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Showing posts with label W B Yeats. Show all posts
Showing posts with label W B Yeats. Show all posts

Friday, 13 February 2026

"Beauty Like A Tightened Bow" (a scenario set in Legend)

The characters are staying at the castle of Baron Albemarle. They needn’t necessarily be honoured guests; they might just be passing through, eating on the lower tables while Albemarle wines and dines some more exalted travellers. All that matters is that there is some visitor here whom Lord Albemarle wants to impress.

Albemarle’s court wizard is Olaudah, a Mungodan who typically dresses in feathers, war-paint and animal skull necklaces despite being a scholar raised the palace of his father, a prince of the Desert of Songs. Olaudah is considerably more cultured than most of the Elleslandic lords and knights around him, but he recognizes the degree to which strangeness can affright a foe, so hides his aristocratic refinement and instead plays the part of a ‘savage’.

After the meal, with night drawing in, the baron calls for Olaudah to read his guests’ palms, which he duly does, issuing them cryptic predictions in the form of riddles. Feeling that the guests are insufficiently impressed by his having a Mungodan sorcerer at his beck and call, Lord Albemarle then insists that Olaudah perform a trick he’s seen him do before, making two ancient servants imagine themselves to be young again. That’s easily achieved by hypnosis, the guests laugh at the old pair’s deluded antics, and Olaudah is hoping he can return to an alchemical experiment he has had to leave at a critical point.

No such luck. One of the visiting knights tosses an apple core into the hearth, belching to show he’s unimpressed. ‘I saw a wizard in Cantorbridge who made rain fall from the ceiling,’ he says to Albemarle.

(If one of the player-characters chooses to be obnoxious, so much the better. It will be more effective if this lesson in manners is not precipitated by an NPC. But don't force it. If your PCs are all well-mannered, the arrogant visiting knight will do.)

Olaudah gives them a self-deprecating smile. ‘My lords, the roofers of Cantorbridge are notorious for their shoddy workmanship.’

‘Oh well,’ says the arrogant knight, ‘there are true wizards and then there are mere conjurers.’

Olaudah’s eyes flash at that, though he retains his bland smile. Lord Albemarle, though, takes it as a personal challenge. ‘My man can do anything those Cantorbridge wizards can. Name anything. Come on, any miracle you like.’

One of the knights sits forward with a leer. ‘Let us see that peerless maid of Argos, whom all the world admires.’

Another nods. ‘The angry Emphidians pursued with ten years' war the rape of such a queen, whose beauty passes all comparison.’

‘Elena of Ilion, she is the one we speak of,’ says the arrogant knight who first spoke. ‘Have your… witchdoctor show us her face and form.’

Olaudah bends to whisper in Albemarle’s ear. The baron scowls, nodding grudgingly. He gives an irritated gesture to indicate that Olaudah should tell the guests what he’s just told him.

‘My lords,’ says Olaudah, ‘I could conjure the Princess Elena here, and you would see her beauty with your own eyes, but that the Church forbids necromancy.’

‘Oh,’ says the arrogant knight, leaning back in his chair with a disdainful grin. ‘Necromancy, I see. Of course. Otherwise you’d do it, obviously.’

Nettled, Olaudah snaps back: ‘I can do better than summon up the shade of a mortal beauty. What of the pagan goddesses? Not one, nor two, but three. Their heavenly beauty is as terrible as the sun at noon.’ He looks around, raising his voice. ‘If anyone is afraid to behold the faces of the comeliest of the immortals, leave the hall now.’

Lord Albemarle leans forward and takes his wizard’s arm. (No one else hears what passes between them, unless the characters use magic to eavesdrop.) ‘Is this wise?’ he whispers in Olaudah’s ear.

‘My lord, it will be but an illusion,’ Olaudah assures him under his breath. ‘But it will be vivid enough to quail the hearts and still the tongues of these yapping dogs.’

Olaudah makes the conjuration more dramatic with a deep, droning chant, a series of flamboyant gestures and lithely executed dance steps, and ends by throwing powder onto a burning brazier to release clouds of pungent yellow smoke.

Silence in the hall. After a moment the arrogant knight speaks up, though his voice sounds less assured now: ‘Is that it? I don’t see – ’

Three tall female figures, covered from head to foot in robes, are present. It seems as though they have been standing here all along, though no one had noticed them until now. Even concealed by the veils, their face and form are enough to excite both desire and fear in all the men. The goddesses glide forward gracefully, silk robes hinting at magnificent physiques, and speak in unison with voices that inspire both admiration and awe:

‘There can be only one to wear beauty’s crown. We three wait to hear the mortal’s verdict. Who will say which of us is fairest? Come to us and render judgement. We await you.’

In the same manner as their arrival, it is now clear the three are no longer here. All around the hall there are looks of ‘wild surmise’. The arrogant knight is shaken, but dissembles with loud derision: ‘Goddesses? Three wenches wrapped up head to toe like sacks of flour – not much of a trick, is it? One brat on another’s shoulders, throw a sheet over them, anyone could do…’

His voice trails off as he notices what everyone else has seen. The far wall is now open to the sky – and outside is no longer the gathering darkness but the bright light of day.

They file out, awestruck, to discover that though inside the room still seems to be the great hall of the castle, outside it’s a ship with lowered gangplank. The ship is moored at a rocky island that rises steeply from the jetty to a high peak where a temple of gleaming white stone can be seen. While the rest of the island consists of dry scrub and a few dusty trees sweltering under a merciless sun, the temple enjoys sparkling water from a spring and is surrounded by lush green foliage. All around the island, an ocean the colour of brass stretches to the horizon.

‘The sun,’ says one of the guests after a while. ‘It’s not moving!’ And indeed he is right. The sun is fixed here at the moment of noon.

They are approached by a youthful-seeming pair: Phalaena, a green-eyed dryad with hair that resembles lush reeds, and a capering satyr called Flute. The two are quite embarrassingly infatuated with each other, openly canoodling even while the characters are talking to them.

‘We are servants of the great queens above,’ they say, pointing to the temple. ‘One among you is to judge their beauty. As you go to meet them, decide who that will be.’

Somebody has to volunteer, and it’s clear that the arrogant knight is in no hurry to put himself forward. Ideally it’ll be one of the player-characters, though they don’t need to decide until they get to the temple. A steep, narrow path winds up the mountain.

What has happened 

Olaudah cast the illusion of three beautiful goddesses and then slipped away to check on his alchemical experiment, figuring it would be safe enough to leave the hall for a minute or so. What he failed to take into account was that a convincing illusion of a goddess includes the illusion of her divine power. In effect, when he conjured the three goddesses he effectively gave them the ability to create a holodeck. And it would not be a convincing illusion of pagan goddesses if they meekly submitted to a beauty parade for the titillation of mortal men, hence their turning the tables by making it a contest – the Judgement of Paris, well-known from myth if only half remembered by most of Lord Albemarle’s guests. None of this would matter if Olaudah were really back right away, but the illusion has altered subjective time for everyone in the hall. While Olaudah adjusts the heat under his alembic and mixes in a few ingredients to the bubbling mixture, seconds are passing for him but minutes are passing for the people experiencing the illusion.

This is supposed to be an adventure seed, not a whole scenario, and in any case I’d expect it to be used to incorporate ongoing themes in the campaign, so I’ll leave the rest as an open canvas. The island can be a stage for various dream encounters, a slightly sinister locus amoenus similar to the Athenian wood in A Midsummer Night’s Dream. As it’s an illusion you can contrive to split the party as they climb to the temple, giving them some strange experiences and hopefully also some clues as to what’s actually going on.

They will have noticed that Olaudah isn’t with them, but if they have a typical adventuring party’s attitude to sorcerers then it’s likely they’ll ascribe that to malice rather than oversight. Is this a ploy to strand Albemarle and his guests in a strange place at the mercy of pagan gods while Olaudah seizes power back in the real world? Work up the paranoia the way Tarantino or Sidney Lumet would.

What might tip them off that this is all an illusion? If they examine any coins, for example if Flute asks for a tip after showing them the way to the mountain path, they may notice that the coins are lacking in details – the king’s face blank, the inscription around the rim only random symbols. Books are unreadable, as in a dream. If they stop to pluck a flower that looks fine at a glance, they’ll see it has no more structure than in a child’s drawing.

They might also notice Flute and Phalaena using a phrase of endearment that the hypnotized old servants did earlier – which is who they are in reality.

After spotting some flaw, if somebody guesses that this is an illusion then they have a chance of finding their way back through to the fringes of reality where they could encounter Olaudah, hurrying back from his lab now that he is beginning to realize that his spell might have been a bit too effective. The sensible thing then would be to get him to dispel it, but if suspicion is running high – he is a wizard, after all, and a foreigner, and probably a pagan, and in the eyes of ignorant knights he might even be supposed to be a cannibal savage at heart – then there could be a fight.

Dispelling the illusion is one way to go. Another is to embrace the experience and see it through to the end. That’s trickier as you’d rather avoid the wrath of the two goddesses who don’t get picked.

First the characters have to decide which of them is going to be the judge. Obviously it’s a lot more fun if that’s a player-character. Other male characters are barred from entering the temple, but female characters are free to do so, and in fact the best way to avoid jealousy is to have the contest judged by a woman. The goddesses, having the pagan mindset that Olaudah imagined them with, don’t mind if a woman judges one of them more beautiful than the others; it’s only a man’s judgement that could annoy them.

At the threshold of the temple, a character might spot something behind a pillar. It’s a soot-blackened apple core. This is a last opportunity to twig that everything is illusory (it’s the same apple core the arrogant knight lobbed into the hearth earlier) before the beauty contest begins.

Inside the temple the goddesses are revealed without their robes – and they are as dazzlingly beautiful as only a dream-image or a true goddess could be. As Olaudah has misremembered the Emphidian myth, the three are Artemis, Athena and Aphrodite. All are tall, radiantly lovely beyond all mortal measure, and incidentally dark-skinned because they sprang from Olaudah’s imagination.

‘You may set any conditions you wish to the contest,’ they tell the appointed judge. ‘We will submit to your wishes. But you must choose which of us is the most beautiful before you leave here.’

If given an opportunity to speak to the judge in private, each goddess attempts to bribe them: Artemis offers grace and sharp senses; Athena offers wisdom and skill at arms; Aphrodite offers the knack of making others fall in love with them. But tempting as these bribes may be, the escalation of the stakes carries an implicit threat that the two disappointed goddesses will find some way to punish them.

Other than appointing a judge, how could the characters avoid having to pick one over the others? One way might be to trick them into making the choice themselves. Another might be to defer the decision to a higher authority such as one of the gods. A clever player-character may find a way to wriggle out of having to choose at all, or to convince each of the goddesses that she is the winner. That’s going to come down to improvisation, quick wits and fast talk, but if your players are anything like mine there’ll be more than one trickster in the party who is up to the challenge.

The illusion ends with clouds drifting across the sun, a reek of chemicals on the sea breeze, and then everyone is back in the great hall. Fumes from Olaudah’s lab fill the air. Anyone who was in the temple finds they are standing in the cavernous hearth. The two elderly servants are entwined like youthful lovers, and perhaps some of the characters are also in compromising positions – the arrogant knight crouching furtively under a table that he thought was a bush in the goddesses’ garden, for instance.

All’s well that ends well? If a character judged the contest then they certainly showed bravery, risking the displeasure of two goddesses, so it would be nice to let them keep a shadow of whatever bribe they were offered – a +1 on Agility from Artemis or whatever. Is that because the illusion actually reached through into a true mythic realm, or simply that the dream gives the character a new confidence? That’s for them to decide.

And there is a lasting effect on anyone who saw the goddesses unrobed – ie the judge and anyone who sneaked in for a peek. They can’t recall exactly what the goddesses looked like, but they are left with an impression of ineffable beauty. A glimpse of heavenly allure, half remembered, snatched away by the return to this world of dirt and discord and time – that is a bittersweet reward indeed.


* * *

This originally appeared in a slightly different form as an adventure seed on my Patreon page that tied in with the post on court magicians. It's available to all followers there, paid or otherwise, along with a lot of other good stuff. Pop over and join us.

And although I said above that it's all the men present who are affected by the goddesses' beauty, I intended to specify the hetero men (and any women who are lesbian/bisexual), meaning that a gay male character could have an unexpected role to play in the adventure. Alternatively, you might opt for a less literal concept of physical attraction; perhaps the goddesses' appearance arouses the admiration of men and not women regardless of their sexuality, on the simple basis that the goddesses are not mortals and so their attributes don't have to conform to mortal notions.

Friday, 11 April 2025

Roots & Claws

One for the diehard Fabled Lands players this week, as I came across the original titles that Jamie and I were considering for the later books in the series. We must have drawn up this list right after writing FL books 1 and 2. The books up for discussion, clockwise from top left, later became known as Over the Blood-Dark Sea (book 3), The Serpent King's Domain (book 7), The Plains of Howling Darkness (book 4) and The Legions of the Labyrinth (book 10, still unpublished).

I've already recounted our struggles to get the publisher to accept Devils & Howling Darkness as the title of book 4, but WH Smith's were worried that any mention of devils might scandalize fundamentalist religious groups. Jamie and I didn't think they'd buy the FL books anyway, but we argued the point in vain.

The notes refer to our editor, Ian Marsh, who also helmed the Virtual Reality gamebook series. I believe he also digitally typeset the books, though I don't suppose the publishers paid him anything extra for doing that.

My biggest regret here (other than the book 4 title) was not being able to use The Blood-Dimmed Tide for book 3. Jamie and I are both fans of Yeats, as you will have noticed if you read The Chronicles of the Magi novellas -- but there I had to pay out of my own pocket to use the poem, because Yeats's work didn't enter public domain till 2009, and we'd have hit the same problem with FL book 3. So we borrowed a line from Homer instead (oînops póntos) and took liberties with it: haîmops póntos, I suppose it would be, "the blood-eyed sea". Given that the book takes place on the Violet Ocean, maybe wine-coloured would have been a better fit.

Friday, 15 May 2020

God's favourite angel


In last year's Kickstarter for The Walls of Sypte, the apocalyptic finale to the Blood Sword gamebook series, the top reward was for a personalized piece of artwork by Russ Nicholson. The price tag was €600 -- which might sound steep but, trust me, it's a bargain for a Nicholson one-off. Teófilo Hurtado obviously thought so too, because he snapped it up almost as soon as the Kickstarter was launched. The original artwork now presumably hangs in his home, but Russ has kindly given permission for me to show it here. (The Magus in the middle has Teófilo's own face, which must make for a spooky sensation when he's eating his cornflakes.)

Over to Yeats for some lines that didn't in fact inspire me when I created the Magi of Krarth, but easily could have done:

Now as at all times I can see in the mind's eye, 
In their stiff, painted clothes, the pale unsatisfied ones 
Appear and disappear in the blue depths of the sky 
With all their ancient faces like rain-beaten stones, 
And all their helms of silver hovering side by side, 
And all their eyes still fixed, hoping to find once more, 
Being by Calvary's turbulence unsatisfied, 
The uncontrollable mystery on the bestial floor.



Friday, 22 November 2019

Blood Sword redux: The Walls of Spyte


"A work is never completed except by some accident such as weariness, satisfaction, the need to deliver, or death: for, in relation to who or what is making it, it can only be one stage in a series of inner transformations."
That was the author Paul Valéry. His quotation is usually attributed to da Vinci (well, it's always Leonardo, Churchill or Wilde, isn't it?) and given in the snappier paraphrased version that Auden came up with:
"A work of art is never finished; it is only abandoned."
More relevant to The Walls of Spyte is Valéry's other comment on this theme:
"In the eyes of those lovers of perfection, a work is never finished (a word that for them has no meaning) but abandoned. And this abandonment, whether to the flames or to the public, and which is the result of weariness or an obligation to deliver, is a kind of an accident to them, like the breaking off of a reverie that fatigue, irritation, or something similar has made worthless."
All right, enough from les éminences grises. Clearly some works of art are abandoned earlier than others, and The Walls of Spyte is the literary equivalent of a baby left on a church doorstep in midwinter. What went wrong?


If you'll allow me to be highfalutin here, I signed off as Blood Sword's showrunner with book four. Whatever came after that, I was but an onlooker, like RTD watching Moffat episodes of Who. When Oliver Johnson and I originally pitched the series to Hodder, we had intended to work on it equally, but Oliver's job started to take up more of his time, with the result that I wrote books two through four single-handed. Then Oliver thought he'd have time to do book five, and we realized that would mean he'd have ended up contributing a quarter of the total work so we could switch our royalty split from 50/50 to 75/25. Nice and simple.

How often do simple plans gang na agley? Oliver had got about a third of the way in when a family holiday pulled him away from ice-bound horror to sea and sunshine. I was busy on other projects, but I agreed to step in and write the finale -- just forty sections, starting from the point where you meet Karunaz and Zaraqeb. I'd already tied up the storylines I was interested in, so it was just the showdown with the Magi. Oliver enlisted Jamie Thomson to pitch in with a hundred sections or so in the middle. I have no idea what shape the manuscript was in when it went to the publisher, but they clearly didn't have time to fix it, or even to proofread it. You cannot, in fact, get through to the end of that original edition without cheating.


The title is an obvious homage to "In the Walls of Eryx" and the story should echo At the Mountains of Madness, but instead of a Lovecraft homage the book came out as really more of a Ross Rocklynne concept rewritten by Robert Lynn Asprin. (You see, I just can't help griping. But, after all, Taika Waititi had a smash hit by turning the end of the world into a silly comedy, so maybe I'd better just go with the flow here.)

I'd always had this idea of astral forces gathering above an Arctic wasteland, and a few years later I got to do it my way in Heart of Ice -- also destroying the universe at the end, you'll note. The idea of the Five having engineered the Blasting in order to Phoenix themselves up to a level of power where they could challenge God -- that bit will have been me. At the time I was probably thinking more of Odin on the tree than self-reincarnating Marvel characters, but that's a detail.

Talking of the Five Magi, W B Yeats's poem seems like it must be the inspiration for them, but in fact I only came across it years later, when I was writing The Chronicles of the Magi. The real seed for the Magi came from a campaign that Oliver ran at Oxford back in the early '80s after we'd all been enthusing about Riddley Walker and Mad Max 2. (Oh yes, about that...) In the campaign we were all feral mid-teen scavengers of a post-apocalyptic tribe, wandering across a landscape of bomb-wrecked highways and nature blighted with chemical weapons. In the sky at night we saw fleeting coloured satellites for which we all felt a degree of "fix". We didn't know what fix was, but any change in fix (as in, "gain +2 Fix with Plague Star") was to be dreaded. I remember an encounter with a local bogeyman we called Smiler, whose face was eaten away in a ghastly rictus and who dwelt in an old bomb shelter permanently shrouded in toxic gas. Oh, if only more of that grim tone had found its way into The Walls of Spyte.

I'm frequently asked about the connection between Dragon Warriors and Blood Sword. They share the same setting, certainly, but I'm not sure I'd class most of Blood Sword as "canonical" Legend. If DW is Robin of Sherwood, which is a pretty apposite comparison, then Blood Sword is the BBC's 2006 show Robin Hood. Or if DW is The Shield, maybe Blood Sword is The Rockford Files . (Both shows I like, incidentally.) On that axis, The Walls of Spyte was Police Squad! -- sorry, there I go again. Anyway, the new edition of the book dispenses with the more knockabout comedy elements (what we used to call "silly dungeon" tone) so maybe it's time to let that go.

What else? Unlike the other Blood Sword redux posts (which incidentally are reprinted at the back of the new edition of The Walls of Spyte) I don't have a lot to say about the writing because most of it wasn't me. Karunaz and Zaraqeb, mentioned above, were characters in my Tekumel campaign, played by Paul Mason and Gail Baker respectively. Gail had recently dumped Paul rather brutally, so I probably let his character behead hers as a salve for a wounded heart.

Oliver must have got the idea for the giant red bat that bedevils you at the start from the Crimson Bat in RuneQuest. I'm just grateful he forgot about the ducks. I also remember Jamie telling me how he was working the word "aoristic", which I think he'd picked up from Greek grammar at school, into one of the riddles. I'm still not quite sure what it actually means, so if anyone can drop a sentence illustrating the aoristic tense into the comments, please do.

I'm disappointed I never got the Blood Sword characters to Ellesland. Or Ferromaine, come to that. There's no sign of Cynewulf, Montombre, Jewelspider Wood, or those other staples of most Dragon Warriors campaigns. On the plus side, I did get to explore the Ta'ashim lands and faith in these books, and that part of Blood Sword -- that is, everything that happens in the muck and mire of the cities of Outremer and the Middle East -- is definitely canonical Legend.

Oh, about that... "Why do the characters refer to their world as Middle Earth?" I'm sometimes asked. "Why not Legend?" Well, Legend of course is a non-diegetic name for the setting, something I'm guilty of with Fabled Lands too. To most DW characters, their world is "the middle earth", ie between heaven and hell. I knew that Tolkien used it for his world, of course, but I also thought everyone knew that he just got it from Middle English literature. Nowadays people think it's his proprietary brand, so where possible I've switched it in this book to other terms like "the mortal world".

Overall, if I'd known the Blood Sword books would still be read today by thirty- and forty-somethings, I’d have been bolder about dispensing with the orcs, goblins and dungeon trappings and made it more like "real" Legend. Especially for the Judgement Day finale, which was much better served in my opinion by Tim Harford's Redemption campaign, of which I've offered snippets here from time to time.

That said, Oliver and Jamie delivered a top-class instance of a dungeon adventure in this book. If I'd played in a D&D game half that good back in the mid-'70s, I might never have spurned it for Tekumel and Traveller. And in the new edition, the more obtrusive Pythonesque bits are gone, Russ Nicholson's marvellous illustrations are reproduced via crisp high-quality scans, and as a bonus you actually can get all the way through to the end. It's still Doomsday, but at least you won't miss it.

Friday, 27 January 2017

The gods of the earth

I've been recording an episode of Fictoplasm with Tim Harford and host Ralph Lovegrove. If you've never caught one of these podcasts, Ralph and his guests take a story and consider both its literary qualities and how it could be used in a roleplaying game. I recommend them all (my own favourites are the Gene Wolfe and Mike Moorcock episodes) and if you want to hear ours, in which we talk about the Lyonesse novels by Jack Vance, it's right here.

One of the aspects of Lyonesse that we talked about was Vance's use of faerie creatures. They are, in a nutshell, droll, capricious and dangerous, just like fairies in Legend. And that in turn reminded me (there's an end point to this segue, believe me) of John Hagan's comment recently about W B Yeats's take on fairies as angels not good enough to be saved, nor yet bad enough to be damned. So I thought let's get a guest post from Yeats, him being dead and hence entirely biddable. So here it is:


 The Trooping Fairies

 The Irish word for fairy is sheehogue [sidheog], a diminuitive of "shee" in banshee. Fairies are deenee shee [daoine sidhe] (Fairy People).
     Who are they? "Fallen angels who were not good enough to be saved nor bad enough to be lost," say the peasantry. "The gods of the earth," says The Book of Armagh. " The gods of pagan Ireland," say the antiquarians, "the Tuatha De Danan, who, when no longer worshipped and fed with offerings, dwindled away in the popular imagination, and now are only a few spans high."
     And they will tell you, in proof, that the names of the fairy chiefs are the names of the old Danan heroes, and the places where they especially gather together, Danan burying places, and that the Tuatha de Danan used also to be called the slooa-shee [sheagh sidhe] (the fairy host), or Marcra shee (the fairy cavalcade).
     On the other hand, there is much evidence to prove them fallen angels. Witness the nature of the creatures, their caprice, their way of being good to the good and evil to the evil, having every charm but conscience-consistency. Beings so quickly offended that you must not speak much about them at all, and never call them anything but the "gentry", or else daoine maithe, which in English means good people, yet so easily pleased that they will do their best to keep misfortune away from you, if you leave a little milk for them on the window-sill over night. On the whole, the popular belief tells us most about them, telling us how they fell, and yet were not lost, because their evil was wholly without malice.
     Are they "the gods of the earth?" Perhaps! Many poets, and all mystic and occult writers, in all ages and countries, have declared that behind the visible are chains on chains of conscious beings, who are not of heaven but of the earth, who have no inherent form but change according to their whim, or the mind that sees them. You cannot lift your hand without influencing and being influenced by hoards. The visible world is merely their skin. In dreams we go among them, and play with them, and combat with them. They are, perhaps, human souls in the crucible—these creatures of whim.
     Do not think the faeries are always little. Everything is capricious about them, even their size. They seem to take what size or shape pleases them. Their chief occupations are feasting, fighting, and making love, and playing the most beautiful music. They have only one industrious person among them, the lepra-caun --the shoemaker. Perhaps they wear their shoes out with dancing. Near the village of Ballisodare is a little woman who lived among them seven years. When she came home she had no toes; she had danced them off.
     They have three great festivals in the year--May Eve, Midsummer Eve, November Eve. On May Eve, every seventh year, they fight all round, but mostly on the "Plain-A-Bawn" (wherever that is), for the  harvest, for the best ears of grain belong to them. An old man told me he saw them fight once; they tore the thatch off a house in the midst of it all. Had anyone else been near they would merely have seen a great wind whirling everything into the air as it passed. When the wind makes the straws and leaves whirl as it passes, that is the fairies, and the peasantry take their hats off and say, "God bless them".
     On Midsummer Eve, when the bonfires are lighted on every hill in honour of St. John, the faeries are at their gayest, and sometimes steal away beautiful mortals to be their brides.
     On November Eve they are at their gloomiest, for according to the old Gaelic reckoning, this is the first night of winter. This night they dance with the ghosts, and the pooka is abroad, and witches make their spells, and girls set a table with food in the name of the devil, that the fetch of their future lover may come through the window and eat of the food. After November Eve the blackberries are no longer wholesome, for the pooka has spoiled them.
     When they are angry they paralyse men and cattle with their fairy darts.
     When they are gay they sing. Many a poor girl has heard them, and pined away and died, for love of that singing. Plenty of the old beautiful tunes of Ireland are only their music, caught up by eavesdroppers. No wise peasant would hum "The Pretty Girl milking the Cow" near a fairy rath, for they are jealous, and do not like to hear their songs on clumsy mortal lips. Carolan, the last of the Irish bards, slept on a rath, and ever after the fairy tunes ran in his head, and made him the great man he was.
     Do they die? Blake saw a fairy's funeral; but in Ireland we say they are immortal.



Last year (Dave here again now, not W.B.) I started writing a comic set in and around the faerie-haunted Jewelspider Wood. It was to be illustrated by Gary Chalk, but he didn't like the story so that collaboration never came off. Kind of a shame, as it had changelings, undead, faerie curses, forest monsters, and murder, all mixed up with the misadventures of a travelling theatre troupe. If I can find an artist maybe I should get back to it - though really I need to find a way to finish my Mirabilis epic first.


Sunday, 22 September 2013

Gazed often at the stars


The autumnal equinox now, and to mark the long deep darkness ahead, a poem of the wild faerie winds by W.B. Yeats:

The host is riding from Knocknarea
And over the grave of Clooth-na-Bare;
Caoilte tossing his burning hair,
And Niamh calling 'Away, come away:

'Empty your heart of its mortal dream.
The winds awaken, the leaves whirl round,
Our cheeks are pale, our hair is unbound,
Our breasts are heaving, our eyes are agleam,

'Our arms are waving, our lips are apart;
And if any gaze on our rushing band,
We come between him and the deed of his hand,
We come between him and the hope of his heart.'

The host is rushing 'twixt night and day,
And where is there hope or deed as fair?
Caoilte tossing his burning hair,
And Niamh calling 'Away, come away.'