Story name: Under a Blessing of Ashes
Author: Charles Matthias
Publication date: September 5, 2002 (TSA-Talk)
Date: January to February, 707 CR
Location: Flatlands (Doltrata, Cenziga)
Overview
Kashin, now known as Nemgas, travels with the Magyars to Doltrata, where he comes to embrace his identity as a Magyar, culminating in a strange pull towards the mysterious mountain of Cenziga.
Summary
Part 1
Since he joined the Magyars, Kashin has found himself enjoying the Magyars' company, if not yet accepting his Magyar identity as Nemgas, and occasionally itching at his clothing. A week has passed since then, and he now rides with Adlemas as they approach the small village of Doltatra. Adlemas tells him that after Doltatra, it will be another month to another village, as few dare live near him. He refuses to elaborate.
Meanwhile, Hanaman senses something amiss about the smoke from Doltatra, and visits their seer Dazheen for advice. She reads from her cards that outsiders have come to Doltatra, and a confrontation will await him over Nemgas. She asks if he would like to ask about him, and he agrees. He is curious what his mission to Yesulam was about. She reads that he aims to destroy someone there; she notes that the card in particular, the Priest of Coins, indicates a corrupted priest. She confirms he has not forgotten his quest, to Hanaman's great displeasure. She deals another four cards so he can learn more. She tells him Nemgas will stay until he feels his debt is repaid. Hanaman contains his anger and asks if Nemgas will obey his order to stay. She responds that he may or may not, but there is a way he can ensure his obedience. Another card reveals that when Nemgas asks him for a boon, then Hanaman must grant it to make him a Magyar forever. Hanaman asks what this boon is.
The last card refuses to turn over. The candle flames warp, and the wagon shakes unnaturally. Dazheen tries drawing the top card from the deck, and the candles sputter out, and the cards scatter everywhere. Hanaman reprimands Dazheen's timid assistant and demands a light. Every card has embedded itself within the wagon walls. Dazheen tells him to leave the cards; powerful magic is at work and wants to keep the last card unseen. Hanaman asks, without the cards, if she thinks this boon has to do with his old life. She ponders and guesses not. She asks that he apologize to her assistant Bryone for his outburst; he is resistant but relents, though struggles to do so.
Part 2
As they approach Doltatra, the Magyars see that the smoke comes not just from the village, but from a horse clan camp just outside of it. They draw their wagons into a semi-circle as a rider approaches Hanaman. After some discussion, Hanaman announces that the horse clan is their enemy, the Tagendend. The Burgomaster of Doltatra has asked them to stay on the opposite side of the Atra river from them, and to wait until the Tagendend depart in two days' time. Rather than perform in the village, the Magyars will perform on the plain for any who come to visit.
The mood is subdued as Kashin helps Pelgan and Chamag build the fires. Hanaman's wife Zhenava emerges to light the pyres, and the Magyars prepare the field for their performance tonight. A blue star twinkles to the east, silencing the Magyars. As it disappears, Kashin asks about it, and the Magyars quickly change the subject. They eat their supper and eagerly discuss tonight's performances. Kashin returns to the wagon he shares with the other unmarried men and dons his ogre costume, itching at his clothes and thinking about his still-urgent mission to Yesulam.
Part 3
Anxious to redeem himself for being caught last year, Gamran gets silent permission from Hanaman to raid Doltatra. His juggling partner Pelgan notices and sees him off. Kashin and several other Magyars perform their pageant, a re-enactment of the Battle of Three Gates. Kashin learns of Gamran's disappearance soon afterwards.
Gamran sneaks through the shadowed town and clamors under a bridge as a guard patrols atop it. He avoids the one warehouse where he was caught and checks the other warehouse to confirm the secret entrance is intact.
As he leaves, he decides to sneak into the Tagendend camp for something to steal. He finds a thick wool cloth in a metal brace left behind as a seat, and takes it. He hits his foot on a stone, alerting a nearby watchman. Gamran rushes into the river and pulls himself across. Keeping himself out of sight, he sneaks into his lover Thelia's wagon, who is alarmed but warms him up and dries the cuts on his hand. She promises to find Zhenava, even as sounds of Tagendend riders approach.
Part 4
The Magyars stand firm as the Tagendend ride in, and Burgomaster Agee and his men stand between them. Fultag, the Tagendend's leader and First Hunter, and his son Horvig accuse the Magyars of stealing from them and demand justice. Hanaman rebuffs their accusations. Horvig advances with a dagger, and Nemgas steps forward to block him. Horvig laughs at the impetuosity of the "cripple" and tries to shove him aside. Fultag calls him back, and describes the stolen article. Agee promises to search the Magyar wagons for it and for a soaked Magyar. With the Magyars refusing to permit the Tagendend presence, Agee dismisses the Tagendend.
Zheneva, who had been dancing moments ago, asks Agee permission to attend to her monthly "courses". He gives it, and she heads to Thelia's wagon, while Hanaman directs Agee to one end of the semicircle. In the wagon, Zhenava quickly sets aside the stolen items and casts a heat spell to dry and warm Gamran, before sending him off through the trapdoor. She dries the blanket in the same way, and tucks both of them behind a bench that she sits on. She asks Thelia for the blood-stained rag she used on Gamran, and puts it underneath to act as a menstrual cloth.
Sure enough, when Agee arrives, he asks her to stand, despite their protests and Hanaman's. Agee apologizes when Zheneva furiously reveals the "menstrual" cloth, and leaves them alone.
After the villagers leave, Hanaman takes Kashin aside and asks why he stepped forward earlier. He is amused at Kashin's confidence, but advises Nemgas that it was Agee's role to intercede, not the Magyars', and he may apologize to Agee if he wishes. Kashin asks if Gamran did steal the items, and if it were right to do so. Hanaman merely says that the Tagendend had shown no regard for their lost items, while the Magyars will benefit greatly.
Kashin returns to his wagon, where Gamran and the other bachelors celebrate Gamran's theft and Nemgas's performance. Kashin finds himself strangely comforted by a sense of belonging.
Part 5
The next morning, Hanaman orders Chamag and the bachelors to collect wood in their wagon, and so Nemgas travels with them to a grove along the river. They share many jokes and stories on the way.
Horvig is still furious at the Magyars for their theft, and at his father for doing nothing. He decides to punish the Magyars himself. His brother Galvog agrees not to tell their father until he is gone. Galvog leaves and returns to report some Magyars taking a wagon to the woods further north. Horvig gathers three companions to intercept them. Some time later, Fultag notices Horvig's absence and confronts Galvog, who confesses.
Once at the grove, Nemgas asks why they don't collect wood from the Aelfwood. The Magyars are aghast; no one has entered the Aelfwood and lived to exit. When pressed, Chamag begins telling the story of Shapurji, the greatest Magyar who ever lived. When they were without fire, Shapurji boasted he'd cut a tree from the Aelfwood, and brought his four best friends with him. Once there, they cut down a tree and tried to carry it back, but became lost in the woods. At midnight, the spirits emerged and defeated Shapurji and his friends in battle. They then transformed Shapurji's friends into beasts, and Shapurji himself into a tree, his mournful face etched into its bark.
At the Magyar camp, Adlemas alerts Hanaman that Tagendend riders were seen heading north. Each of them grabs an Assingh and rides north to meet them.
Part 6
Horvig and his friends arrive on the opposite bank from Kashin and his friends, where two trees bridge the river. The Magyars and the Tagendend hurl insults. Horvig recognizes Gamran as the thief and steps onto the bridge. Kashin steps forward to fight on his behalf, to Horvig's amusement. Using his Yeshuel abilities to anticipate Horvig's moves, Kashin disarms him and pushes him onto the tree.
Fultag and his men arrive, and Fultag claims his right to take Horvig's place. He and Kashin trade barbs, during which Kashin claims to have been nothing but a Magyar. Before they can fight, Hanaman and Adlemas arrive, and Hanaman claims his right to fight. Kashin at first refuses, then asks to receive a boon in the future. Hanaman is briefly startled but grants it and takes Nemgas's place. They decide to fight to first blood, and for the loser to leave Doltatra tonight. After an intense fight, Hanaman dodges Fultag's attack by dropping between the trees and cuts him above the leg. Fultag snarls but leaves as promised.
Once Fultag passes him, Horvig charges with his knife. With Hanaman trapped between the trees, Kashin rushes forth and redirects Horvig's knife into his own belly. The Tagendend rush forward and take Horvig away. Fultag promises Nemgas will die if his son dies; Kashin responds that his blood is on him alone for breaking their oath. The Tagendend depart, carrying Horvig in a litter. Hanaman thanks Nemgas, and helps them gather wood before a snowstorm hits.
Part 7
The Tagendend's healer examines Horvig and concludes that he will heal in time. Fultag speaks alone with Horvig, angry at his behavior. Horvig promises he will live long enough to regain his lost honor.
The Magyars are impressed by Nemgas's story, and Varna gives him an extra bowl of stew. Once again, a bright light flashes to the east, and the Magyars refuse to say who "he" is.
Hanaman continues to wonder what boon he must grant Nemgas, who is already showing his fullest commitment to remaining a Magyar. He orders Gamran to steal from Doltatra the next morning so that the Magyars receive what they deserve, while the rest of them fool Doltatra into thinking they are leaving. He asks for Nemgas to accompany him to make his first theft.
As Kashin dons his costume, Gamran asks him to help steal. Kashin refuses at first, until Gamran says that any Magyar would do it for them. Kashin agrees only if he will tell him what the eastern light is. Gamran is horrified, but finally whispers to him that it is Cenziga, a terrible mountain. After a long time, Gamran recovers his good mood, though Kashin remains thoughtful.
A heavy snow falls during the night. Before dawn, Hanaman checks the bachelors, who confirm they are ready to steal. He sends four of them over to Dazheen for wards against the snow, and tells the remaining to be ready when they leave in an hour.
Part 8
The four thieves receive a charm from Dazheen that will part the snow for them. They cross the frozen river far north of Doltatra, then circle the village to enter from the east. They enter the warehouse and steal a single potato and a single handful of grain from each bag into their own until they have four full sacks.
The Magyar caravan heads east, taking frequent breaks from the snow. The four thieves rendezvous with them, giving Hanaman the food sacks and Dazheen the charms. Hanaman notices a distant look in Nemgas's eyes.
Kashin stays behind so he can ask Dazheen private questions about Cenziga. The candles flare, and she admonishes him to never mention his name again. She admits its origins are unknown, but it knows when its name is spoken, and its attention is undesirable. Many have tried to climb it, but those that do "lose themselves". It hides its secrets with magic far greater than she. Kashin hesitates and asks how close they will come to it and when. She says they will pass within a day's walk from it in two weeks' time.
Kashin returns to the bachelors' wagon, where the others praise his thievery before resting in their bunks.
Part 9
Their journey continues as usual, with Kashin taking up juggling in addition to pageantry. He finds himself increasingly captivated by Cenziga. The name pounds in his head when the light appears, and eventually the thought alone triggers powerful headaches and itching in his chest. The wall of ash that surrounds Cenziga now looms over them directly to the north. When Kashin looks directly into its light, his head feels like bursting from rapid images. The Magyars worry for him even when it subsides, and he promises to get some rest.
His dreams are flooded with images of his past and his future rushing together, with a single pulsating light that strikes him. The rhythm persists even when he awakes, feeling like his head is splitting apart. Only one thing seems to calm it. He heads to Hanaman's wagon and begs a conference with him. He must go to the mountain. Hanaman calls him insane and offers something to help him sleep. Kashin refuses, as he knows he will die unless he goes to it, and requests this as his boon. Hanaman despairs and begs him not to ask it, but Kashin insists. He says that must bring his former possessions with him to the mountain, including the jeweled dagger. Hanaman relents, but asks that he not wear them until out of sight. Kashin asks that they wait three days for him to return. Hanaman does not believe he will return, but promises to do so.
Some time after Nemgas leaves, Hanaman makes his way to Dazheen's wagon. Dazheen already knows he has left for the mountain; Nemgas's questions of the mountain's powerful magic reminded her of the incident with her cards. She cannot predict what the mountain will do to him, but it will make him a Magyar forever.
Part 10
Kashin follows the pull of the mountain, but stops at the boundary to wear his old cloak and the jeweled dagger. He presses into the thick ashen haze and is pushed against a gelatinous boundary. It pulses with the same irregular rhythm as his pounding head. He taps out the matching rhythm, and the jelly parts to let him in to the base of Cenziga.
Through the dimly-lit fog, he climbs a trail upwards. His head still pounds with the beat, but memories of his life return, both as a Magyar and as a Yeshuel. Strange alien faces jeer at him in the fog. Kashin draws the dagger in defense, but his thoughts become muddled and he slips from the path. He is saved only by plunging his dagger into the stone and holding on, even as his thoughts are assailed and emptied by Cenziga's furious retaliation. All is suddenly calm, and Kashin stands and continues his walk to the peak.
Kashin enters a small cavity at the peak to find a jagged blue spire. The spirits return to threaten him, and once again Kashin repels them with his dagger. He drives it again into the ground as Cenziga assaults him. Only the remembrance of his identity holds him together. He repeats in his mind that he is Kashin, reverberating and echoing through him. Another part of him repeats that he is Nemgas.
An ethereal light forms from the spire's tip and strikes him, separating his thoughts and his body as ashes rise along one side into a mirror. In a bright flash of light, the pounding is cleared, and two men remain, each with identical jeweled daggers. One man, Nemgas, wears his Magyar clothes, has two arms, and two gray locks of hair; the other, Kashin, has no arms, no gray locks, and wears his backpack and black cloak.
The spire of Cenziga twists forward and assaults both of them. Nemgas clings to his dagger and repeats his name. Kashin tries to do the same, but unable to grip his dagger, he loses his hold on his identity. The spire strikes, and Kashin is no more.
Nemgas repeats his own name for some time before daring to look around. He is just outside of Cenziga. It is almost evening. New memories of a Magyar upbringing fill him. He sees the Magyar camp to the south and heads towards it.
True to their word, the Magyars have waited, though all assume Nemgas is dead. They are shocked and overjoyed when Nemgas appears, and rush forward to meet him. Nemgas dismisses their praise and queries, and returns the dagger to Hanaman. Overwhelmed by his miraculous return, Hanaman asks if Nemgas will lead them. Nemgas praises Hanaman as their greatest leader, and everyone cheers. A strange pure white light comes from Cenziga, and a soft rain of ashes drifts down. Nemgas calls it a blessing to be a Magyar.
Cast
Main characters:
- Kashin /Nemgas: A former Yeshuel who has been kidnapped and adopted by the Magyars. "Nemgas" is the name the Magyars have given Kashin. Over the course of this story, Kashin grows to embrace his Magyar identity, but only after going to Cenziga does he completely split from his Kashin identity to become Nemgas.
- He carried a jeweled dagger with him to Cenziga, the one used by Zagrosek to kill Akabaieth. Kashin uses it to both ward off the spirits of Cenziga and to stab Cenziga's stony surface, and it seems to become infused with its power. Unlike Kashin's / Nemgas's other possessions, it is duplicated alongside him.
- He is one of the tallest Magyars.
- Due to his height and missing arm, he plays an ogre that loses its arm in the pageant. His ogre costume consists of a painted mask with bison horns for tusks, a solid wooden club, some ashes to conceal his eyes (kept in a wooden box), and a full-body costume made of hide with horse and cow hair applied randomly across it.
- He sits cross-legged, as people do in Yesulam.
- Kashin never knew either of his parents.
- Despite being born from Kashin's thoughts, Nemgas is able to remember a childhood among the Magyars as if he had been born among them.
- Throughout the story, Kashin is seen itching at his skin at certain moments. At first he assumes it is because his clothes are itchy, but it becomes more apparent that it is due to cognitive dissonance between his two identities, and due to growing attention from Cenziga.
- Twice in chapter 1, when he considers Gamran pleasant company, and when he looks eastward;
- Three times in chapter 2, when he asks the Magyars about the rider, when he promises to abide by Hanaman's orders, when he puts on his ogre costume, and when he prays for courage after donning it;
- In chapter 5 they are accompanied by fleeting images from his dreams.
- After leaving Cenziga, Nemgas looks like a mirrored reflection of his former right half, so that he has two arms and two locks of gray hair. He gives the jeweled dagger back to Hanaman.
- Hanaman: The leader of the Magyars.
- He has dark hair kept in a ponytail. He carries a simple knife adorned only by a leather brace to bind it to his wrist.
- He is by far the most secretive of the Magyars.
- He frequently consults Dazheen, and always drives her wagon. He looks down on Bryone for her timidity.
- He is very proud of his wife's seductive beauty and making other men jealous.
- Hanaman performs a mock fight with Adlemas in one pageant (not the Metamor pageant).
Supporting characters:
- Adlemas: A Magyar singer.
- He is a large man with hard thick fingers. He has a dark beard with white streaks. He has a quiet voice that when loud is rather high-pitched; he can sing a powerful falsetto.
- Gamran: A Magyar bachelor, one of their best thieves. Having humiliated himself last year at Doltatra, he redeems himself by sneaking undetected into their warehouse, and stealing a blanket and brace from his enemies the Tagendend. He then leads "Nemgas", Pelgan, and Kaspel in a night raid of the warehouse.
- He is small. He is fond of both listening and talking. He is a skilled juggler.
- He has a good memory of every loose board in every village the Magyars visit.
- Animals, including the Tagendend's horses, never fear him.[3]
- Kashin believes he willingly joined the Magyars, based on his descriptions.[1]
- He is fond of telling jokes and tall tales.
- Pelgan: A Magyar bachelor.
- He has an angular face, dark eyes, and long unbraided hair. He carries daggers in sheaths at his belt. He is better at juggling than Gamran.
- He is fond of telling jokes and tall tales.
- He is apparently one of those who grew up as aMagyar.
- Chamag: A large Magyar. He seems to be the leader of the bachelors.
- He plays a valiant Keeper, a gray fox morph, who kills Nemgas's ogre in the pageant.
- He is fond of telling bawdy jokes.
- Fultag: The First Hunter of the Tagendend. Though furious at the theft, he contains his anger until he satisfies his honor with a duel against Hanaman.
- He has a grizzled face. He carries a bone knife chiselled from a Steppe animal.
- After facing Hanaman in single combat, he receives a minor cut to his left knee.
- Horvig: Fultag's second son and heir apparent to the Tagendend. Angry at the theft, he tries to ambush the Magyars, but is rebuffed by the one-armed "Nemgas". Furious at his father's loss in the duel, he attempts to stab a trapped Hanaman, but is seriously injured by Nemgas.
- He is young and brash. He has dark black hair, but no chin hairs yet. He carries a long thin metal stilletto buckled at his waist, along with another knife.
- He is badly wounded when Nemgas stabs him with his own knife. Fortunately, none of his organs are hit, and his greatest threat is blood loss, from which he will eventually recover.
- It is mentioned that he only smiles to his father in secret. Whether this is due to his own personality, or to Tagendend standards, is unclear.
Minor characters:
- Varna: The Magyar cook.
- Agee: The Burgomaster of Doltatra. He intervenes in the feud between the Magyars and Tagendend to maintain civility.
- Agee knows very well that most of the Magyars are thieves, and does not hide his incredulity. For the sake of hospitality, though, he never voices these opinions. He tries to maintain an air of neutrality to appease both the Magyars and the Tagendend.
- Nagel: A Magyar contortionist.
- He is tall and thin.
- One of his tricks is to walk on his hands and extend a booted foot for others to shake.
- He plays Nasoj in the pageant. His face is painted like a skull. He wears a fine black cloak hemmed with silver thread.
- Dazheen: The Magyar seer. While seering on Nemgas, her cards react violently. When he asks about Cenziga, she recognizes that he must go to Cenziga in order to become a Magyar forever.
- She has a wrinkled face and stiff fingers and a scratchy voice. Her blue eyes have gone gray with age.[1]
- She is one of the few people whom Hanaman will obey an order from, though it is rare she will do so.
- She has a small pewter chest of charms engraved with ancient symbols and stars, opened with her magical touch. Inside are several small baubles with a cord loop for wearing.
- She has at least four of one type of charm which wards against the snow. The snow is repelled off the wearer, and returns to its original position once they pass. It only affects snow, not ice nor the cold. It is a small bronze or copper circlet with several chisel marks on the side.
- These charms are powered by the life energy of the wearer. Prolonged use will make the wearer tired and sleepy (about as long as they were worn for).
- Bryone: Dazheen’s apprentice. She listens in on all of Dazheen's readings.
- She is a timid young woman. Her hair is tied up in braids.
- Hanaman despises her shyness, but Dazheen is certain she will find strength in time.
- Zhenava: Hanaman’s wife, a beautiful but clever dancer. She successfully conceals Gamran's theft from Agee.
- She is as tall as Nemgas. She shows even less emotion than Hanaman.
- She is in charge of lighting the Magyars' fires. She does so with a flint and steel, while murmuring a few words over it.[2]
- She also performs a special effect for the Magyars' pageant. When "Nasoj" casts his spell, she casts a bright light that dazzles the audience while the Magyars switch costumes.
- She also has the knowledge of creating sleeping drafts.
- In the Magyars' performances, she dances with hip thrusts and castanets.
- Berkon: A stout Magyar.
- In the pageant, he plays a Keeper killed by Nemgas’s ogre. He wields a dulled sword.
- He is a bit quieter than the other bachelors.
- Ameli: A young lithe Magyar, Pelgan’s flirt.
- She entertains early arrivals with her acrobatics.
- A guard on the Doltatra bridge. Appears only in part 3.
- He is older than the guard outside Agee’s house, and walks very slowly. He carries a slender pipe and a mace on his belt.
- Thelia: A seamstress Magyar, Gamran's lover.
- She has a small face with a short hooked nose and short curly dark hair.
- Galvog: A Tagendend, the First Hunter's first son.
- He is older than Horvig by one year.
- He lost his right leg after a horse fell on it a few years ago. He can still ride well, but has lost his position as heir to the First Hunter.
- Kaspel: One of the Magyar bachelors.
- He is fond of telling bawdy jokes.
- The Tagendend healer, an old woman. Appears only in part 7.
- She applies poultices within Horvig's wound and stitches him up afterward.
Cameo:
- A rider from Doltatra. Appears only in part 2.
- A serving girl. She forgets Nemgas is one-armed, and puts his spoon in his bowl. Appears only in part 2.
- She has dark hair and appears no older than sixteen.
- From later interactions with Nemgas, she might be Kisaiya.
- A Magyar storyteller. Appears only in part 3.
- A guard at Agee’s house. Appears only in part 3.
- He is large and carries a wooden mace.
- Begend: A Tagendend, a friend of Horvig's. He is playing sticks and stones with Horvig when he hears of the Magyar woodcutters.
- Belig: A Tagendend, a friend of Horvig's.
- Algol: A Tagendend, a friend of Horvig's.
- Horvig's horse. Appears in parts 5 and 6.
- He recognizes Horvig by the sound of his foot stomping. He has dark ebony fur.
- Hanaman's son, seen only in part 10.
Important mention:
- Shapurji: A legendary Magyar. For daring to cut down a pine tree from the Aelfwood, he was turned into an oak tree.
- He was said to be the most clever thief and most skilled fighter among them. He was brave and fatally proud of it.
- One story says he was so strong, that when one Assingh went lame, he took its place.
- Before leaving for the Aelfwood, Shapurji tried two things to warm the Magyars. He rubbed his hands together fast enough to warm, but it was not enough. He tried hunting beasts to make into hides, but could not hunt enough.
- Four legendary Magyar friends of Shapurji's, mentioned only in part 5 as fellow victims of the Aelfwood's wrath:
Referenced:
- Akabaieth: The former Patriarch, Kashin's former superior.
- Pitesa: A Magyar cobbler, Adlemas's wife. She made boots for Nemgas.
- Qan-af-arael: The Aelf who assigned Kashin to cleanse the source of the church's corruption.
- Iosef, Alfais, Lakaesh: Kashin's fellow Yeshuel who died defending Akabaieth.
- Murikeer: A skunk morph and mage who interacted with Akabaieth. Mentioned only in part 2.
- Rickkter: A raccoon morph and battle mage. Mentioned only in part 2.
- Egan, Rickkter's friend who he asked Akabaieth to pray for. Mentioned (though not by name) only in part 2.
- Charles: A rat morph and Sondeckis who sparred with Kashin.
- Vinsah: The only priest to survive Akabaieth's attack.
- Yacoub Egland: The knight whose legs were crushed by Zagrosek.
- Nasoj. Mentioned only in part 3.
- Kashin's father and mother. Mentioned only in part 6.
- Zagrosek: Akabaieth's assassin.
- Andares. Mentioned only in part 10.
- Eli. Mentioned only in part 10.
- Hanaman's eldest daughter. Mentioned only in part 10.
- She died of a flu. Hanaman was crushed by her death.
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
|---|---|---|---|---|---|---|---|---|---|---|
| Kashin / Nemgas | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ | ✓✓ |
| Hanaman | ✓✓ | ✓ | ✓ | ✓✓ | ✓ | ✓✓ | ✓✓ | ✓ | ✓✓ | ✓ |
| Adlemas | ✓ | ✓ | ✓ | ✓ | ✓ | M- | ✓ | M- | ||
| Gamran | ✓ | ✓ | ✓✓ | ✓ | ✓ | ✓ | ✓✓ | ✓✓ | ✓ | ✓ |
| Pelgan | ✓ | ✓✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓✓ | ✓ | ✓ |
| Chamag | ✓ | ✓ | ✓ | ✓ | ✓✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
| Fultag | ✓ | ✓ | ✓✓ | ✓ | ||||||
| Horvig | ✓ | ✓✓ | ✓✓ | ✓ | M- | M- | ||||
| Varna | M- | ✓ | ✓ | ✓ | M- | ✓ | ||||
| Agee | M- | M- | M- | ✓✓ | ✓ | |||||
| Nagel | ✓ | ✓ | ✓ | ✓ | ✓ | |||||
| Dazheen | ✓✓ | M- | M- | M- | ✓ | ✓ | ||||
| Bryone | ✓ | M- | ✓ | ✓ | ✓ | |||||
| Zhenava | ✓ | ✓ | ✓✓ | ✓ | ✓ | M- | ✓ | |||
| Berkon | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | |||
| Ameli | ✓ | M- | ||||||||
| Thelia | ✓ | ✓ | ||||||||
| Galvog | M | ✓✓ | ||||||||
| Kaspel | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||||
| Begend | ✓ | ✓ | ||||||||
| Belig | M- | ✓ | ||||||||
| Algol | M- | ✓ | ||||||||
| Hanalko | ✓ | M- | ✓ | |||||||
| Shapurji | M+ | M- | ||||||||
| Akabaieth | M- | M- | M- | M- | M- | M- | ||||
| Pitesa | M- | M- | ||||||||
| Qan-af-arael | M- | M- | ||||||||
| Iosef | M- | M- | M- | |||||||
| Alfais | M- | M- | ||||||||
| Lakaesh | M- | M- | ||||||||
| Charles | M- | M- | ||||||||
| Elvmere | M- | M- | ||||||||
| Yacoub | M- | M- | ||||||||
| Zagrosek | M- | M- |
Chronology
- A few years ago, a horse crushed Galvog's leg, forcing it to be amputated.
- The last time the Magyars and the Tagendend met was a year and a half ago. Horvig had a cooler temper then.
- One year ago, Gamran got overconfident and was caught thieving by the Burgomaster Agee, who imprisoned him for a brief time and threatened to hang him.
- The first day takes place in chapters 1-4. The second day takes place from chapters 5-7. The third day takes place in chapters 7-8. The fourth day takes place in chapter 8.
- The Magyar train arrives just south of Cenziga two weeks after the fourth day. The last half of chapter 9, and all of chapter 10, happens the next day.
- The separation of Nemgas and Kashin happens at around noon.
Locations
- The Flatlands are completely flat with occasional rises and groves and rivers. There are no mountains in the Steppe (except for Cenziga, which is never spoken of).
- One such grove, located north of Doltatra, are mostly pine trees, most of them about twice a man's height. Two fallen trees, two feet apart, form a bridge across the Atra river.
- Wild animals include bison.
- Doltatra is a small trading and fishing village on the Flatlands, with a population of a few hundred, a few days' ride south of the Aelfwood. It is the largest settlement before the mountains. The Atra River crosses it through the north and south. Avenues run alongside it, with small wharves just off the railing.
- It consists of several brown low-lying buildings on the river, with a few groves and individual shacks outside it. Almost all of the structures are made of wood; the rare iron fixtures are imported. Most of the buildings are the same size. The streets are packed with hard earth. Wide avenues separate the buildings from the river and its bridges.
- Several bridges cross the Atra River here. The southernmost bridge is also the widest. It is 17 paces long. It is made of wood with a central pylon and an underlying truss.
- The Burgomaster's residence is on the west side of the river, in the northern part of town. It is only slightly bigger than the other residences to accomodate prisoners. A gallows stands outside, though little used.
- The storehouses are on the east bank of the river. They are no bigger than the residences, but are set a short distance off the ground to protect against floods.
- Underneath the second warehouse, at the south end of town, there is a board held in place by a peg. This is the secret entrance the Magyars use to raid it.
- Currently, the second warehouse has shelves of oat, wheat, and potatoes, and a shelf with empty bags.
- The Magyars regularly spend a few days there in February.[1]
- Cenziga ("ashes") is a mountain made of ash on the Flatland plains, several miles east of Doltatra. It possesses strong magic, preventing anyone from seeing within its peak. Every evening at sunset, a brilliant blue light twinkles from its tip, just visible from Doltatra. It is believed this light reflects from a single spot at its peak.
- About a week's distance from it, a gray haze surrounds it on the east horizon. From a day's journey from it, it resembles a massive column of ash. There is a clear border where the ash meets the ground, churning against it and shifting in shape.[9] The haze repels snow, twigs, stones, and other debris just a few inches from it without warning. The haze is thick and tastes of ash, and draws intruders inward.
- Several steps into the haze is a hard gelatinous boundary. The haze will crush anyone against it unless they can repeat Cenziga's pulsing ostinato, apparently a sign that they are welcome. The jelly then parts into a foggy area, allowing the visitor to breathe normally. By this point, the visitor knows where to walk in order to arrive at the base of Cenziga.
- From the base, the mountain consists of bluish-gray stone. It is entirely made of sharp crags with thousands odd-angled filaments pointing upward, dangerous to the touch. Only a single well-worn path upwards is safe to travel on. There are no flat surfaces on which to rest, and Cenziga does not permit dawdling. It takes several hours to climb. When cut, the stone pours forth ash like a wound.
- Strange images are captured within the rock, revealing themselves only for a moment on passing. These seem to be memories of distant times, growing more recent higher up the mountain. Among them:
- Beautiful unearthly cities, including one city with ivory towers and minarets similar but distinct from Ava-shavais;
- A boat with strange rigging, caught on a rock outcropping;
- Ancient human cities.
- The fog leaves a mucus residue on visitors, apparently from the combination of sweat with Cenziga's ash. Some kind of spirits live within the fog with smooth alien faces and incongruous features, such as an inverted mouth or a missing nose. Their ability to assault his spirit and obliviate his thoughts are reminiscent of Marzac's ability; the only thing resistant to such attacks are his own identity.
- At the top is a spire nestled in a steep but smooth crater, surrounded by fog above it. The spire is made of the same type of rock, but impossibly fragile in a zig-zagging form. Colors flash above it in the clouds. Fog pours out of the crater and back in as if in respiration.
- Within moments of entering, the visitor is assaulted by Cenziga's fury. Ash begins piling up around them. Unless they have both a physical and ontological anchor, they will not survive. Possibly another factor is involved, that of having two identities.
- When Kashin mentions his two identities, the spire creates a silvery white aperture that pours out swirling indescribable colors that further separates the two of them, flesh and clothing. The spirits of Cenziga take on a spherical form and align themselves above the spire, making the opening glow brighter. The ash collects into a thin shimmering mirror.
- At a critical moment, both the aperture and the ash mirror flash brightly, fully separating Kashin and Nemgas. The pounding is silenced, even as both continue holding to their daggers and identities. This flash of light is visible outside of Cenziga.
- Cenziga's spire twists forward, repeating its own identity and shaking the ground. Kashin fails to hold onto his identity against the irregular rhythm, and the spire pulls back as if to strike. What happens next is unclear; Kashin screams, Nemgas feels an explosion, and Nemgas is somehow teleported to the haze outside (apparently unable to see it or the mountain).
- Many legends surround its nature and origins. Among them: that a great dragon lives there; that whatever came before the elves lived there; that it is the source of creation; that it is a portal to another plane.
- Every few years, it spews ashes across the Steppe.[9] This may be accompanied by a soft white flash at its peak.[10]
- According to Dazheen, it knows and turns its attention to whomever speaks its name. Even thinking of it can cause a minor reaction. Reactions differ: Magyars react with fear; Dazheen's candles flare wildly; Dazheen's cards scatter and embed themselves.
- When Kashin is being called to it, he has piercing visions of images that overwhelm any other thoughts, accompanied by an irregular drumbeat. Once ensnared, the pounding reacts to his thoughts and actions and wavers in intensity in order to encourage him towards climbing its peak.
- Many are said to have climbed it, but those that do "lose themselves". When Kashin climbs it, he is split into his two identities, each half of himself reflected over the other.
- Why Cenziga specifically chose Kashin is unknown, as is what it did to the Kashin identity. Perhaps it is related to the jeweled dagger he carried.
- About a week's distance from it, a gray haze surrounds it on the east horizon. From a day's journey from it, it resembles a massive column of ash. There is a clear border where the ash meets the ground, churning against it and shifting in shape.[9] The haze repels snow, twigs, stones, and other debris just a few inches from it without warning. The haze is thick and tastes of ash, and draws intruders inward.
- After Doltatra, the Magyars travel for another month past Cenziga to their next stop.
- The mountains at the Eastern end of the Flatlands are reclusive and not often visited by outsiders.
- Volcanoes are common in the deep ocean, certain parts of the Southern continent, and far to the north. They are not common in most parts of Galendor.
Society
- Most Yesulam knights from the Steppes come from the southern Flatlands.[2]
- People from Yesulam sit cross-legged, a habit not found elsewhere.[5]
- The name "Nemgas" derives from Nemga "ice" + -s "from" in old Flatlander.[1]
- The Assingh are a breed of donkey that are as big as horses and strong enough to pull wagons. The Magyars use them as their beasts of burden.[1] Though not typically ridden, they are as fast as most horses outside the Steppes.[5]
- On the Flatlands, hospitality is important. When entering the area around a city, the master of the city holds responsibility over their visitors. It is a breach of etiquette for one visitor to intercede on the master's behalf, even in disagreements with other visitors.[4]
- The Yeshuel have the ability to gaze at an enemy and see what they are capable of, and what they will do.[6]
Magyars
- The Magyars are a nomadic people. They travel the Flatlands along its small rivers, performing for supplies and stealing what they need.[1]
- A typical day of travel consists of five to six hours of travel, with stops only to rest the Assingh. They may hunt bison if they see one for food and clothing.[9]
- They always stop an hour before sunset to arrange their wagons around an open "courtyard" where a large fire is built from their firewood. A meal is cooked while the Magyars practice their trades.[1]
- When they perform, they lay form a clearing bordered by pyres and wagons, within which they set out benches. They hang lanterns along their wagons.
- In the northern steppes, they perform the legend of Metamor. In the southern steppes, they perform the legend of Shapurji.[6]
- The second evening lasts longer and has more dramatic pageants, new performances, and a great Magyar dance accompanied by lyre, drum, and tambourine.
- Their performances end sometime around midnight. The benches are left alone if there is another performance the next evening. It is here that the items from the pageant are cleaned up.
- In the mornings, they set out their cooking pots for their first daily meal and do other chores. They may sing as they do so.
- Magyars live a rough life, seeming to age faster than non-Magyars. There are more women than men, and fewer children than usual. Many children die young, unable to survive the hard Magyar lifestyle.[1]
- By their mid-20s, Magyar men are expected to marry.
- Magyars are not afraid of magic, though few can perform it. Generally there is always one or two capable of performing basic cantrips.[1] They use heating enchantments for their wagons and to dry their wet firewood.[2] They prefer to steal without using magic, viewing it as improper.[7]
- Magyars make no distinction between those born Magyars and those who become Magyars. The latter almost never talk about their lives before becoming Magyars.[1] No Magyar may do anything without the consent of their leader.
- The Magyars demonstrate an interesting approach to property rights. As thieves, they take things that they feel are owed to them, viewing themselves as starving and destitute in order to justify it. Anything that is not secure enough is fair game. Hanaman himself argues that personal property, beyond necessities, is useless, as it is not inherited nor taken past death. A Magyar's property belongs to all Magyars.[4]
- Not all Magyars are accomplished thieves, but every Magyar is expected to steal at least once. In larger cities, all Magyars are expected to pickpocket for themselves. They pay a small fee to the local Thief's Guild for stealing within the city.[7]
- Magyars have a sense of debt that implies either ownership or membership. When one saves another's life, the former is said to own the other's life. If the latter then saves the former's life, it is within the latter's right to declare that debt repaid and end the ownership. To waive that right is seen as accepting ownership.[7]
- One gesture of pride or admiration they may make is to touch their hand to their head and then outwards.[8]
Magyar Wagons
- The windows of their wagons are covered by bright-colored cloths[1], with shutters inside.[3] The wagons are frequently repaired over time. The wagons are kept warm via heating enchantments.[1] On the floor is a rug that conceals the wood panelling and an escape hatch with a circular handle.[3]
- Magyar couples have their own wagons.[2]
- Dazheen's wagon is divided into three sections. The front section is a room barely big enough for two men with locked shelves on both sides. It is separated from the middle room by a thick colorful curtain decorated with symbols and arabesques. The middle room has Dazheen's table with two seats for her and a visitor. There are no windows here; along the wall closest to Dazheen's seat are an array of candles. The room is separated from the back room by a cloth curtain. The back room contains beds for both Dazheen and Bryone.[1]
- Thelia's wagon is set up for making and mending clothing. In the center room, a pair of beds sits at one end. A large worktable sits on another side. Cabinets full of cloth, thread, and needles occupies a front section. Other cupboards hold blankets.[3]
- Older bachelor Magyars share a wagon. Nemgas shares his with Chamag, Gamran, Pelgan, Berkon, and Kaspel. It has six beds in two stacks of three against one wall. From top to bottom, one bunk is occupied by Gamran, then Pelgan, then Nemgas; the other by Kaspel, Chamag, and Berkon. A lantern hangs between the bunks.[4] There is a small table by the front wall for some of them to share, with a window on either side. On the opposite wall from the bunks are several cabinets and drawers for their clothes and belongings, a polished mirror between two cabinets, and a window in the center.[2]
Cards
- The backs of the cards are delicately made with strange symbols, likely to power their divinatory abilities.[1]
- The mechanics of Dazheen's card divinition are left ambiguous, but it generally follows the same pattern: someone approaches her with a topic they wish to discuss; she arranges a certain number of cards in a pattern before her; she flips over one or more cards for each question; she interprets the answer based on the card(s) revealed. Each time she deals and reveals cards, there is a motion in the candle light. In this specific case, the prophesies she gives are fulfilled by the story's end, and so explanations are given below for her statements.
- Hanaman's first set of questions involve Doltatra. Dazheen rearranges the cards amongst each other, then lays out five cards in a cross pattern.
- He asks what awaits them at Doltatra. She turns the card closest to her to reveal the Knight of Swords, meaning he shall face opposition from another. (This turns out to be the Tagendend.)
- She turns the east card (it is not established whether this card is to her left or her right) to reveal a man working with a spade. It means these other people have come on their own business. (This is half-true; the Tagendend came to Doltatra on their own, but their direct conflict with Hanaman stems from Gamran's stealing from them.)
- She turns the card closest to Hanaman to reveal a street beggar receiving some gold. This means Hanaman may gain from it. (This apparently means Gamran's theft of the wool cloth in chapter 3.)
- She turns the west card to reveal two warriors locked in struggle. This means Hanaman himself must face them on behalf of someone else. (This happens in chapter 6.)
- Hanaman asks for who. Dazheen turns the center card to reveal a frozen lake, meaning Nemgas.
- Hanaman's next set of questions involve Nemgas. Dazheen rubs the cards and lays three cards in a row, and touches and blesses them.
- Hanaman asks why Nemgas wishes to go to Yesulam. She turns the rightmost card (to Hanaman) and reveals a man by a ruined castle. It means he wishes to destroy something there.
- Hanaman asks what he wants to destroy. She turns the leftmost card and reveals the Priest of Coins. It indicates a corrupted priest. Notably, the candle flames angle towards it, much as they did in Wagging Tongues Will.
- Hanaman asks if Nemgas still wants to destroy the priest. She turns the center card and reveals one soldier spearing another (both wearing Pyralian armor). She studies it and confirms he does.
- Hanaman confirms he has more questions regarding Nemgas. She lays out four cards in a T pattern.
- He asks if Nemgas wishes to leave them. She turns the rightmost card and reveals a peasant tilling a field with a spade. She concludes that as the farmer sows the field and returns home after the harvest, so too will Nemgas return home after concluding his business. (This will happen in "The Last Tale of Yajakali".)
- Hanaman asks if Nemgas will obey his order to stay. She flips the leftmost card and reveals two armed warriors of the Steppe about to do battle. Dazheen suggests (perhaps because it is not open conflict) that he may or may not, but there are things he can do to ensure he "remains". (Not necessarily obeys.)
- Hanaman asks what he must do. She flips the center card and reveals two plainclothes merchants exchanging a money purse. She says that Nemgas will ask for a boon. If Hanaman grants it, Nemgas will forever be a Magyar.
- Hanaman asks what boon he must grant. Notably, the card refuses to reveal itself, either because the knowledge of it (that Nemgas will ask to go to Cenziga) would prevent Hanaman from granting it, or because Cenziga itself refuses to let Hanaman know it. Dazheen tries to instead flip the top card of the deck, but this results in the lights going out and all of the cards embedding themselves in the wagon.
Steppe Horse Clans
- Several horse clans roam the Steppe, caring only for their horses. The Magyars have different relations with each clan.
- The Tagendend are one such clan. Magyars and Tagendend despise each other, committing acts against the other to perpetuate their mutual hate. They do not interact with the southern cities such as Yesulam, suggesting they tend to occupy the northern Flatlands.
- Like many other horse clans, the Tagendend live in drab-colored tents and wear leather or hide garments. Women and children do not seem to roam the camp during the day (unless they are being kept inside due to the Magyars' approach).[2]
- They arrange their tents haphazardly, in small clusters near their fires. Their horses roam freely between them.[2]
- The Tagendend begin their mornings by counting their horses and combing them.[5]
- The Tagendend are seen playing a two-player game with short sticks and small stones, where the sticks are laid in a weaving pattern, and stones are arranged in certain ways in order to win.[5]
- Lying to the First Hunter is a grave offense. Omitting the truth is wrong but less so.[5]
- Between the tents was a seat they left out: a metal brace with a wooden inlay marked with a Tagendend insignia, wrapped in a thick woolen blanket.
Horvig's and Kashin's Fight
- Horvig and Kashin (known as Nemgas) form a fighting circle on two fallen logs over the frozen Atra river, each two feet apart. Ice has frozen into the bark, making the footing slippery. Horvig is armed with a stiletto knife. Kashin is unarmed, at an apparent disadvantage with only a right arm.
- Horvig starts by swinging his knife in an arc for Kashin's chest. Kashin backsteps and slaps his arm. The surprised Horvig stumbles back and jumps to the other log
- Horvig tries to grab Kashin's jerkin. Kashin tries to grab back with his absent left arm. He stumbles and rights himself against the log.
- Kashin anticipates Horvig's lunge, stepping forward between the logs, pressing his left stump against Horvig's neck as his right arm pulls Horvig's arm back, releasing the knife. Kashin catches it and pushes Horvig down between the trees.
- Horvig is just scrambling to his feet when Fultag and Hanaman ride up and take over the fight.
Fultag's and Hanaman's Fight
- Fultag and Hanaman fight in the same conditions as Horvig and Kashin, though under formal agreement to fight to first blood.
- Fultag begins by advancing towards Hanaman, while Hanaman stands and moves his knife up and down. It appears that Fultag is aiming for Hanaman's belly, not averse to causing a fatal wound. Hanaman seems to be defensive, moving his knife up and down and to the sides, waiting so he can predict Fultag's actions.
- They circle each other, and Fultag swings his knife in a long arc. Hanaman uses his knife to block and pushes back with a quick counterattack. Fultag regains his balance and dodges the attack.
- Hanaman continues his pose. Fultag swings his knife from the side. Hanaman again deflects it and tries to slash Fultag's arm. Fultag punches Hanaman's left arm with his own left arm, pushing Hanaman back.
- Hanaman recovers and resumes his stance, and advances on Fultag, launching a series of fast strikes on Fultag's blade. This is a distraction from his real attack, a swing of his leg under Fultag's legs. Fultag quickly kicks Hanaman's leg before he falls through the trees, held up only by his feet. Hanaman falls forward and regains his balance with his knife, while Fultag swings and crawls back to the eastern bank to pull himself up.
- Fultag advances with his knife in short quick arcs, while Hanaman watches Fultag's shoulders. Hanaman moves his own knife quickly. Before the sun moves behind the clouds, Hanaman reflects a beam into Fultag's eyes, briefly blinding him. Hanaman charges with his knife, but Fultag unexpectedly kicks him back.
- Both men circle again, assessing each other. At the same instant, Fultag swings his knife for Hanaman's chest as Hanaman drops between the trees and aims for Fultag's legs. Fultag clips Hanaman's hair, but Hanaman clips Fultag's left knee. Assured by his victory, Hanaman focuses to freeing himself as Fultag accepts defeat.
- At this moment, Horvig charges across the tree, ignoring the rules of engagement to stab Hanaman with his knife. Fultag tries to stop him but stumbles on his wounded knee. Kashin intervenes by grabbing Horvig's wrist and swinging it in a wide arc into Horvig's own chest.





