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!

Water Road Wednesday: Life In the Guilds

As I mentioned last week, Strefer Quants is from the United Guilds of Altreria, what’s commonly referred to as the Guildlands. The Guilders (as they’re known in The Water Road universe) live in a society that’s arranged completely differently from everywhere else in their world, even the Neldathi. Where family and kin create bonds in most places, Guild society is organized around the Guilds to which people belong. There are no families, as we traditionally think about it.

Here’s Strefer explaining to Rurek, her companion through The Water Road, a little bit of how that works:

“You talk about your mother and father, your siblings? We don’t really have concepts like that in the Guildlands. Sure, some woman gave birth to me and some man did his part so that I was conceived, but neither one of them raised me.”

Rurek shook his head. “You don’t even know who your parents are?”

“I told you, the concept of ‘parents’ really doesn’t exist where I come from. But to answer your question, yes, I do know who the two people who produced me were. I’ve met who you would call my mother once or twice. She is in the Guild of Musicians. I met her after seeing her sing at a concert once. She has a beautiful voice. Shame I didn’t inherit it,” Strefer said with a laugh. “The one you would call my father was from the Guild of Soldiers. He was killed fighting the Azkiri, from what I learned, before I could meet him.”

“I’m so sorry,” Rurek said with genuine compassion.

Strefer shook her head. “You still don’t get it. I’m not talking about someone like your father, who helped raise you, taught you things, protected you. To me he was never more than a name, and may have always been that way. I’m just answering your question about whether I knew who my biological ancestors were.”

“All right, then. No more sympathy from me,” Rurek said jokingly.

“I’ll take sympathy, thank you, but at the appropriate time and place.”

“Duly noted,” he said. “So, with that bridge crossed, who did raise you, then?”

“Not surprisingly,” Strefer said, starting on the final side of the pocket in which the pages had been hidden, “there’s a Guild for that. It’s called the Guild of Midwives, but it really includes a lot more people than that. Men and women, both, you know. Midwives, wet nurses, caregivers, you name it. They’re the ones that do the hard work of actually raising children.”

“But there’s more to it than that, surely,” Rurek said. “Parenting is more than just making sure your daughter gets fed and has a roof over her head at night.”

“It does in Kerkondala, because your society is structured around individual family units. Families just don’t exist like that in the Guildlands. Have you ever wondered about my last name?” she asked.

“Not really,” he said. “I know it sounds a lot like the city where you’re from, but that’s not uncommon in the Arbor or Telebria.”

“Except that, in the Arbor or Telebria, a similarity between a name and place is probably due to that person’s ancestors naming the town. Quants isn’t a family name, Rurek. It’s a short way of telling people I was born in Quantstown. My actual full, official name, as it appears on the rolls now, is Strefer of Quantstown of the Guild of Writers. Quite a mouthful, huh?”

He nodded. “I guess it is.”

“That Alban who got his head bashed in? His last name was Ventris, because that’s where he was from. Nothing more. My point is there is nothing about me that reaches back to some long line of ancestors, like you have.”

“Who named you, then?” Rurek asked.

Strefer stopped sewing for a moment, looked out over the water, and said, “You know, I’m not sure. Never occurred to me to ask. From as young as I can remember, I was Strefer. I could change it if I wanted to, but it works just as well as any other name, doesn’t it?”

“No argument here,” he said. “Rurek is an old family name, goes back generations. I hate it.”

“Why don’t you change it, then?” Strefer asked, returning to her task.

“Because,” Rurek said, stopping for a second to think about it, “it’s just not done where I come from. Like it or not, I do have some connection to my distant ancestors to worry about. Besides, we were talking about you and your childhood. So the Guild of Midwives did the care and feeding part, right? Then who taught you to read and write and how the world works and all that?”

“The Guild of Teachers,” she said. “I don’t know about Arborians, but I’ve heard Telebrians talk about the limited role teachers play in the education of their children. Makes no sense to me. The Guild of Teachers is where the experts are, in everything from how to cook a meal to how to mend your clothes to how to read and write.”

“So you went to school, then?”

“Of course,” she said. “But that’s not the only place you learn things. You know that. The members of the Guild of Teachers work in schools, but also in the dormitories where children live and all over. They teach adults, too, if they want or need to learn about something new.”

Rurek did not ask any more questions and they sat in silence for a few minutes. Finally, he said, “It just all seems so strange.”

“That’s because it’s not what you grew up with,” Strefer said, finishing her sewing and handing the coat back to Rurek. “We are most comfortable with what we know. That’s doubly true when you talk about things like how we grew up. To me, it sounds strange to hear people talking about their families and how much they despise a brother or cousin or whatnot, but will then turn around and defend them from attack by outsiders. It makes no sense to me.” She stood up and slung her satchel over her shoulder.

Guilders form bonds, but on their own terms and for their own reasons, rather than out of a sense of societal inertia. It’s a good example of how they interact with the world – rationally and practically, without an overlay of tradition or concerns about doing things differently. It’s a world view that others in the universe of The Water Road have a hard time grasping.

Water Road Wednesday: Strefer Quants

If Antrey Ranbren is the most important person in The Water Road trilogy, Strefer Quants is right behind her and, in truth, might have a case for knocking Antrey off the top. The Water Road itself is largely their two stories, splitting off from each making the same world shattering discovery.

Unlike Antrey, who’s a woman without a country, Strefer comes from the United Guilds of Altreria. As a Guilder, Strefer was raised without a traditional family, including a mother or father. This is reflected in her full name – Strefer Quants of the Guild of Writers. Quants is derived from Quantstown, where she was born. Her Guild affiliation is, just that – it shows to which Guild she owes loyalty.

Although Strefer is a Guilder, she works for a Telebrian in Tolenor. She’s the lesser of two reporters stations in the city for the (Sermont) Daily Register, the newspaper of record for the Telebrian capital. Strefer’s boss, Tevis, gets the plum assignments like covering the sessions of the Grand Council of the Triumvirate and writing about matters of state. Strefer, on the other hand, has a much rougher beat to cover.

Her attitude towards her job is summed up in this blurb from last week’s One Line Wednesday session on Twitter:

 

But it’s a job at which she’s very good, particularly when it comes to getting people to open up to her and talking her way into places where she probably shouldn’t be. She has the typical Guilder worldview that prioritizes doing what works and confronting reality head on, rather than adherence to high ideals of an earlier age.

When The Water Road begins, Strefer is in need of a good story (hence the blurb above). She’s about to find it.

Technical Brilliance Only Goes So Far

A few weeks ago my wife and I finally saw Mad Max: Fury Road, the movie that’s risen to the rarified air of awards talk genre pictures seldom see. It’s got an Oscar nod for Best Picture, after all. Although I’m not a huge fan of the old Mad Max flicks, I’m a sci-fi fan, fond of dystopia. My wife’s a big action movie fan. So we’re definitely in what might be the target audience for something like this. Nonetheless, when it was done, we turned to each other and asked:

“Is that it?”

Not that it wasn’t cool. The movie looks gorgeous and George Miller deserves a lot of credit for doing some really insane stunt work using real vehicles and people instead of wallowing in CGI overload. Who wouldn’t want a flamethrower guitar? Or keytar, maybe? I’m a keyboard player, after all. And, yes, it was cool to see such overt feminist overtones in a movie that comes out of a very masculine tradition.

But is that enough?

The best explanation I’ve read as to why Fury Road deserves consideration as one of the best movies of 2015 is from this article by Amanda Marcotte over at Salon. Her argument seems to boil down to it being a great technical achievement:

“Mad Max” is more than just a really good movie. It’s also a wildly innovative movie, one that plays with the very idea of filmmaking itself. The director, George Miller, tore up the book on how to make a movie, taking huge risks in doing so, and ended up making the movie that people could not stop talking about this year.

 

“Mad Max” barely has a script. There was heavy storyboarding, but in terms of a traditional script for actors to work from, nope. Instead, they filmed for months in the desert, collecting 480 hours of footage (which is three weeks, if you watch non-stop), which was pounded and then refined into a coherent story in the editing bay, with Margaret Sixel, Miller’s wife, at the helm.

As a result, she argues, it’s an

artistic experiment toying with how to use the tools of film-making to tell a story in an entirely different way than we’re used to

that happens to be “fun” and “moving.”

Therein, I guess, lies the rub. I’ll give Fury Road the “fun” label – it certainly wasn’t an experience I wish I hadn’t had when it was over. But I don’t get “moving” from it and, in retrospect, can see where the fact that it “barely has a script” is perhaps a main reason why. It’s not the film is incoherent (which is a credit to the editing work), it just doesn’t make much sense.

The talk about Fury Road reminds me a little of the buzz last year around Boyhood. It, too, was a great movie making experiment, filmed over years in order to capture the main character aging into adulthood. However, I remember, amidst the plaudits, that some critics dared to suggest that, at the end of the day, the finished product wasn’t all that captivating. Still, the audacity of its making carried it a long way.

Technical achievement is worth celebrating, but it’s not the be all and end all of art. Progressive rock, more than most subgenres of popular music, values instrumental mastery – it lionizes people who can play. That being said, there’s still something to be said for avoiding the “too many notes” trap). A flurry of sound might be impressive, but is it interesting or moving? Not necessarily.

So it goes with literature. Clever wordplay and narrative structure that defies common sense can be daring experiments and produce new ways of telling stories. But at the end of the day, if the story itself doesn’t connect with readers, it’s a lot of flash that, in the end, doesn’t produce much heat.

Same thing with movies. Fury Road is, without a doubt, technically impressive. I just didn’t get a lot out of it beyond that. To be truly great, as so many think Fury Road is, demands more.

Water Road Wednesdays: Sentinels and Mind Walkers

The Triumvirate is more than just a defensive alliance. By the time The Water Road begins, it’s almost like a nation unto itself. It has its own capital, the island city of Tolenor. It also has something like a military or intelligence wing, a group of highly trained men and women who answer only to the Grand Council of the Triumvirate, not their home nations. They’re called Sentinels.

I think “sentinel” is a term that’s been used in sci-fi and fantasy for years, but it seemed to fit here. In all honesty, it was front of mind when I started writing it because I had just discovered the album of the same name by Scottish proggers Pallas:

the-sentinel-529a826f48b85

How can you look at that and not be inspired?

The main role of the Sentinels is to be gatherers of intelligence. A few of them are stationed in each of the numerous forts the Triumvirate erected on the southern bank of the Water Road following the first Neldathi uprising. There they collect information about the Neldathi and ensure the progress of the Triumvirate’s plan to keep the Neldathi from uniting again and threatening to come north.

Of those Sentinels, there is a small subgroup that provide an invaluable services. In the universe of The Water Road they’re called mind walkers, but you could also call them telepaths. Mind walkers can communicate with each other of long distances, allowing Sentinel agents deep in Neldathi territory to report back to the Sentinels in the forts. Mind walkers also serve as a means of long-distance communication for the military. Only a very small percentage of the Altrerian population has this talent and anyone who manifests it becomes a Sentinel. There are no Neldathi mind walkers.

Beyond the mind walkers and the Sentinels stationed at the forts along the Water Road, another group of Sentinels are stationed in Tolenor. Some serve as trainers and administrators at the Sentinel academy that’s in the Triumvirate complex at the city’s center. Others have a much less glamorous job – law enforcement. Since Tolenor is a city that doesn’t belong to any of the three Triumvirate members, the alliance itself is responsible for keeping the peace.

Sentinels carry a distinctive weapon, a pikti. A pikti is a fighting pike, slightly taller than the average Altrerian, made out of the wood of a particular plant that grows only in one location in Telebria. Through a secret process, the wood becomes hard as steel but much lighter, resulting in a staff that is glimmering black. Due to their rarity and difficulty of use (pikti training is a key aspect of a Sentinel’s time at the academy) it is unheard of to see someone carry a pikti who is not, or was not at some earlier time, a Sentinel.

Water Road Wednesday: Antrey Ranbren

Now that we’ve talked about where The Water Road trilogy takes place, it’s time to shift the focus to the people involved in the story. As you know from earlier WWW entries, nobody in The Water Road trilogy is a “person” in the sense that they’re human beings, but that doesn’t stop me from referring to them as “people” or “persons.”

The most important person in The Water Road trilogy is, without a doubt, Antrey Ranbren. The trilogy’s overall arc is her story, although it folds in a lot of other important characters along the way. Remember the post about how Napoleon’s exile and return sparked the idea that became The Water Road? Well, Antrey is Napoleon (after a fashion).

Antrey is a woman between worlds. In a world divided by species, by nation, and by clan, she has none of them. Antrey is of “mixed heritage” (as they say in more polite circles), product of an Altrerian father and Neldathi mother. Her surname, Ranbren, is a generic one for such offspring. They are generally shunned by both Altrerian and Neldathi societies, often left to fend for themselves in Altrerian brothels (children of mixed heritage cannot have offspring of their own, conveniently enough).

As a result of her parentage, Antrey was exiled from Clan Dost as a youth and made her way to Tolenor, the home of the Triumvirate. There she caught the attention of Alban Ventris, Clerk to the Grand Council of the Triumvirate. Alban took her into his home, taught her to read and write, and made her his assistant. It’s a good life, better than she ever expected, but it doesn’t make her any more a part of regular society:

It wasn’t as if she could blend in with the crowds. The city was jammed full of Altrerians of every shade of green, from the pale northern Telebrians to the dark hued Arborians. With her pale turquoise skin, Antrey was distinctive, a small patch of clear sky on an overcast day. At least she inherited her father’s slight Altrerian frame. It was difficult enough looking different. Having to poke out above the heads of everyone else by a foot or more would have been unbearable. She did her best to try and conceal her otherness. She kept her black hair, from her mother’s side, closely cropped so as to be almost unnoticeable. She did her best to ensure that as little skin was visible to the public as possible. Despite her best efforts, she stood out.

Most importantly, it’s a life that’s put her in a place to learn a secret that will change the whole world, not just hers, forever.

Water Road: Wednesday: The Triumvirate

As I mentioned a few weeks ago, there are a pair of nation-states north of the Water Road, along with a coalition of city states. When The Water Road begins, they’re all joined in an alliance called the Triumvirate. And I don’t mean these guys:

triumvirate

The where and why of the Triumvirate says a lot of what happens all during The Water Road trilogy.

More than a century before The Water Road begins the lay of the Altrerian political landscape is this:

On the west coast was the United Guilds of Altreria, a society organized around trades and vocations. Guilders don’t have families and tend to be very practical and open to new ideas. They were the first to jump on the Great Awakening, a movement during which most people lost belief in the gods.

On the east coast was the Bonded Realms of Greater & Lesser Telebria. As it suggests, the kingdom is a union of two smaller kingdoms, one each north and south of the River Teleb. It has a king (naturally), Ibel IV, but his power has largely been sapped away by parliament. Still, he’s a powerful figurehead and can definitely throw his weight around every now and then. Telebrians tend to be very traditional and stuck in old ways of doing things.

In between was the Arbor, a thickly forested portion of land consisting of lots of disparate cities and villages. Of those, seven are ancient walled cities of the most importance: Tomondala, Kerkondala, Vertidala, Maladondala, Felandala, Nevskondala, Durlandala (“dala” means “great walled city” in the ancient Altrerian tongue). They tend to be fiercely independent and suspicious of outsiders.

Around this time, a Neldathi leader named Sirilo united some of the clans and launched an invasion of Altreria. This was the First Great Neldathi Uprising. The Neldathi army rampaged across the Guildlands and threatened the rest of the continent. The Guilders and the Telebrians got together to form a defense alliance. However, they realized that without the Arbor involved that could provide Sirilo’s army a place to hide out, lick their wounds, and regroup. They went to the seven cities in the Arbor and convinced them to form a loose confederation, which became the Confederated States of the Arbor.

Thus, the Triumvirate was born, an alliance consisting of three equal partners – the Guilds, the Telebrians, and the Confederation. It established a city, Tolenor, on an island in the Bay of Sins on what was, essentially, neutral territory. It also served its purpose – a Triumvirate army chased Sirilo and the Neldathi back south of the Water Road, crushing the Rising at the Battle of the Hogarth Pass.

With the Rising crushed, the Triumvirate carried on, dedicated to keeping the Neldathi from unifying again and threatening the land north of the Water Road. Among other things, it established a string of forts along the southern bank of the river, in Neldathi territory. At the time The Water Road begins it’s been successful. But that’s all about to change.