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:

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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:

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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.

Water Road: Wednesday: The Neldathi Clans

As I mentioned last week, the Neldathi, who live south of the Water Road in the universe of The Water Road, are physically quite distinct from the Altrerians who live to the north. They’re different species, in fact, although they can produce infertile offspring. When it comes to how their societies work, the differences are even more pronounced.

While the Altrerians are organized into what we might call nation states (or city states, at least in the case of the Arbor), the Neldathi are organized into clans. Each clan is ruled by a thek (or chief), selected in various ways, from based on heredity to something more like democracy (without the coin flips). Some clans are patriarchal, some matriarchal, others more egalitarian. In other words, there’s a good deal of variety to how each clan is set up.

There are several other positions of authority in Neldathi clans aside from theks. Two of the most important are War Leader (which is just what it sounds like) and Master of the Hunt, each of which is responsible for ensuring the clan’s survival. Speakers of Time are individuals who become walking storehouses of knowledge – libraries with legs, essentially – and pass on the clan’s history, traditions, and laws. Finally, kels act as judges, settling disputes between clan members.

The Neldathi are nomads, which is why they don’t have “states” as we (or the Altrerians) think of them. That doesn’t mean they aren’t territorial. Each clan has a Great Circuit, a route along which they regularly move through the year. Each guards its circuit jealously. Three clans have circuits that cover the northernmost ground, near the Water Road itself – the Dost, Kohar, and Haglein. Three more stick toward the southern coast and the Islander cities – the Mughein, Elein, and Sheylan. That leaves five others – the Chellein, Akan, Volakeyn, Uzkaleyn, and Paleyn – who roam the most mountainous ground in the middle.

The Great Circuit’s aren’t defined with great particularity and clans don’t necessarily travel them in regular cycles. As a result, it’s not uncommon for neighboring clans to run into one another, which leads to violence. For example, the Volakeyn and the Akan have circuits that border one another. If they happen to wind up in the same space at the same time, they’ll fight over resources, same as anybody else. Neldathi don’t fight wars of conquest – they’d have no means of securing territory – but they do fight.

In fact, the Neldathi have a history of long-simmering feuds between clans, for several reasons. One is that if clans meet when circuits overlap, that frequently means resources are limited in that area and one side is bound to lash out. Another is that the same clans routinely interact with each other, breeding bad blood. Finally, the Speakers of Time tell stories of glory won in battle and of the evil done to their clans by their enemies. That allows feuds to grow and fester between certain clans.

That last feature, in particular, provides an opening that might be exploited by outsiders.

When Magic Isn’t

I recently got around to reading the first of Brandon Sanderson’s Mistborn series, The Final Empire. It’s pretty good (full Weekly Read coming up later? Perhaps!). One of the distinguishing features of the series is the system of “magic” that it uses. The use of quotes is intentional, because about two-thirds of the way through the book I started to wonder if Sanderson was really dealing in magic at all.

The magic in Mistborn revolves around metals and what people can do with them. Allomancers can ingest small portions of certain metals, “burn” them, and thereby enhance their physical and mental powers. “Mistings” can burn only one particular metal, while “Mistborn” can burn all of them. Mistings are useful. My particular favorites were the “soothers,” who are able to calm or inflame another’s emotions to make them more cooperative. Mistborn, on the other hand, and basically superheroes, able to leap tall keeps in single bounds, possess extraordinary strength, and heal wounds more quickly.

Actually, the better analogy would be to characters in a video game. Indeed, one reviewer knocked Sanderson’s system for “sometimes feel[ing] a little like a video game trick (press X-Y-X-X to burn steel!). And, honestly, once you get past the “this is what this metal does” exposition, the constant references to characters burning this and pulling on that get old. It’s work-a-day, it’s formulaic it’s . . .

Not all that magical.

Which isn’t, inherently, a bad thing. I really like Allomancy (and the related Feruchemy that plays a role, too) – it’s certainly different than casting spells, waving around wands and such. But it does call for different characters wielding it. “Working magic” is my mind conjures someone like the wrinkled, slow, puppet-based Yoda of the first Star Wars trilogy, rather than the CGI-spawned ass kicker of the prequels. It takes some getting used to.

And it can seem kind of out of place for what is, after all, supposed to be fantasy. I’m not one to suggest fantasy has to have magic – far from it! The Water Road trilogy has not a whit of magic in it. But if you are going to build a world with magic, shouldn’t be a bit more magical and mysterious? Indeed, as one commenter put it elsewhere:

I’m inclined to label Sanderson’s Mistborn as hard sci-fi, because of the way he fleshes out the abilities of allomancers. This might seem odd, because the author really makes it look like magic. But the way they invoke their power, the limitations on its usage and strict adherence to the framework of physical laws that we the readers are already familiar with, strike me as less magical, and more of an empirically-discovered science, and thus some form of sci-fi rather than fantasy.

Putting to one side the hard/soft discussion, that sounds about right. Part of what makes magic special is that it’s inherently vague, squishy, and unpredictable. It shouldn’t work all the time, just because you know how to work with the constituent parts. It’s about corralling the elements and playing with the very stuff of existence, after all, not just figuring out how to use the natural world to do things better.

Or not. One of the great things about fantasy is that it’s only bounded by your imagination. I don’t think I’d come up with a system like Sanderson’s, but his works for his world and it’s consistent. It’s hard to ask more than that, even if, maybe, I do.

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Water Road: Wednesday: The Neldathi & Their Lands

Although the Altrerians lend their name to the land in which The Water Road takes place, it’s not theirs alone. The land to the south of the Water Road is quite different from that to the north and includes a very different species of inhabitants.

For starters, the Neldathi don’t have green skin, but blue, although some have complexions that near completely white. They’re still humanoid, but where the Altrerians are smaller than your average human, the Neldathi are bigger. For a sense of scale, Rob Gronkowski would on the small side of average for a Neldathi. Thus they’re strong, but also slower of foot and, to the Altrerians, slower of thought, as well. More on them as a people next week.

The lands south of the Water Road are defined by a series of rugged mountain ranges, all named by and after Altrerians, although very few of them live there. The mountains begin to rise just south of the river, becoming fearsome snow-capped peaks in short order. The ranges often run up against one another, sometimes parallel to each other. Some of the mountains are covered with great stands of timber. It’s forbidding territory, a place that’s referred to in curses and hushed tones by Altrerians.

Because the continent of Altreria is in the southern hemisphere, the further south one goes the colder it gets. The lands south of the Water Road, therefore, are frequently blanketed in snow, making existence there difficult. Neither the climate nor terrain lends itself to the kind of settlements that developed to the north. Unlike the north, there are no great cities in the south.

Which is not to say there are no cities at all. When the land nears the coast, warm currents provide a more hospitable climate. In four locations along the southern coast, the Slaisal Islanders have built cities, way stations for use during their trade with the Neldathi. The Islander cities are the one place where the Neldathi clans share space, along with a small population of Islander sailors and the occasional Altrerian, mostly traders and the like – or at least they appear to be.

Water Road Wednesday: Altreria & Altrerians

In the universe of The Water Road the name “Altreria” carries several responsibilities.

For one thing, Altreria is the name of the land in which the story takes place, by which I mean all of it. It is that world’s equivalent to “Earth,” for lack of a better comparison.

Altreria also refers to the world’s only major landmass. It’s a continent that runs roughly north to south (think of Australia turned on its side and twisted a bit) and sits in the southern hemisphere, so traditional American/European directional notions (north is cold, south is warm) are reversed. There’s also a chain of islands, the Slaisal Islands, off the northeast coast. The Water Road itself runs from west to east – from Great Basin Lake to the Bay of Sins – across its width about two-third’s of the way down the continent. To the north live Altrerians, with Neldathis to the south. More of them later, of course.

Altreria also refers to the land north of the Water Road – hence the reason those who live there are called Altrerians (if you’re noticing that they seem to control the vocabulary of geography in this world, you’re right). That land’s most obvious distinguishing features are two other rivers, the River Innis and the River Adon, that run north to south through the middle third of the continent. North of the source of those rivers are the Badlands – a dry, dusty, and hot region with very little in it.

Those rivers also help define the political landscape of Altreria. To the east, between the River Adon and the coast, is the Kingdom of Telebria (fully the “Bonded Realms of Greater & Lesser Telebria” – they’re a bit picky about it). Southern Telebria is home to the Endless Hills, which lend their name to the second book of the trilogy. To the west, between the River Innis and the coast, are the United Guilds of Altreria. In between is a dense forest known as the Arbor, which consists of numerous city states gathered together in a confederation. Again, more of those later.

Altreria has several major cities of note. In Telebria, on the east coast is Sermont on the Sea, the kingdom’s capital. In the west, Innisport, the largest of the Guilder cities, lays at the confluence of the River Innis and the Water Road. Finally, there’s Tolenor, a fairly recent settlement, a planned city built on an island in the Bay of Sins. It’s home to the Triumvirate, of which – yet again – more later!

As for the inhabitants of Altreria, they’re not human. No one in The Water Road is. They’re bald humanoids, a bit smaller than we are with skin that’s green, of one hue or another. Generally those born deep in the Arbor have dark green skin, while those born closer to the Water Road wind up nearly white, with just hints of light green. They’re not particularly strong, but they’re quick, cunning, and good strategists.

That’s not all (obviously!), of course, but that gives you a taste of the world of The Water Road. Or at least the lay of the land, so to speak.

Water Road Wednesday: Je Suis Napoleon!

“Wait a second,” I hear you saying. “I thought you wrote fantasy and the like. What’s Napoleon got to do with The Water Road?”

A fine question, one that comes down to that dreaded word (by some) – inspiration. As I’ve written before, ideas come from all over, often when you’re not expecting them. The key is having that flash of creativity in your brain that makes you think, “there’s a story there” when you see it.

One of my regular stops on the Internet is Wikipedia’s front page. It’s got several blocks of featured articles, one of which is a “today in history” thing. It lists about a half dozen historical events, in addition to a few holidays. I usually skim it, see nothing all that interesting, and move on.

One day, one of the events listed was either the date that Napoleon left Elba to return to France or the date he arrived in France. Either way, it was the start of the Hundred Days, which would end at Waterloo and with Napoleon’s second exile (it stuck that time). Now, this was not news to me – my undergrad degree was in history and the area that most interested me was 19th-century Europe and the rise of the nation states. Yet, somehow, for some reason, something struck me that had never struck me before.

Which was this – Napoleon’s arc of ravaging Europe, being defeated, being exiled, then returning for a sequel – sounds just like the bad guy in a fantasy series! After all, why kill or adequately imprison the villain if you need him for the rest of the trilogy? Honestly, it’s almost on the level of a James Bond villain’s diabolical scheme to kill Bond that, of course, always fails. Hanging would have been quicker and easier, but not left open the sequel!

Which is not to say that The Water Road trilogy is based on the life of Napoleon or that it tracks his defeat, exile, return, and defeat again. But that was one of the jumping off points. Things, naturally, got more complicated from there. That’s one of the great things about writing fantasy – when an idea comes along, the only thing that limits you as a writer is your imagination.

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Water Road Wednesday: What Is a “Water Road” Anyway?

Welcome to 2016, the year of The Water Road! Every Wednesday I’ll be providing some previews, background, and “behind the scenes” information on my upcoming fantasy saga, due for release beginning in the spring. Let’s start with the logical place – what is a “water road”?

To begin with the Water Road is a river. Not just any river, mind you, but one that is the primary geographical feature of Altreria. It runs almost the entire width of the continent and is navigable all the way. It divides the two races that live in Altreria – the Altrerians live to the north, the Neldathi to the south. They’re related, but very different.

Next, The Water Road is the name of a book, my next novel and first in a trilogy. It’s a story about two women from opposite sides of that river who discover a shocking secret about the way the Altrerians and the Neldathi have treated one another. What they do after (independently) learning this secret changes their world forever.

As I said, that’s the first volume in a trilogy, which is also called (zing me for lack of creativity here), The Water Road Trilogy. It’s composed of The Water Road, The Endless Hills, and The Bay of Sins. In addition, there will be two shorter works that fit in between the novels, The Badlands War and The Trails of the Arbor. More on those stories, the world in which they’re set, and the people who inhabit them as the year goes on.

Finally, it’s a excellent song of very fine album of the same name (that is, The Water Road), by UK proggers Thieves’ Kitchen. It’s got a dark, brooding quality to it (it’s all the strings and Mellotron), but the theme that pops up here and there really soars, particularly when the guitar player gets a hold of it. It’s not an inspiration for the books, but the name stuck in my head. Credit where credit’s due.

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Back In the Saddle

Hey, everybody! Did you miss me? Now that November’s become December, it’s time to get back to blogging. First us, here’s what I’ve been up to for the past thirty days:

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That’s right, my National Novel Writing Month campaign was a smashing success, with a grand total of 66.744 words written for The Bay of Sins. I got into a groove right away and averaged about 2200 words a day, about 500 more than necessary to meet the 50,000 words in a month goal. Not bad, considering I have a day job and everything.

Actually, this is by far the best year I’ve ever had. I’ve usually struggled across the 50k line on the 29th or 30th. My previous best was when I did the first draft of The Water Road and hit 55,000 in the month. So 66,744 is a hefty improvement.

What made it easier this year? For one thing, The Bay of Sins is the final part of a trilogy, so it’s all downhill. I’m working with characters I know well (for the most part) and in familiar locales, so the learning curve that usually goes with a new story is pretty much gone. For another, this is the first thing of this length I’ve sat down to write since releasing stuff out into the world this year. That makes it easier, believe it or not.

Having said that, there’s much more to go before The Bay of Sins is finished. Hopefully, I’ll knock out the rest of this draft before Christmas.

Look for way more info about The Water Road – the entire series – with Water Road Wednesdays, coming in 2016!