as any to let it see the light of day:

In the time before time, the Maker of Worlds saw a void in the firmament of the heavens.  She decided that it must be filled, lest the other stars and planets be drawn into the void and lost forever.

So the Maker of Worlds cupped her hands and dipped them into the Lake of Eternity.  She brought the water up in her hands and breathed on the waters while molding it into a ball.  When the swirling churning waters had been shaped into a perfect ball, the Maker hung the ball in the firmament and filled the void.

But when the Maker of Worlds looked at the ball of swirling water in the firmament, she was not pleased.  She plucked the young planet out of the heavens and set it in front of her.  The Maker thought for a moment and pondered what was missing from her new creation.

After a time, the Maker took the sharpest knife she could find.  She took the blade in her left hand and held her right palm out over the swirling waters.  In one quick motion, the Maker of Worlds sliced across her outstretched palm and the blood of the Maker fell into the churning, swirling, and empty oceans.

As the blood of the Maker of Worlds fell into the oceans, it began to become solid.  The more the Maker bled, the larger the stain on the oceans would become.  Before long, the spots of blood began to come together and form The Land.  As the land formed, the churning seas beat upon it, breaking off small parts which became The Islands.

The Maker of Worlds healed her wound and surveyed The Land.  With her breath, the Maker calmed the rough seas.  With her lips, the Maker gave the new world a kiss of life – to The Land, to The Islands, and to the seas.  Weakened by her work, the Maker hung the now living planet back in the firmament, where she forgot about it.

Eons passed before the Maker of Worlds remembered her watery creation with the one continent upon it.  In the time that had passed, The Land had become full of life.  Not only animals and plants, but intelligent beings, who lived together in communities and created a society.  The Land was rich and plentiful, but its inhabitants still found things to fight about.  They constantly warred, on upon the other, seemingly without end.  When the Maker saw what had become of her world, she was depressed.  And she was angry.

In her anger, the Maker of Worlds lashed out at her creation.  She drove a single finger into the soil on the east side of The Land.  Then, she drug it across the entire breadth of The Land, changing it forever.  In the wake of the Maker’s finger came Great Basin Lake and The Water Road.  To the south of the river, great mountains heaved up from the soil, all the way south to the cold southern seas.  To the north, The Land cracked and two great rivers were formed as water rushed into the fissures.  The far north, beyond the reach of the waters, became barren, dry, and inhospitable.  The people of The Land were likewise shattered, north and south, divided by the Water Road into Neldathi and Altrerian.  Many multitudes died.

When the Maker of Worlds realized what she had done, she howled in pain.  After all, she was a creator, not a destroyer.  He had lashed out in anger because her children had disappointed her.  Her anger saddened and disgusted her.  As she held back tears, the Maker of Worlds took the wounded world and gently placed it back in the firmament.  She vowed never to touch it again and let her children be.

And then, history began . . .

The Neldathi and the Altrerians were both polytheistic and shared the same pantheon of deities, but interacted with them in different ways. The Altrerians treated the gods as a group, beings that were all involved in the order of the universe. By contrast, each of the Neldathi clans had one god as a protector and venerated him or her over the others. The Maker of Worlds, in spite of the creation myth, wasn’t really part of the pantheon.

At the time The Water Road begins there’s been a seismic shift in the way the Altrerians think of the gods. Sometime in the semi-recent past, a Great Awakening swept across the nations of the Triumvirate. Only this wasn’t an awakening of religious fervor, but the emergence of a consensus that the gods actually didn’t exist. How people dealt with this varied – in the Guilds religious belief and observances disappeared in a generation, while the Telebrians hung on to the traditional cultural aspects of belief while largely proclaiming not to believe anymore.

On top of that, among the Neldathi there’s also a new strain of religious thinking. A movement led by a man named Goshen preaches that the gods are all actually different aspects of the one actual god – the Maker of Worlds. He and his beliefs will play an important role in The Water Road.

Water Road Wednesday: The Neldathi of Kentucky?

I have a list of topics for these Water Road Wednesday posts. I sat down last December and wracked my brain to come up with everything I could talk about without going too far into what actually happens in the books. Never in my wildest dreams did I think I’d wind up with a post about the blue people of Kentucky.

Although the story began much earlier, it came to the attention of doctors in 1975 when a child in the hospital was being treated based on the blue color of his skin (“as Blue as Lake Louise”). Then, as:

a transfusion was being readied, the baby’s grandmother suggested to doctors that he looked like the ‘blue Fugates of Troublesome Creek.’ Relatives described the boy’s great-grandmother Luna Fugate as ‘blue all over,’ and ‘the bluest woman I ever saw.’

Turns out, genes were to blame:

The Fugate progeny had a genetic condition called methemoglobinemia, which was passed down through a recessive gene and blossomed through intermarriage.

* * *

Methemoglobinemia is a blood disorder in which an abnormal amount of methemoglobin — a form of hemoglobin — is produced, according to the National Institutes for Health. Hemoglobin is responsible for distributing oxygen to the body and without oxygen, the heart, brain and muscles can die.

In methemoglobinemia, the hemoglobin is unable to carry oxygen and it also makes it difficult for unaffected hemoglobin to release oxygen effectively to body tissues. Patients’ lips are purple, the skin looks blue and the blood is “chocolate colored” because it is not oxygenated . . ..

According to family tradition, Martin Fugate came to the area, in all his bluishness, in 1820. There he married a woman who carried a recessive gene for the condition. Four of their seven children were blue. Other families in the area showed signs of the condition, too, with one group being described as “bluer’n hell.” The Fugate family began to move away in the early 20th Century, as coal mining picked up in the area.

Although it’s a genetic condition (exacerbated by inbreeding), it can also be caused by exposure to certain chemicals. It’s one of those conditions that’s so rare no doctor ever sees it, but they all learn about it medical school.

Did the Fugates and their like really look like the Neldathi of The Water Road universe? Doubtful. But it’s kind of interesting that a clan-based group of mountain dwellers I pulled out of my imagination have a kind of real world equivalent. Truth, as they say, is never a match for fiction.

Water Road Wednesday: The Slaisal Islands

The world of The Water Road is dominated by the continent of Altreria. It’s where the titular river is, where the Neldathi and Triumvirate face off, and where most of the action in the trilogy happens. It’s not the only bit of real estate in this world, however.

The Slaisal Islands are a chain of islands that lie off the continent’s northeast corner, curving away from the Badlands toward the northeast. Those who live there, called Islanders, are, naturally enough, sailors and fishers. In general, they stay out of the political squabble between the Triumvirate and the Neldathi. In short, if there’s a vacation spot in the world of The Water Road, this is it. I mean, consider the sunsets:

 

Lake_Malawi_-_Cape_Maclear_-_Thumbi_Island_Sunset

Not really the Slaisal Islands, obviously – they don’t even have cameras yet! But you get the idea. Photo of Lake Malawi in Tanzania, courtesy of Wikimedia Commons.

The Islanders are also traders, effectively controlling the commercial network at sea. Since they’re not part of the Triumvirate they aren’t bound by the alliance’s command to not do business with the Neldathi. In fact, there are four Islander cities along the Neldathi coast. They serve as way stations for Islander vessels, but also provide the only regular contact between the Neldathi and the outside world. There’s a similar Islander city on the northern coast, serving the same function with the Azkiri nomads who roam the Badlands.

In spite of their position on the periphery of events in Altreria, the Islanders are a key part of the story of The Water Road.

Water Road Wednesday: Oberton

I’ve talked a little bit about the great walled cities of the Arbor, the large city-states that formed the Confederation. While they dominate the dense wooded area, they aren’t the only thing there. Smaller cities and towns pop up in various clearings. One of them, even, takes a slightly different route.

Oberton isn’t quite a mythical city, but it’s a city with a lot of mythology around it. That’s pretty much par for the course when you build a city in the trees. Here’s Rurek, introducing Strefer to the mythos of Oberton:

“Oberton is a city in the Arbor…” he said, before Strefer interrupted with a wave of her hand.

“Hang on. I thought the names of all the cities in the Arbor ended the same way: Tomondala, Kerkondala, whateverdala,” she said, emphasizing the last two syllables before trailing off.

“Sort of,” Rurek said. “In the ancient tongue, ‘dala’ literally meant ‘walled city.’ So ‘Tomondala’ literally means ‘Walled City of Tomon.’ The seven city-states that make up the Confederation are all walled cities, so their names all end the same way. But there are lots of other cities and towns in the Arbor, Strefer. You didn’t think there were only the seven, did you?” he asked with the kind of grin that said he hoped she did, so he could hold it over her in the future.

“Pfft,” she said, waving off his accusation, “of course not.” She wasn’t so drunk to concede that she had never actually given the matter any thought.

“Oberton is a city that’s almost right in the center of the Arbor, somewhere between Maladondala and Vertidala,” he said.

“Somewhere?” Strefer asked.

“Nobody is quite sure where it is, to tell the truth,” he said.

“Wait, are you sure it really exists at all?” Strefer asked. “It sounds a little fishy.”

Rurek rolled his eyes, as if the existence of Oberton was a settled fact where he came from. “It’s not like the other cities in the Arbor, Strefer. It’s up in the trees, built along the tops of the massive trunks that have grown up there. They say you could be standing right underneath the town square and never know it.”

Strefer was not quite buying this, but he might as well continue, anyway. “Sorry to interrupt.”

Rurek took a drink and continued his explanation. “It’s renowned as a city of learning and history. Sort of like your people, Strefer, when the awakening came and the priests and monks of the various orders there put aside the gods and became scholars of history. They say Oberton has a great library that holds many ancient texts and great secrets. In Oberton, they treasure learning and truth above all else.” [/quote]

Hmm. A mysterious city in the trees where truth is valued above all else. A woman who needs to get the truth out whatever it takes. Wonder if those things might play well with each other?

NOTE: As it happens, the theme for this week’s edition of One Line Wednesday on Twitter is “up.” Look for more blurb about Oberton there using #1lineWed.

Water Road Wednesday: Rurek of Kerkondala

Does every story need a sidekick? If so, then I suppose you can consider Rurek a sidekick in The Water Road trilogy. He’d be a pretty good one, if you needed it. Strefer certainly thinks so.

Rurek is a Sentinel. As I mentioned earlier, Sentinels are both the intelligence gatherers for the Triumvirate and also act as a police force for the city of Tolenor. Rurek works in Tolenor, although he had a brief stint in one of the forts along the Water Road (as all Sentinels do). He walks a beat, trying to keep people out of trouble, a role that suits him quite well.

Rurek is originally from Kerkondala, one of the great walled cities of the Arbor (the suffix “dala” means “walled city” in the old tongue). Kerkondala sits on the bank of the River Adon at a place called The Narrows, where the Adon and the River Innis are at their closest. Because of that, at one time Kerkondala controlled all passage from north to south. After a great war with Maladondala, to the south, it had to relent and open the Arbor to more people.

Like every other Sentinel, Rurek’s been trained in the use of the pikti, the fighting staff. He’s a student of its history and, while not a master, can use it very effectively. For a time at the Sentinel academy in Tolenor he taught new recruits how to use the Sentinel’s signature weapon.

Rurek has a professional relationship with Strefer, the reporter for the (Sermont) Daily Register. At least he’s a source, one of many she pumps for information at night in the pubs where off duty Sentinels congregate. He tends to have a good handle on what’s going on in the city, since a lot of other Sentinels report to him. He’s fond of Strefer, but never in his life did he imagine the kind of trouble she would eventually get him into.

Water Road Wednesday: My Bad

So, the plan with Water Road Wednesdays was to have a post a week every week until the trilogy was released. Sadly, real life sometimes intervenes and has distracted me from my assigned task.

Part of this is related to the book, at least, as I’ve been spending time dealing with two potential cover designers. I’m excited to see what they come up with, but it takes time. And it can be a little distracting.

Also, my day job demands that I go out of town today to go to court to argue a case. It’s my favorite part of the job, so I can’t complain, but it does blow a hole in the week leading up to the argument.

Regular programming resumes next week.

well-be-right-bark

Promise!