Jared Gullage's Trithofar Drafting Site - A place where I flesh out the world of Trithofar, where Drinna and other novels take place...
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Stuff to Eat (or use) In Trithofar


STUFF TO EAT (or use) IN TRITHOFAR

 

So, I just got through eating my first pomogranate, and I liked it very much.  But, I've discovered that you have to really want to eat one before you start to eat one.  You have to be ready to get the juice all over you and to pluck about a thousand seeds off thing thing's innards before you are ready to eat one. However, the health benefits are extraordinary.  Anyway, after I was done, my t-shirt looked like I had just murdered a smurf or a navi, and my teeth were full of crunchy seeds, but yay, I ate a pomogranate.


This got me to thinking about Trithofar again, and concurrent with me starting back on Drinna 2 (tentative title) I got to thinking about the edible things in Trithofar that would not be from Earth.  While Trithofar has normal things, like apples, and peaches, and pigs and what have you, it also has some alien things, too, that we don't have.  Here, as I brainstorm this afternoon is a list of things I've come up with that are not from earth and yet are edible in Trithofar.  This is all just a draft, so I'm not really editing myself.  I'm brainstorming here, trying to remember the multitudes of critters I've come up with a long time ago role playing out this stuff.  

 

Ambush Ant

Ambush Ants: Very large ants that live in the Sea of Grass and which I have already discussed and shown pictures of on this and other sites.  These creatures, if they can be caught, make a good and spicy stew, though.


Bitewall: Bitewall is a plant used to make candles that are repellent to insects.  Kunjels light these candles in their windows at night to keep away flies, mosquitoes, and other pests.  The bitewall, when burned, has a sort of bittersweet smell, and could be compared to cintronella.


Blagaroot: Mentioned in The Dust Finders.  A root found in the deserts of Terrilia particularly. Blagaroot is known for healing properties, mostly, and is ground into medicines.  It secretes a sticky substance to hold dirt around it, and it also has spines to hold it in place in the ground.   

Cagulants: These are one of the Qwadro's curses for the world of Trithofar.  It is believed this specific monster was first invented by either Ith or Lortho.  Most scholars regarding the undead or the proxidead believe that this type of...thing...was created by Ith, the Lord of Chaos.  Cagulants occur when two people stick together upon touching.  Usually, the initial person to stick is someone who has caught a sort of spiritual 'disease' where he or she cannot afford to let people alone or leave them.  The curse of Cagulance means that their flesh actually grows together into one, as though this curse were a mockery of the Bible verse: "The two become one flesh."  More people attempt to help the first two, and they are stuck.  Then more and more grow together until hundreds of people are permanently stuck together as one.  The cagulant becomes, effectively, one organism, capable of moving only as the people are.  Several theories abound about how cagulants came to be and how they are to be destroyed and whether or not they even still exist in Trithofar.  Many think there is a limit to how many people can end up in a Cagulant.  Others think that by killing the initial two people in the cagulant the cagulant will fall apart.  The only way to completely kill a cagulant is to burn it completely up, or let it rot away entirely.  The people in the cagulant remain alive until they all die of starvation or until they are killed.  

Cannibalism: Nargs are known for being cannibals in Trithofar.  They will eat anything that hasn't died from disease, isn't poisonous or poisoned, and isn't considered otherwise dangerous.  Nargs stand about six to seven feet tall on average, and they will eat any type of meat they can find in their native forests and jungles, including each other and other sentient or sapient species.  They are particularly found of killing and using Gincha, their rival species, for food, clothing, and other purposes.  But Nargs are most notorious for eating each other.  A Narg funeral consists of cooking and eating the deceased instead of burying him or her.  They get particularly angry with Gincha because Gincha use all manner of poisons to kill their enemies, which make them inedible.  To a Narg, it is considered an honor if you are considered worthy of being devoured at your death.

 

Continels: Continels are mutant monsters usually created by goblin fleshcraefters or chirugans.  Usually, they are made by taking a regular animal and mutating and contorting it through magic.  These beasts don't exist in nature, but are basically a type of golem or apparition used to kill or guard.  Most things will not eat them, unless they are designed to be eaten.  Some creatures are turned into continels that can withstand a huge amount of damage, therefore making them able to be eaten for a long time before dying, which is one reason goblins are considered to be awful creatures and not to be trusted.  

 

Dremérrin: Dremérrin is among the strongest drinks Kunjels will allow themselves to drink.  It is made from grass and grass grains, and has the strength of saki or tequila with the burn of fine sipping whiskey.  It is powerful stuff, but the kunjels consider it high dishonor to be drunk, and being drunk among kunjels can get you arrested or even killed if you do something that endangers people.  So, Kunjels often test their limits with the stuff.  It is considered a rite of passage, particularly among males, to keep themselves under control after a certain amount of the stuff.  Kunjels basically treat Dremérrin like some people treat LSD: they only drink it around responsible and trustworthy people who can make sure nothing bad happens as a result and can make sure they stop.  

Driggits and other insects: The Kinto-Shah are big insectivores.  They eat and use as many types of insects as they can find, raise, or collect and find a use for.  The kinto-shah are known to use driggits, a larger and stranger version of a cricket, both as entertainment and as food.  They also use them as thermometers based on their chirruping.  Their chirps are predictable down to within about five or six degrees, and so Kinto-shah actually are among the first race to actually have a temperature guaging system in place.  Unfortunately, as these creatures are living creatures, they cannot measure the higher and lower temperatures very well (that scientific honor belongs to the Gnoblins, who used other methods).  However, driggits can also be used, in conjunction with other creatures, to provide a semi-accurate weather report.  Kinto-shah have used insects in cages on ships to predict storms and humidity and temperature.  They have also used it to predict wind directions in some cases, where certain insect creatures will face away from the wind in preparation to hop and fly.  But Kinto-shah are absolutely known for making use of insects as a food source. Almost anyone can harvest them and do harvest them off of crops, and they are extremely plentiful, nutritious, and to the Kinto-shah are quite delicious.  Kinto-shah particularly like locusts, crickets, driggits, beetles, grubs, some types of maggots, spiders, etc.  They also use these creatures for divers other reasons, including their poisons, wax, laquer, etc.  Trithofar also has magical insects included, which are used, well, for magical stuff.  Of course, Kunjels and other Frosomians use clothspiders and clothworms of various sizes.  

Ek'luka Draft Picture (Wish I Could Draw Better)

Ek'luka: Mentioned in The Dust Finders.  Ek'luka are unsavory, yet valuable, creatures.  They are found mainly as scavengers, and very rarely as predators.  Usually, they follow behind caravans and travelers, waiting to eat their refuse, or to eat the unwary and unfortunate traveler.  They are rather large, between the size of a big dog and a large wild-boar, have four legs and a long, extendable neck.  Their head features a very hard and very sharp beak like a vulture or a hawk, but large enough, sharp enough, and hard enough to break rocks, and even break through bones.  They are notorious for biting off children's hands when children are trying to feed them something, creating what are called onesides.  The ek'luka is covered in a thick hide similar to that of an elephant or pig, which is useful for leather.  Their bones are very tough and useful as tools.  Their meat is edible, and as tastey, if not moreso, than pork.  Their claws and beak are good for making tools, as they are notoriously difficult to break.  Of course, their innards are some of the strongest known.  Ek'luka tendons and gut strings are highly sought after not only as bow strings, but as musical instrument strings.  It is near impossible to puncture ekluka guts, so they make very good bags and carrying implements.  

Gek'liki: Mentioned in The Dust Finders.  Gek'liki are a type of desert river worm that live in the East Terrilian Wastes.  They are more like a cross between a snake and a salamander, but the people of the desert call them worms. They are a sort of dragonate creature, which means they descended from dragons in some form or another.  The gek'liki most often dwell underground or just at the surface.  They excreet a slimy substance that helps them cover their bodies with dust and dirt and whatever else they can find. Often, they will wallow in filth and feces to cover themselves.  But the gek'liki are filled up with water.  In fact, the majority of their core is water, surrounded with their tissue and musculature, organs and skeleton.  They store water for themselves and are sometimes called "River Drinkers."  When caught by the desert people, they are drained of their water first, and then the inside of them is used for a sleeve or for a stocking (when not too disgusting or when they can be cleaned).  They are also edible, though few people wish to eat them as any sort of staple. Mostly, the desert people of the Terrilian Wastes feed them to ek'luka.  

Gobbins: Gobbins are another breed of creature that takes things to use against their enemies. They are large reptilian creatures, about the size of a large-breed domesticated dog, but they, like Lorniks, move on two feet, sitting upright.  They don't run, but hop around.  Their most dangerous form of attack is by swallowing rocks, pieces of wood, or even bottles, coins, or other detritus left over from human beings and spitting them out at their enemies.  They can spit as fast as a bow and arrow, and were it possible to compare in Trithofar, maybe even as fast as a bullet.  They've been known to break bones with their projectiles.  Sometimes, they have valuables inside of them, which makes them often hunted.  Usually, all anyone ever finds inside of them is a bunch of rocks and sticks or glass bottles.  

Browngrass Gremlins

Gremlins: Mentioned in Drinna, and further books I'm writing involving kunjels.  Among kunjels, gremlins are more prolific, helpful, and tamed than dogs.  They range from being the size of very small monkeys to just bigger than chimpanzees, and some wild mountain gremlins have been known to get as big as gorillas.  They are extremely intelligent when bred and tamed and the kunjels use them as everything ranging from messengers, to beasts of burden, to hunting companion animals, to pets, to warrior beasts.  Kunjel knights train them up and use them to carry necessary equipment along.  A gremlin, to a kunjel, is basically as common as a family dog.  However, there are several species of wild gremlins that can be dangerous to kunjels or merely pest species. These are eaten.  Kunjels eat mostly the wild browngrass gremlin, which ranges all over the Sea of Grass, and is a staple meat source for almost every type of predator living in the Sea of Grass. They are as common as rabbits and reproduce almost as rapidly.  However, unlike rabbits, gremlins are also predators and scavengers.  They eat quite a few different species of animals, and will gather around in the night to eat dead carcasses as well.  They travel in packs and can be quite dangerous in large numbers, though are commonly no bigger than a bonobo or very large spidermonkey.  The kunjels were actually encouraged to hunt and kill them in the Drod days, which they were more than glad to do, seeing as Kunjels have known about the things from their homeworld since...forever.  In Trithofar, they became a pest species and upset the ecosystem in Frosomia (the continent where Kunjels, Kinto-Shah, and Hials all immigrated to) until the kunjels hunted them back into balance.

 

Kinto-Shah Blue Wine: Made from the bluish-purple grapes found in Ish-Beréa in the Kinto-Shah empire, this wine is a peculiarity and a rare find.  It is among the more expensive wines made, largely because of the difficulty in cultivating the grapes and because the grapes are thought to be near magical.  The grapes are wild and grow in swamps and are peculiar for having juice that is rarely ever quite the same, but always delicious.  The juice actually 'wakes' up the tongue and stimulates the 'pleasant' tastebuds only.  The grapes actually want to be eaten, so the seeds will transfer, so the juice is almost addictive and tastes absolutely and always delicious.  

Lem: Also mentioned in Drinna.  Lems are like floating jellyfish.  They hover along in the Sea of Grass and trail behind them about fourteen or fiftteen feet of paralyzing tentacles.  Like many land-based predators in the Sea of Grass, lems eat gremlins, but lems will kill and eat just about anything that wanders into their tentacles, which makes travel at night in the Sea of Grass extremely dangerous.  However, lems are very edible.  It takes an expert hand to harvest them and eat them, yet they are very edible.  The meat on the inside of their bulbous heads is a delicacy among kunjels. Another way kunjels sort of 'earn their keep' in Frosomia is to put up lem fences, and have invented them.  The lem tentacles are rather delicate and rubbery, and so lems will not seek out ways to hurt them.  Therefore, lems will not drag their tentacles over trees, or sharp thorns, or anything like.  So, kunjels created barriers consisting simply of coarse rope, often with rusty pieces of metal or broken glass woven in, strung up between two large poles.  The lems will usually fly between a certain level, and so a lem fence is a very easy way to keep them from getting in certain areas.  

Lornic or Lornik: Lorniks are what scientists speculate bats will one day become in the far, far, distant future.  They are large, land-dwelling creatures who walk primarily on two legs.  Lorniks have large ears and almost no visible eyes to speak of.  They hunt, like bats, by using very sophisticated sonar.  Lorniks' ability to produce sound and have it bring back information is so developed, it is practically like seeing in color for them.  Only creatures with very good hearing can hear them coming, though sometimes their calls sound like barking or chittering to the untrained or not-so-good-at-hearing.  They hunt in packs, often finding, triangulating, and surrounding their prey before striking at once.  What's more dangerous about them is that they have no particular hunting patterns. They can hunt just as good at night as the day time, and they only sleep when they are tired.  Even so, the large majority of them hunt at night time or early morning, but they can be found hunting any time.  Most of them are about as large as a human adult.  They run on two legs, with a tail behind. They are stooped over and keep their dangerous and powerful forelimbs tucked up to their chests. However, they are edible, too.  The elves (both L'wii and T'wii) have been known to hunt them as well as try to tame them. They are edible and quite tasty and their lack of needing vision to hunt makes them quite useful as guard animals and trackers.  Their size means they yield a lot of meat, almost as much as wild boar, too.  Elves have not entirely gotten them to the level of domestication common among the gremlins of Frosomia, but some elves have managed to get a tame pet of one here and there.        

Luskfruit: Common in the Sea of Grass and pretty much everywhere in Frosomia, the Lusk fruit is a simbiotic, edible fruit.  The inside of a ripe lusk has fruit, but it also has worms that are supposed to be eaten.  Flies lay eggs inside the lusk fruits and the eggs are ingested by the eater of the fruit. Kunjels enjoy lusk fruits for stomachtickling received when eating them.  The worms grow inside of someone's stomach, and then are ejected during defecation.  The worms are not parasites.  They eat only some of the 'leftovers' inside their host before they are ejected.  In the process, they ingest also the seeds of the fruit, but do not digest them.  When they leave, the worms take the fruit with them into the ground and plant them underground.  The seed thus has a protected ride through the digestion tract and into the ground without being eaten by anything on its way, if all goes according to plan.  As previously mentinoed, kunjels call these things various names, like Ticklefruit, Stomach Wigglers, and Cleansing fruit.  The worms cause no problem for the ingester whatsoever, except a tingling sensation.  

Maceweed (Old Picture)

Magical Animals and Plants: There are a wide variety of magical animals in Trithofar which people have tried to eat/use in the past in Trithofar with varying degrees of success.  Here is a list of such animals, what they are believed to contribute or their believed benefits.  








  • Alnomor: These creatures people seek out to catch because they will live with someone for a certain amount of time and preserve the person's life, provided the person does 'interesting' things.  The alnomor will guarantee a person lives for a certain time period inside the supplicant provided the host does something to entertain and keep the alnomor with them.  This can be very risky, considering the alnomor can choose to leave a person behind at random times AND considering what they might find interesting could be very dangerous or have lasting consequences.  
  • Fae: The Fay, Fae, Faye, or however the heck you spell it, are all creatures derived from pure magic.  They come in many shapes and sizes and forms and are among the primary sources of magic.  They range in intelligence and ability from sparks of singular power to nigh unto gods.  They are often thought of as gods by many peoples, or servants of gods, but they are NOT GODS, nor are they DEMONS.  They are magical creatures that exist in Trithofar for a time (however long) and eventually die, though their lifespans depend almost entirely on how they interact with the world around them and the magic in the world.  
















  • The AAVIRI are types of Fay creatures that basically ARE gods.  Some of them are worshiped as deities, and some of them had a hand in helping to create life in the universe. The AAVIRI are creatures that are very much like angels or demons in a japanese sense. They are spiritual creatures that exist to either thwart or help human beings.  They take up either the position of guide or demons, either trying to help the Ultimate Good, aka The Highest, in his will OR they attempt to thwart and undo the plans of the Highest.  They will become under the judgment of the Highest based on their behavior later on, and are under the Curse of Mysterious Ajudication in that they do not know what The Highest is going to do with them when the ultimate judgment comes, so they attempt to figure out the Highest's will and do it or attempt to overcome the Highest.  As I have explained before on this site.  Because they have seen some of the Highest's will, and some of what he judges.  He has cursed the evil ones, but knowing exactly why and the limitations of the curses is what the "gods" have to watch for in the lives of the mortals. 













  • Fligs: These creatures were developed by the wizards of Thortinis and by wizards in general. They are not edible, but their blood is magical.  They are fearsome and dangerous predators who create random portals either into their nests or into ambush points.  I won't belabor these critters too much, cause I think I've already talked about them.
  • Guddrikus Birds: It is believed that the Guddrikus bird has the ability to read minds.  The birds can speak just about any language they are exposed to, and only in a small amount of time.  They are very difficult to tame, however, and are rather mysterious.  They are hard to catch as well, and it is almost impossible to find their nests.  They are sought out after because people believe eating them will give them psychical abilities, OR because people want to raise them as pets.  Many Trithofar scholars believe that Guddrikus birds live with a hive mind, and this is why they are so difficult to tame, and encounters with them might suggest this.  It is possible the creatures form only one mind all together and this an intelligent, sentient mind.  Some have said that meditation near them will allow you to see what they have seen, and some have claimed to have extended conversations with a flock of them. 
  • Maceweed: Maceweed is one of the most dangerous species of plants ever to exist.  They were specifically designed by wizards and other aethren to wall in certain areas, but became a very dangerous nuisance and have been deemed unfit to grow or raise in any way in any civilized kingdom.  They are considered to be semi-living plants (which means they are plants that react to living things directly and in some way consume living things).  Their seeds grow on stalks that grow to be anywhere from three to ten feet tall.  At the end of these stalks are the 'fruit' of the maceweed, a large bunch of sharp-pointed seeds, whose barbed, points jut out in every direction.  If something comes within a certain distance of the maceweed's roots, which spread out as far as the maceweed's reach, the maceweed moves the stalk and attempts to stick the sharp poitns of their seeds into the creature.  The seeds have a powerful poison that kills the victim almost immediately, and causing serious gangrenous infection to spread from the site of the attack.  Before this has even taken effect, however, the roots begin to grow into the victim's body.  By the time the victim is dead, the roots have spread throughout the body and the poison is turning the body into a rotten mess.  Eventually, the victim becomes, basically, a pot for the growing plant.  Maceweed almost always has the bones and belongings of its last victim at its base, which further serves as a protection for it. The reason it is on this list is that it did not exist in nature originally, but was designed by Fleshcraefters and Chirugans.  People have attempted with varying results to both cultivate and use maceweed for more than a deadly deterrent.  Of course, the seeds themselves are weapons, but the plants have almost no redeemable value in and of themselves.  Some insects are able to eat them, but gain no magical properties from them.  In fact, this was one of the ways they were eliminated was through the use of specifically designed magical insects that became a problem in and of themselves.   
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    • Othlegants: Othlegants are giant, troll creatures.  They are nearly indestructible, and completely stupid.  They are about the size of an elephant, with tusks like swords and limbs like tree trunks.  They can be nearly broken down into pieces and survive, so they are almost completely unkillable.  It is believed they were actually bred/created from a particular type of mountain troll and used as a type of guardian or workhorse.  The Othlegant has an organ in its body that basically manufactures a healing potion that, when injected into the bloodstream of the Othlegant, allows them to regenerate and repair massive damage.  Unfortunately, the use of Othlegant blood has met with varying degrees of success.  There have been potions made that did as they were designed, but for every one of these, there have been several that have had very negative results.  One particularly nasty side-effect might be called on Earth, the Akira effect, where the subject overgrew himself, basically becoming like a giant ball of cancerous tissue.  Another, caused a person to age until they were practically nothing but a living skeleton and almost an undead.  Even so, attempts to use Othlegants to find healing medicines still go on.  Unfortunately, Othlegants only reproduce about once every couple hundred years, and they only have one offspring when they do.  

    Mefs: Admittedly, I lament calling these animals this name, because it sounds like meth.  Oh well, live and learn.  Mefs are, basically, giant rabbit-like creatures.  They are ungulates, meaning they chew their own cud.  They are known for eating just about all the different types of grasses without succumbing to several of the more poisonous kinds.  They are about two times the size of the average bull.  They are distinct, and odd, in that they can reproduce asexually.  A mother mef can have offspring if she is able to eat enough and goes long enough without a mate.  Mefs produce milk and are a source of milk for kunjels and anyone else who can raise them.  Most of the time, mefs are fairly tame creatures, particularly the females, who are rather lackadaisical, unless they are frightened by some form of predator.  The male mefs can be very aggressive and very dangerous if they perceive a threat.  A male mef is almost always first to be born to a mother when any litter is born.  The males grow faster and stronger than the females by far, and are highly aggressive animals.  The females merely grow fat, and usually they cannot be eaten in large doses due to the amount of vitamin A and D stored in their fat; consequently, predators only attack the females when they are in large numbers, or if the females are young enough to be more meat than fat.  Male mefs have a bony crest on top of their head and reinforcing bone structure in their necks and back, as well as a lashing tale with quills about as long as a man's arm.  A mef lunge can kill, as the male mef can jump nearly fifty to one-hundred feet horizontally and smash into an enemy with tremendous force.  Sometimes, they even try to land on an enemy and smother them with their weight.  Their tales, when brought down or to the side, is like a hammer and the quills are fairly difficult to get out due to reversed barbs in them.  Because of this, kunjels often hobble the males when keeping them in captivity, or kill and eat them, while keeping females for their milk. Kunjels are known to fight the males as a rite of passage and for food as well in a ceremony not unlike bullfighting.  They kill the females only when they are passed reproducing age. Both are used to make hides and leather.  Their bones can even be used as small shelters if hollowed out correctly.  Their bones are also useful as weapons handles, tools, etc.  Their innards are good for bags, strings, and etc.  Their fat is rendered into soaps and oils.  Their meat is often shared around in large communal eating festivities, etc.  They are a primary prey species in the Sea of Grass, and vor, kunjels, hials, and humans all feed on them.  

    Needletrees: Basically, cactii.  However, there are different types, and quite a few of them are edible.  Quite a few of them are inedible, and quite a few more are good for water.  However, there are others which are quite hallucinogenic.  A favorite activity for the Dust Finder tribes in Terrilia is to deliberately mix hallucinogenic needletrees with non-hallucinogenic edible ones and watch the ek'luka stumble over themselves.  This is also a very easy way to harvest ek'luka when it is necessary to do so.  This practice was not mentioned in the The Dust Finders quite frankly because I just thought it up, but it will be mentioned in the sequel I write to The Dust Finders.

     

    Sea Potatoes: Sea potatoes are not really grown in the oceans of Trithofar.  They are instead grown out in the Sea of Grass.  They are cultivated.  They are basically like yams, and are a staple of many cultures' diets.  Nothing special about them really.

     

    Sea Rice: Rice grown in and around the Swamps of Ish-Beréa in Southwest Frosomia in the Kinto-Shah empire.  Sea rice is also a staple in the area.  It is not as easy to come by as other sorts of grains in the Sea of Grass, but good.    

    Sourgrass: Also found in the Sea of Grass, sourgrass is a useful substance for flavoring.  There are several species of grass that could be called Sourgrass, but Kunjels have a particular type. This is often eaten because the kunjel either just likes the flavor, or to calm himself down a bit.  It has a flavor that gets one's attention quite rapidly and makes a person's mouth feel as though it would turn inside out.   

    Struks: Mentioned in Drinna.  Struks are semi-wild birds that nest in the 'shores' of the Sea of Grass, usually around pastures or villages.  Struks are basically like large egrets.  They are beautiful and plentiful, and they know well enough that most of the more dangerous predators do not come around civilization.  Because of this, they usually lay far more eggs than they need to, and allow for Kunjels to harvest some of them.  Kunjels have to find the nests at a time when the struks are not defending it, though, or they have to be careful.  A male struk has a very sharp beak and usually aims for the eyes, throat, or other soft spots on the attacker's body.  Though struks lay eggs year round, only the ones laid in the spring time are those that will usually hatch.  Struks are, of course, also edible and are as good to eat as goose, or duck, or any other wild fowl.   

    Sweetgrass: Mentioned in Drinna.  A source of sugar for kunjels, sweetgrass is edible grass that is grown and cultivated in the Sea of Grass.  It is used in a variety of ways, including sweetening teas and coffees, as well as just eating raw.  It is used to make sugar, too.  It is so plentiful and easy to find, however, that it is not worth much until it is refined into sugar and sold.

    Tanglers: Tanglers are a difficult creature to classify.  They seem to be a lot like plants and animals both.  They have many different 'vine-like' branches that go in every direction and which the creature can use to grasp and hold things.  But, they also have a head and main body, complete with a mouth and certain sensory organs (not necessarily eyes and ears, but...something).  They also have teeth.  These may be the creatures from which Maceweeds were first created.  Tanglers are peculiarly intelligent, in that they understand the concept of weaponry, but not much else.  They understand that using their prehensile branches and arming them with some form of weapon means that they get better results in finding food.  Consequently, Tanglers will steal any weapons or armor they get their branches around and through and use these things to find more food, so these things can be found on them.  Tanglers are most common in swamps where they set an ambush for victims.  

    Treepigs: Treepigs are like a combination between giant spiders and three-toed sloths and a giant gerbil.  They are mammals, but they have long legs that are very flexible and almost ape-like hands. Their bodies are like a very large rodent, like a chinchilla or a gerbil, or hamster, except they have a pug-nosed snout and some species even have tusks.  They are very edible and quite easy to kill for hunters with bows, while they are very difficult for predation by direct contact.  Like the three-toed sloth, they are not fast moving, preferring delicate climbing skills and difficult terrain as a form of protection from their enemies rather than speed.  Often, the l'wii and t'wii elves will hunt them and kill them when they can't kill and eat other things.  Whereas they are a staple for these two forest-dwelling cultures, they are by no means the tastiest things in the forest, and they do not have a great deal of meat on their bodies.   


    Thoughtweed and other meditative plants: Thoughtweed is what kunjels call certain incense.  This would also include such things as purrweed.  Thoughtweed is any type of grass that the application of which (particularly with smell) is helpful to calming the rage or simply calming someone down.  For humans, similar plants, depending on taste, might include: jasmine, lilac, gardenia, or things like that.  Kunjels employ these plants in their thoughtrooms and in meditation parlors and when heated debate is necessary.  Very commonly, they are used in a situation where an inferior has to disagree with a superior.  It aids in focus and keeps the conversation calm.


    Trottels: Mentioned in Drinna.  Trottels are like a combination of crab, hermit crab, lobster, and giant spider all rolled into one.  They primarily dwell in holes in the ground, particularly holes dug out of the sides of ravines or canyons in the Sea of Grass.  They have four mandibles, each tipped with a poison fang.  They have only one main body section with anywhere between eight and ten legs, which are flexible enough to extend and bend in just about every perceivable direction.  They are ambush hunters and will wait for something to come near their nest, at which point they lunge out and attack it.  They are quite delicious when cooked, tasting like seafood.  However, hunting them can be dangerous, and so they are a bit of a delicacy.  They cannot be raised or tamed, either.  Kunjel hunters have to train their gremlins to move near the nest and be ready to shoot at them, or they have to drag a carcass near enough to the nest to lure the creatures out.  Trottels can get quite big, also, ranging from having a body about the size of a basketball to having a body about the size of a motorcycle.  They are mostly solitary creatures, meeting each other only for the purpose of mating, and only by a complicated and delicate ritual whereby the male practically has to capture and subdue the female in much the same way as they are lured out by food.  The female would otherwise eat the males, and the males would eat the females, too, were it not for their desire for reproduction greater at the time of mating.  

     

    Wishberries: Wishberries are not found often, and are not what the name of the things suggests they are.  Sometimes they are nicknamed Dreamberries or Desiries.  Basically, these berries are growing on pure mystroskus and therefore have unpredictable magical powers.  If a person eats them, weird things can and often do happen.  They are usually known by the fact that the skin of the berries are luminescent and change colors.  It is believed that the most common types of wishberries were originally supposed to be blueberries or redberries, but get changed by the direct contact with mystroskus.  It is completely unable to be predicted what will happen when wishberries are used.  

     

     

     

     

    FAMOUS QUOTES FROM TRITHOFAR

    Here are some assorted quotes from famous and powerful people in Trithofar.  . 

    "Power given freely corrupts the soul; there must always be a price."  Orthonian

    "To send magic into the world is like sending one's children into the world.  You must wait to see what condition it returns to you, and who it's with, and what it has been doing."  Willeonis Treborrin, Bringer of Magic

    "There are only two destinies: to guide the less powerful or be guided by them." Xenoreth, Father of Avimancy  

    "I see no difficulty here.  These abominations you say you see are merely puppets, but more than that, they are freedom for those who live.  They bear only the reflection of their former selves, as a glove only takes the shape of the hand actually within it.  These things are only things, no longer men or women; they are but servants, but unquestioning, unflinching, unwavering.  They never balk at any command given them, they never steal, they are never idle when told to go.  They require no pay nor any form of recompense, nor maintenance, nor housing.  They are not lured away by the temptations of the flesh.  They produce no children.  They have no words they need to say, no gossip to spread, no interests, no hobbies, no need for rest or relaxation.  They celebrate no holidays, nor practice any faith that keeps them from their work.  They do not desire freedom, because they do not feel the loss of it.  If they are broken, they do not miss their wholeness.  They give air to no complaints, nor keep any judgments of their masters, nor seek any better employment.  The conditions of their work never frighten them.  If they are naked, they never shudder.  If they are dressed, they never sweat. What's more, each and every living being must needs give up their body back to the world to use. You say what I have created here are abominations; I say these creations are an inevitable use for what would have been otherwise useless.  Why toss aside a knife when it is chipped, if it will still cut rope?  Where is the use in giving up a small gold coin simply because it is not enough to buy bread yet?" Xenoreth, Father of Avimancy   

    "To assume that the world and the blanketing universe is to be viewed from one direction, through one set of eyes, to only be forward or backward, to only be smiled at or frowned at, upwards or downwards, left or right, is to stand only in one place forever and be of far too narrow a mind.  To assume the Highest will has put one purpose, and is but a painting against a wall to be viewed only from one side and one angle is to suggest what is good is exchanged for the goods of the enemy and evil one."  Willeonis Treborrin, Bringer of Magic

    "The gift of magic I give to the world, and like any gift which is given, it is given to be used and if it is to be used it can only be assumed it can be used for anything, and everything, and this means it can be used without regard for life and love and light and for evil as well as good."  Willeonis Treborrin, Bringer of Magic

    "If my steps be forced to land in agony, then let the strides between the steps be only bliss." Stel the Betrayer of the World.  

    "What is the essence of sorcery?  It is convincing a soul or spirit it must stay in one place, the violently forcing it elsewhere" Veshniir, the first soul-bender.  

     

    Hello one and all

    I'm going to come back to this site now.  I hope it helps.  I had to do a little updating here.  

    I've changed the theme and re-added a donate button, not that anyone's really used my donate button (as far as I know).  If you have, and I'm stomping toes, please let me know.  Of course, it's been a while since I've done anything worthy of donations (if ever).  

    Anyway, there it is.  I hope you like this new background.  I am working on a couple of new ideas, so here's hoping I'll get an audience again.  

    Also, I've added another $.99 cent copy of The Dust Finders on DriveThruFiction.  Here's a link: http://www.drivethrufiction.com/product_info.php?manufacturers_id=4171&products_id=97764&filters=44381_0_0_0_0&manufacturers_id=4171

    Anyway, I hope more readers will find it and enjoy.  I hope to one day make a sequel to it.  Dunno.

    Maybe I'll make a series of these short ones around the same character.  

     

     

     

    I've got to say this...

    I am wondering if we've reached our limit on movies in America.  I keep seeing the advertisement for The Darkest Hour, and am amazed this got the go-ahead.  I don't know how to direct a movie, i'll admit, but who wrote this?  

    As I understand it, these aliens made of energy land on earth (rather, they drop on earth) and want to eat electricity.  So, what do they do?  They kill humans by blowing them into pieces of dust (kind of like what happens with the heat ray in War of the Worlds).  

    They want electricity, so they kill...humans...who make electricity...and are the only creatures on the earth that do make electricity.  Yeah.  I dunno.  Next time I want honey, I'll go out to a clover patch and stomp on bees.  

    Perhaps the electricity monsters will kill the humans and run their electricity machines or something to get electricity, but if they could do that, why not just build their own machines and use them.  I dunno. This is weird, I know, but I didn't think I'd see a preview for a movie that would seem dumber than Battleship.  

     

    New Thoughts on Kunjels

    So, I'm thinking that Drinna's people, the Kunjels, have some things I want to set down.  This blog has come in handy for reference for me, which may be it's only use.  

    In any event, I came here to talk of the Kunjels.

    A concept I'm growing to believe more and more is the psychological construct of the Collective Unconscious: the notion (at least what my limited studies of it have found) that since we are all human beings, we all have certain things that affect us the same way.  It is ALMOST like a psychic connection between people because not only do great minds think alike, but really all minds think alike.  We all have similar weaknesses and strengths, because our brains are all wired together much the same (with aberations being the source of our unique identities).  To me, it is kind of like everyone driving a car drives a machine that functions, for all intents and purposes, the same way: pistons pumping and exploding gas, etc.  Some people drive trucks and some compact cars, but everyone's basically moving by way of the same physical principles.  The same could be said of the human brain.  We all drive the same kind of vehicle.   

    Anyway, how does this have to do with the kunjels?  Well, the notion of the collective unconscious has been used to explain why people might have psychic abilities.  It is not really psychic, but simply the ability to guess about certain interpretations of the world through the use of subconscious knowledge in the brain that tells everyone the same: "the world functions in this particular way."  Therefore, two people might have the same dream, or respond to a certain stimulus in very similar ways even though they don't know each other.  

    Therefore, I am thinking that kunjels have a special sort of connection to the collective unconscious.  In Trithofar, this allows them not so much a connection necessarily with other people, but a sort of connection to the universe.  This will explain why Kunjels are usually the best or most powerful wizards. They have a supernatural connection to the world and a supernatural ability to navigate it.  

    I'm even thinking about having them sort of 'know' where people are in a way.  I'm not 100% sure, though.  Kunjels may have a sort of ability to know how to get places and how to navigate the world easier, but I'm not sure.

    Haven't been on in a while

    Hello, all maybe -3 of you out there:

     

    I know I have not been on in awhile, but I have been terribly blocked.  I am going to continue using this thing, I guess, and hope to one day get unblocked.  

    I'm trying to talk my wife into helping me write a novel.  No, I have nothing for Nanowrimo, but for me Nanowrimo was always been like Valentine's day for people who are already romantic.  Yeah, like that.  

    I'm tinkering with some ideas about Kunjels.  I'm thinking that their collective unconscious is a lot stronger than that of humans, almost to the point of being a little psychic.  They would say it's the Protector's influences, perhaps, and maybe it is.  But I'm thinking they have a sort of ethereal connection.  

    I am thinking very seriously about writing stories from the Kundarthor, sort of my version of the Silmarillion maybe.  I dunno.  Perhaps...I may do on here a series of mythologies.  

    I want to continue the Trochiabite Boy, too, but have not for a while.  So, we'll see.  Sorry for the delays my writer's block has gotten.  

     

    P.S.: Someone pray that I will lose my uncanny ability to lose/unmake friends.  Wow.  Lost a dear friend of mine to...well...I'm not really sure exactly.  My own stupidity.  

    Drinna Review

    Hi, 


    It's Ron from Stories of my life. I wanted to let you know that the review for Drinna is finally ready and will be updated to the blog the 6th of October, 9.00am GMT+1 time.  

    "My rating: 4 of 5 stars


    You know the metaphorical road trip of discovery and maturity that everyone of us should undergo at some point, preferably during our teen years? That’s the essence of Drinna, fantasy style, and I loved it.

     

    The blurb’s good enough, but I think it doesn’t prepare you to expect the depths of the book. The cover’s okay, but the prose you’ll find within is far beyond okay. The style alone is enough to immerse you in the reading: direct, simple but never simplistic, it delivers you right into the mind of the characters, from young kunjel to shrewd human to savage hial.

     

    And what exactly are all those things, anyway? Races populating the world of Trithofar, I guess you could say. I’d rather call it another of the strongest points of Drinna: the world that’s been built. Do you know what they say about “show, don’t tell”? This is it, applied to the world. From the very beginning, the story will  plunge you straight into cultures alien to your own, wild dangers, exotic traditions... and it won’t stop for a second to explain it. Or rather, it’ll explain everything in its context, not in ours. For example: hials. Hials appear, and through Drinna’s reaction to them, and later on through other character’s reactions, we glean everything about them, little by little, line by line. No encyclopaedic entries for the rage either, or for kunjel culture, or for...

     

    I could go on for hours about that point alone, but I think you get the picture so I’ll try to move on.

     

    I said at the beginning that this was the road trip everyone needed to make, and that’s the second reason I’m so crazy about Drinna. She’s in a very delicate point of her life, of her development – no longer a child, not yet an adult – and is suddenly trust out of her known environment to deal with the wide world. That is a state we can all relate with at some point or another of our lives: she needs to remember what she has been taught, but at the same time needs to realize that there’s things she must learn on her own, and that something needn’t be true just because everyone believes it. Her relationship with the savage hial, and how it evolves, is a perfect mirror of her maturity level: of how she goes from “been told” to “figuring out” to “believing” and to “defending her beliefs”. And just as there is this one instance, there’s more examples: nearly every single encounter in the book serves to illustrate a point, a necessary point.

     

    This is going to sound crazy, but I think this would make a great recommended reading in cases where contemporaneous dramas bore the reader to tears: all the lessons, all the wisdom, and a unique environment to sweep us off our feet to wrap up the package.

     

    The only thing I’m unsure of regarding this book is the perfect target age. Any reader would enjoy it, I think, because there’re things that are worth remembering. But as I said, young readers will benefit from Drinna’s rite of passage – just, how young? While the prose is dynamic and direct, the depth of the world and the sheer amount of new things to take in might be overwhelming at early ages.

     

    Frankly, the fact than I’m just wondering about the perfect age group to introduce to Drinna, and not about whether I should introduce Drinna, says something about the quality of this novel. Because if you’d like something different, raw and tender and real, something that is fantasy but that will allow you to feel for the characters in ways not entirely common to the genre... Well, then obviously I’d just tell you to go and grab your copy."


    Thanks so much for giving me the chance to read Drinna!

    Ron

    Reviews for Drinna and the Dust Finders both!

    I have finally gotten some professional reviews, and I have to say, they turned out better than I thought they would have.  People who don't even know me are telling me they enjoyed my novels, and for the exact reasons I intended for them to enjoy them.  They are also telling me critiques that I kind of saw coming, which I'm excited about!!

    So, if you're out there, reader, or viewer, please, take a look at my reviews!  

    http://hampton-networks.com/book-reviews/drinna-by-jared-gullage/

    http://everythingtodowithbooks.blogspot.com/2011/08/dust-finders-by-jared-gullage.html

    http://www.goodreads.com/book/show/9634140-drinna

    http://www.goodreads.com/book/show/11293502-the-dust-finders

    I hope that I can continue to write things that are entertaining and I hope I'll see more reviews in future for my works.  Thanks to those of you who already reviewed me, and who are my friends, thanks for your encouragement.  This in no way disparages your contribution, but merely confirms it to me, so again I say thanks.  

     

    More Trithofar Idioms

    BELOW THESE NEW ONES, you will find the old Idioms of Trithofar I did in an earlier post.  I wanted to add a few more as a brainstorming activity.  I'm going to try and divide them into various places or vartem groups.  

    KINTO-SHAH ORIGIN:

    A Stel or a Stellinor: Stel was the world's most famous horror story.  He was a human who was trained in the use of magic.  Originally part of the Eight, he was trained in every art, every form of magic.  He particularly excelled, however, in combative arts and uses of magic.  His teacher for the ancient martial arts form Tah-Nith (meaning the Mind Touch) was a kinto-shah.  When Stel rebelled, he used this very art to harm kinto-shah, deliberately using it to show that he knew it, knew it better than most of the Tah-Nith masters, and used the gift that culture gave him to attempt to destroy them. Stel's, or Stellinor's, name is synonymous in almost every culture with betrayal, and particularly with the kinto-shah, who at the time had very little trust for humans or kunjels, both of which they would blame for hundreds of years for the horrors that were the Qwadro Wars.

    Blood for a stone: In the ancient times, when the kinto-shah were coming to Trithofar, legends told of a stone called The Orb of Storms.  Apparently, this orb allowed some kinto-shah to journey through a great storm to Trithofar, or sent them there.  But naturally, if this stone really could control storms of the Kinto-shah homeworld, people would attempt to find it and take it, and several assassins and thieves did attempt to take it from the king who possessed it, but were unable and many of them were caught and beheaded or killed.  They traded their blood for a stone.  This idiom is invoked to describe someone who attempts to accomplish some great thing and either dies for it, or gives up more than they can afford for it.      

    Ending All Bargains: To die.  The kinto-shah culture is a complicated world of debts and bargaining often.  The kinto-shah believe they owe a debt to their gods for allowing them to live after the time when, according to Kri'ism, every creature rebelled agianst the heavens.  Kinto-shah schools are places where children are trained as slaves, taught particular skills based on a very Confuscian idea of testing and placing along particular tracks.  They are contracted and sold to their careers where, if they are smart and understand the rules, they can eventually buy their freedom and run their own business, or be elevated to a status of nobility in some way.  But moving about in the kinto-shah system is a very tricky game and business.  You must know whose favor to win, whose favor to buy, and you must be willing to do certain things to get around.

    Flea Befriender: This is a person who seems to let everyone use him.  He's a 'door mat' or he seems to be an easy mark for his abusive friends to take advantage of. People go to this person to take what he has or block what he might get, etc.  

    Like shaving your fur: An expression of "What the &*^% was the point of doing that?"  Many times, this actually is an expression about someone attempting to be something they are not.  Among kinto-shah, there are stories of some of them attempting to make themselves to be like humans or attempt to make their body more human-like in some particular way.  Maybe it is a fetish of some kind.  Maybe they were raised around humans.  Perhaps some of them develop an inferiority complex or have been told they are monsters by humanoids (even though they are not).  A kinto-shah is an anthropomorphic rodent creature, some of them looking quite a bit like mice, rats, or ferrets in the face and head structure.  They are covered entirely by thick, water-repellant fur.  The only thing a kinto-shah does by shaving off his fur is makes himself cold and ridiculous to look at, though there have been a few small movements of kinto-shah who have done it.  Some have done it as a self-abasement, for religious reasons.  For most kinto-shah however, this is an extremely humiliating and stupid thing to do without much cause behind it no matter what.           

    Schooler: This is the word for a slave who grows up in a slave school but never really leaves.  It's kind of like the person who supposedly can't find a real job and instead teaches (not that I support this saying, as teaching is 'the real job' to me.  But basically, instead of putting their acquired skills to work outside the facility where they learned them, they become teachers of new students coming up.  

    Take Some No Baby: Kinto-shah have a potion called "Inavé" which means "No Baby."  This potion chemically sterilizes women.  At first, it only has a temporary effect, but prolonged exposure will cause permanent damage.  The kinto-shah use it for a couple of reasons, the first being that a person has a slave and a wife and doesn't want children from the slave.  The second is so that only pre-selected imperial concubines will have children and therefore princes.  The third is to prevent a person with less than satisfactory genetic traits breeding.  This third reason is the source of this idiom.  This idiom is another way to suggest someone is too dumb to live, or should not be raising children.  This idiom is kind of like telling someone to take a long walk off a short pier, but ensure they have no children first.  

    Without a Contract: Among kinto-shah, if you are not a free person or a noble, you are a slave.  A slave grows up and learns how to do a good job as whatever slave they are.  They don't get paid very well, but they do get to live with their masters and have a contract (if they've graduated from their schools).  A slave that has no contract is a slave without any rights.  A slave with no rights is no better off than an animal.  To be without a contract by choice is basically suicide by slavery.  To not know precisely what type of contract you have and what it stipulates is the on the first order of stupidity for kinto-shah.  Therefore, to say someone is 'without a contract' is to suggest that someone is highly ignorant or stupid.  This can also be an idiom similar to "without a paddle" in that the person's own stupidity or ignorance has caused their life to be very precarious.    

    KUNJELIC ORIGIN:

    A Gēb's Egg: Whether or not the story of Old Geeb and the magic egg he found is true or not to the people of Trithofar has no bearing on the use of this idiom.  A 'Geeb's Egg' is something that is good for a person in the short term, but very bad for a person in the long term.  It is kind of like using a drug to make oneself have a good idea or using stolen goods to get oneself rich or using immoral means to an end.  In the short term, it might actually work to one's advantage.  Long term, there could be disastrous results.  The Story of Old Geeb is on this site a few posts back from here, so I won't spoil it by explaining this one further.  

    Asleep in the Road:  Among the kunjels, "the road" usually refers to the Great Easterwester, the longest and most prominent highway in the world, connecting Coth on one side of the continent of Frosomia to Cathra on the other.  Asleep in the Road mainly is an idiom describing someone who is not doing something in a place and time when they should be doing something.  Effectively, this idiom is the same as "Pee or get off the Pot" or "Lead, Follow, or Get out of the Way."  To literally sleep in the road would mean to risk getting run over by people.  Basically, this idiom means "you are not busy, so get busy." 

    Ball on a Hilltop: Basically, this is a situation where eventually, things are going to go downhill.  Children playing with a ball on a hilltop will eventually have to go and fetch it again.  This is an idiom about the inevitability involved in certain actions taken, if the actions wish to be continued.  

    The Eager Gremlin Chases the Price Up a Tree: Among merchants are many sayings and idioms.  This is one of them.  Basically, this is a saying for people who are seeking to buy something.  If you are looking at something you intend to buy, a savvy merchant will act as though it is of little importance whether or not he gets it.  If a person acts too eager, the seller will raise the price higher before bargaining.  

    Fish look at fish and birds look at birds: Basically, this is the idea that people seek out things that are similar to themselves to be attracted to in other people (I am not advocating this principle so much as merely pointing out that it exists in the real world and therefore in the fantasy world as well). Yes, sometimes, opposites can attract, but more often, people like those who share similar interests or experiences and seek out people who think in ways similar to themselves.  Many humanoids in Trithofar, which include humans, kunjels, maybe nargs, and elves (aka no furs, slickskins, or knob-nosers, among a few other nicknames I'm not thinking up just now) think that having intimate relations or mated pairs with such animaloids (or fur-bodies, muzzlers, muzzle-nuzzles, etc.) as hials, kinto-shah, gincha, vyprun, etc. is tantamount to beastiality.  These people would suggest that all the vartemaea of Trithofar stick to their own kind and there won't be any trouble.  Among some groups, such strong opposition to mixed breeding exists that it can be a deadly offense.  We would call such things in our world hate crimes and acts of intolerance, but this expression has not gone away and some people, including kunjels, believe in it strongly.  

    Like the Brothers from the Dragon: There is a famous song among kunjels called "Running from the Dragon" which tells the story (usually instrumentally kind of like "Peter and the Wolf") of some famous brothers who went and raided a low dragon's nest to prevent them from attacking nearby villages.  They took the last of the dragon's eggs and passed it back and forth between each other until they led the dragon to a trap where the villagers attacked and killed it.  Then, they ate the egg.  These brothers invented a kunjelic game called Eggerball (name subject to change) where teams attempt to carry a large and heavy ball to a particular place the most number of times without being caught by the opposing team.    

    Low Lying Lem (for him or her): In the Sea of Grass, a lem is one of the most dreaded creatures to be found.  They are basically the land/air based version of a sea jelly.  They float in the air thanks to a much sought-after gas they create inside of themselves, and silently stalk ground-based creatures.  Some of them are notorious for lying low in the grass and leaving their nearly 14-foot long tentacles out beside them so something will come and trip on them or run into them.  Lem's venom is among the most feared in the world, as it disables the nerves of a living creature for hours at a time.  Once the creature starves to death or dies of thirst, the lem eats it by sucking out intestinal and stomach fluids (and eating some of the innards as well) and laying eggs in the carcass.  To combat these creatures, kunjels constructed quite a few lem fences, which are simply fences made of coarse wire, thorns, tough raggedy rope or any other material that the lems do not care to drag their tentacles over the tops of.  Lems are known to hate roads and not go anywhere near places where the dangerous ambush ants go.  The idiom, however, is about touchy subjects.  Some kunjels have issues they would prefer not to talk about, and any such touchy subject is like a low lying lem, waiting for someone to stumble upon it and get raged at for it, or risk severely pissing someone off by talking about it.    

    Let gremlins eat the last (to die): Basically the same saying as "Let the Dead Bury the Dead."  Instead of continuing to kill, hurt, or argue with one another, it's best to just let things end.  Everyone involved is done with.  This is commonly used when two fighting sides have either managed to kill each other or have so hurt each other neither can fight any more.  Basically, don't get involved in a battle that's already done and fought.  

    Quit Hiding in the Grasses: Basically, quit beating around the bush.  Quit waiting for a better time than now to do something.  

    Be a Wald: General Wald made a stand against all odds, knowing full well he would die doing it.  He stood anyway, and with a few hundred kunjelic rebel soldiers, fended off thousands of Cheen warriors during the War Against Drod.  To Make a Wald Stand is to know that you are going to have to make a big sacrifice, and you do it anyway, because it is the right thing to do.  

    She's beautiful like a fibal: A fibal is a type of 'grassfish' in the Sea of Grass.  It is not really a fish at all, but a type of reptilian creature like a miniature dragon.  Aside from their pretty scales being used for things, they don't offer much in the way of meat (some creatures eat them when it is possible to catch them).  Though not particularly dangerous, they are hard to catch, for two reasons.  The first is their scales can actually reflect light so dazzlingly, they can temporarily blind an enemy, and they are known for climbing up into the sun or deliberately getting on rocks during sunshine. When they knew they have flickered or flashed their enemy, they can also deposit musk balls which have a very overpowering stinking smell making it hard to track anything else.  The idiom is used to describe a woman who is primarily or only beautiful, and who will either break one's heart, who has little to offer other than her beauty, or who will blind a man to better judgment.  It's similar to the expressions: crazy like a fox, a wolf in sheep's clothing, the devil is the most beautiful angel, maneater, and other expressions about deceptive or dangerous women.  

    Tying thirty knots (in Silk): Sometimes, when kunjels need to be calmed, particularly if they are young and still struggling with the rage, the calmists will tie the raging person's hands in a long silk scarf.  The idea is to force the raging kunjel to stop and think about what he/she is doing, get control of their rage, and be trustworthy enough to get out again without further incident (this is done when the rage is inappropriate or potentially harmful without merit).  However, to bind someone so thoroughly that the person is incapable of getting out of the binding, even if they wanted to do so, is a dishonor and embarrassment to the bound person.  Kunjels value self-control above many other virtues.  Such binding suggests they will attempt to dishonor themselves by getting loose against better judgment and it suggests they cannot be trusted to get themselves under control but must be controlled.  Tying thirty knots in silk is an exaggeration, meaning someone is overbearing or unreasonable in their punishment or disciplinary practices.  It's also another way of saying 'overkill.'  

    Vor's Nest: A dangerous place, a precarious position.  Vors are some of the more dangerous animals in Trithofar.  To imagine a vor, one imagines a creature like a tiger, but as big as a horse.  They are extremely powerful animals, with very sharp claws, long teeth, and a great deal of appetite.  In the Sea of Grass, they are a dominant predator.  They find and keep a certain amount of territory, usually in high grass areas, or in copses of trees, and they can hold this territory for generations, the dominant males taking it over.  Here, everything in the area, the vor will guard fiercely against intruders.  It is said that vors will kill anything that gets into its nest, even if it is not a threat.  A vor's nest, therefore, is a place where it is dangerous to go.  Kind of the same idiom as "A low lying lem" but not quite.  A vor's nest is a place where someone elects to go that is dangerous, I guess.  

    Will be building a room/Needs an extra room/Looking for walls to knock down: When kunjel children come of age, the family (and any willing and able friends and neighbors) help add rooms to their homes out of sod bricks.  It is something of a tradition.  Traditionally, a party is held where the door is knocked out of the sod wall where the room is to be accessed.  To be in need of extra rooms is a euphemism for pregnancy.  It is kind of the same euphemism as "in a family way" or "with child" or etc.  

     

     

     

     

     

    Having bought a book telling the stories of Chinese Idioms the other day, I thought I would make up some idioms for Trithofar. Where I have one, I'll also tell the story behind them, but otherwise, I'll just tell the idiom and what it means.  This is a brainstorming/drafting assignment and may/may not stick.  Over all though, it is very fun to do.   

    An Alnomor: A member of the Fairy Folk (or the Dragon Seed).  An alnomor is a creature (as said in a previous post) who grants extra life to a person who begs it of them.  The alnomor hops aboard, usually either following the person, or actually becoming part of them, to see how they will spend their life gained and to protect them.  What an alnomor wants is difficult to say for certain, and may not pertain to anything rational or reasonable, and what pleases them is likewise indeciferable.  But an alnomor will guarantee a person will not die in their presence.  An alnomor is a thief's expression originally, meaning that elusive, perfect score that a thief can retire on after selling, or at least not have to worry about money for a while.  It has since become a commonly held expression meaning one's retirement or nest egg.   

    Breaking the neck over eggs: This is an expression meaning someone has 'overdone' something for a lesser result. A struk is a large, stork-like bird which can be found quite often near kunjel civilizations because they know predators will not go there.  They are not exactly domesticated, but somewhat common.  Kunjels find their nests and harvest their eggs.  But unlike a chicken, a struk has defenses.  Their beaks are sharp and mercilessly pointed, and the male struk has spurs.  Consequently, when a kunjel wants the eggs, he/she has to catch hold of the parent guarding it, or in some way immobilize the animal.  The worst thing to do in this situation is to break the struk's neck, because that kills the animal and ensures no more eggs.  Therefore, the expression means to do something drastic, foolish, or wasteful to get a desired result.  

    Courting a Cagulant: I wrote a story called "The Cagulant" which hopefully will be published one day.  The creatures themselves turn into a metaphor, so this one's kind of a double-backlash-whammy and a half.  A creature called a Cagulant takes advantage of people's attractions for each other, their willingness to touch, be held, be accepted, etc. They are, since the Shattering, considered legendary creatures and hardly ever seen outside of extreme western areas (over near the Whitefist Mountains and the East Terrilian Wastes).  But the expression took.  This expression basically means a person is 'hanging with the wrong crowd' and is about to get stuck with people who do not have his/her best interests at heart.  

    A Drellorin: One of the more common threats in the wilds of Trithofar, particularly in swamps, are drellorins.  They are large, ugly creatures, about the size of a six year old child and roughly humanoid in shape, but lacking any culture, reasoning, or etc., and they attack to suck blood from other creatures.  They'll literally suck the blood of anything and are commonly called 'mosquito men,' even though the ones who suck blood are female.  They use poison to immobilize their prey.  Therefore, a drellorin is a person who poisons a person (spiritually speaking) to leech something off them.  Think like Wormtongue in Lord of the Rings.  He would be called, if he were in Trithofar, a drellorin.  

    An East Watcher: Someone who knows bad things will end soon and another day will come.  An optimist primarily.

    A fishpalmer: A word for penitent kinto-shah with little money who lay fish in the hands of an idol to Kri-Vu-Roshi or the fish god or the god of the seas (one of the more repected of the Krinoa).  They believe that whatever is sent to take the fish from the palm of the idol's hand is the gods' way of answering the prayer, and some kinto-shah attempt to predict what the answer is based on what type of creature comes and gets it.  A fellow kinto-shah stealing from the idol is considered, oddly, good luck as it means the god was given a chance to feed a fellow soul.  A bird taking it is good or bad luck depending on the bird.  A gull taking it is bad luck, while a hawk or other bird taking it, is a good omen.   

    Fleas can keep you company (but they can't keep you warm) (KINTO-SHAH syntax: Can Company-Makers Fleas noWarm-Makers for you them): A kinto-shah expression (and possibly one from Earth as well, but I didn't see it in my limited research for this activity).  Some people are worth attending to, or must needs be dealt with, but really only take from you and don't give anything in return.  It is better to be with people you want to be with than people who constantly annoy.     

    Giving a barrel of ol' Xenor: A white elephant gift.  This is when someone gives a gift that is a good gift, finely made, expensive, etc. but people don't necessarily want it.  Xenoreth was, originally, the first Aavemancer, and a member of the Eight Aethren Counsel.  He was the aavemancer who invented the process of making zombie slaves, and he proposed that the world adopt a system whereby corpses were reanimated for the purposes of serving the living.  It is believed this abominable act was what caused the first Qwadro wars to take place and has been since forbidden by all Aethren societies.  It is believed this power came from the Qwadro originally and was not of Willeonis.  The command of the dead, according to Willeoneaen law, was strictly forbidden, along with the communication with the dead and slain, largely because (as it turns out), the only people willing and able to communicate with the living after death are those waiting in the wings for that very purpose (traps for people looking for power by the Queen of Traps, Lortho of the Qwadro).  In any event, Lord Xenoreth was not only a very powerful Counselor in the Autumn of the Xomirian Empire, but he was a wine enthusiast.  It was said he had some of the best wines and ports anyone could ever make.  But, when it was discovered he'd used undead labor to make his wines, people were not so sure they wanted to drink them after all. Therefore, giving a barrel of ol' Xenor means you've given a gift people may put on a shelf and 'enjoy later' or want to get the receipt for.

    A Grass Merchant: While people sell some of the grasses of the Sea of Grass to people not from the area or people who live in a city, being a grass merchant, in the sea of grass is selling something a person can get for free on his own.  It comes from the story of a person who laid a claim to a field of sweet grass and harvested the stuff to sell to passer's by.  A traveling merchant, on his way to a city outside the sea of grass noticed the mefs and gremlins eating the grass at their leisure and he asked why it was the grass merchant didn't charge for them.  "Because they have no coin for trading and they do not understand property like we do."  The merchant moved on, but came back later with a mef pelt draped over his head and took all the grass he wanted.  A silly story told to children about hoarding one's property and trying to make money with foolishness.  

    He has the understanding of Orrimar: Orrimar the Traveler was a legendary figure believed to have the ability to change shapes.  Whether or not he existed or still exists isn't quite known, and whether or not, if existing, he was an Aav is also unknown.  However, whoever or whatever he was, he traveled.  He enjoyed meeting new people, saying "people are like fine dishes, and one must eat, but one must not have to eat poorly."  He inspired, spiritually or otherwise, the Writings of Orrimar the Traveler, one of Trithofar's ongoing journals, a peculiar sociological study of various cultures of Trithofar.  People who undertake going amongst a people to learn of their culture, often write their findings as a desciple of Orrimar the Traveler, and some even attempt to write as Orrimar.  Needless to say, a figure who wanders into other people's cultures to study them and learn about them would gather some understanding, and so to be said to have the understanding of Orrimar is to be said to have great understanding.  The kinto-shah have a related saying: "The knowledge of Kri-Vu," which means a person knows the heart of a matter or the heart of people involved in a conflict very well.   

    He'll have the grin after him: A fearsome, but seldom seen figure in Trithofar is Orthonian.  Orthonian, for reasons unknown, is often seen wearing a smiling, kunjelic opera mask and travels around in black usually.  Kunjelic opera masks are made of the same material as bonia dishes (bone china), pale white, and usually absurd-looking up close due to the need of them to make an expression all the way back in the audience.  One of the things 'the grin' is known for is making shady deals of the spirit.  He is not the devil, but is quite powerful.  He won't take your soul, but he can make life for the dealt with quite aggravating.  His sword prowess is legendary and if anyone can beat him at sword play, he'll make a deal with them.  He seems to be attracted to arrogance, or at least has been in legends where he has made prominent appearances, and he particularly likes to humble people where he can, or if not, make use of them where he can.  One of his more famous appearances was in Drod during the Kunjelic Revolutions that won them Thortinis.  He is given credit, whether he did it or not, for unsettling Prince Thoedor GaDrod's mind and causing him to push the kunjels to responding against him and his kingdom; before this, he was given credit for helping Rufen GaDrod rebel and successfully drive out the Xomirians from Frosomia.  This expression means a person is getting a little too big for their breeches.  

    He who holds the knife divides the bread: Originally a kinto-shah expression.  Pretty self-explanatory.  The person with the most power is the person who tells people when they should eat, drink, etc.  This expression is discussed quite often in Kinto-Shah philosophy.  Most thinkers believe it justifies humility and submission to someone in power, because they achieved their power, even if only in a small way, through the will of the gods.  If a person has gained your respect and authority, you have given it to them, and if they have gained control over you, it is because the gods put them in your path.   

    A Japal at the Festival:  The every-five-year festival of Japals in Waldoris is a celebratory gathering of merchants and knights and commoners to celebrate quite a few things.  One, they celebrate (secretly), defeating the Kingdom of Drod, establishing the Kingdom of Thortinis, and the Promises of the Protector being kept.  It began merely as a gathering of breeders and merchants and suppliers with knight orders.  According to legend, a couple of knight orders got into an argument over who would have first pick in purchasing new japals for the order, along with who would get first pick of gremlins and other livestock.  They began to pick duels with each other to make agreements over the order of picking and buying.  The king of the new kingdom of Thortinis decided to turn this event into a festival in Waldoris, where General Wald held off the mercenaries of Cheen from backing up the forces of Drod in the last days of the Kunjelic revolution at the battle of Redgrass.  At the festival, representatives of knight orders gather and have games against one another for the right to pick first in Japals and Gremlins for their orders.  Other prizes can be won here, too.  However, to choose the Japals they will buy, the knights test and examine the japals extremely, carefully.  This idiom is another way of saying someone is being very, very, very knitpicky, examining every single detail, perhaps even twice.  

    Light in the Sark: The wizards of Trithofar utilize a peculiar dimension known as the Sark.  Roughly compared, the Sark is a place connected to all things, between all things, and between all times.  It is like a huge mess of strings, and knowing which string to follow through it, theoretically, can lead a wizard to wherever he wants to go.  However, the greater the distance (timewise and distance wise) the greater the exposure to the Sark.  For a modern day comparison, think of computers.  A computer programmer has to do quite a bit of work to get the computer to do what he wants, but a user of a computer can simply type in a command or even point and click, and the desired task is done.  And even modern day computer programmers don't have to reinvent the wheel.  They find things that people have already done and build on that.  Wizards are much the same.  Once a particular way of going from place to place is established, the wizard will happily use it.  To create a new path, however, requires time, calculations, and extremely dangerous traveling through an infite maze of choices.  Wizards who have actually been stupid enough or desperate enough to enter the Sark without a guide or any kind of 'tether' to the extant world, have been lost in a world of infinite possibilities.  Think of it kind of like jumping so high you go into space, but have forgotten to take with you a way to turn around and go back to Earth.  A light in the sark is a person who comes and helps a person out of a very difficult decision or situation (kind of like a Son of the Protector).  Originally coined by Willeonis Treborrin himself, this has become a common expression in Trithofar.   

    Like finding vor sklut: A kunjelic expression.  A vor is considered to be a sacred animal.  A person who is not 'licensed' in kunjelic society to do so should never kill a vor.  Fighting them is sometimes a right of passage for knights (kind of like bull fighting) but even then, the knights do not kill the vor.  Instead they capture it, knocking it unconscious, protect it for a time and then release it with food and water provided for it.  This expression is used to describe a moment when someone encounters a mixed blessing or when they encounter a moment they are not sure they are ready to face.  If one is not ready to face a vor, it is one of the most dangerous things in the world to come upon the leavings without meaning to do so, as a vor picks particular spots in its territory to do things and is vicious to trespassers. However, if one is prepared to fight them, finding the sklut is a good thing, but still dangerous.  

    Lortho's tongue: A person who lies, deceives, or seduces people for selfish reasons alone.  This may be more literal than figurative, as Lortho is believed to be a Queen of Lies and Exploitative Deceit and Seduction.  It is said Lortho's chief delight is watching people struggle against her toying with their hopes.

    A Qwestor without an Eye: This has a couple origins.  One is the most obvious: someone on a quest but without an eye is the idea that they are looking for something they've never seen and are hindered from looking.  But it also comes from the peculiar people called Qwestors in Trithofar.  Qwestors is a mutation of the word for a term "People on a Quest," obviously.  It was coined as a particular word with particular meaning, though, as it pertains to people who seek after the Four Eyes.  

    The Four Eyes, the Sword, Shield, Ring/Glove (depending on which translation you have), and the Dagger are four mythic and legendary treasures people have sought for centuries (similar to the lost arc, the grail, etc.). These objects collected are believed to give the bearer of them control of the world, or control of Ollogriath the Great Dragon, which could destroy the world.  One or two of these objects seem to make an appearance every so often in Trithofar History, or at least objects matching their descriptions, and wreak havoc.  These MacGuffins usually cause massive amounts of fear, panic, and pain when they emerge from their hiding places or are seen to go about in the world and people will kill, rob, and destroy to get them.  Whether or not they have anything to do with Ollogriath or not is anyone's guess.  Because of their properties, they are said to represent different aspects of Ollogriath's heart: the sword was his will, his desire and aggression, his ability to reach for what he wanted; the shield was his strength and power, his ability to resist temptations and stand firm; the dagger was his insight, judgment, his discretion, and inner being; and the ring or glove was his foreknowledge.  Of course, most of this is purely conjectural.  

    Each eye has a different and distinct power that it grants the user: the sword pierces to the heart, literally bending and stretching when coming in contact with a person, allegedly it is unblockable and unstoppable; the shield is, by contrast (and yes, paradoxically) unconquerable, protecting its user from all magic attacks and any other attacks, as well as giving the bearer knowledge of a person's intentions (the shield has never surfaced for at least ten centuries, if it even exists); the dagger 'tells stories,' in that it reveals history, particularly its own history as to where it has been, what it's been doing, and the dagger also grants a sort of invisibility, provided it is not used to cause harm or interfere; the ring is said to be able to predict the future, or at least given limited foretellings (at the very least, it makes threats in the form of visions).  Being a Qwestor without an Eye primarily comes from this legend and the people who seek out the Four Eyes of Ollogriath, some of them setting off with great fanfare and some with the hatred of their people and some without notice.  It is commonly believed that until one finds one of the eyes, none of the others will be found.  So, this idiom could mean someone's going on a foolhardy quest, or someone is undertaking to do the impossible, or someone is extremely optimistic to the point of unrealistic expectations.   

    The River Asking the Mountain for Advice: When a person who has no chance of doing something asks how to do it anyway, or when two people who don't belong together stay together anyway.  It is an expression of unknown origins, but basically means that the best advice comes from those who understand something or who are like you or have gone through what you are going through.  The mountains don't know how to be a river, and the river can never learn how to be a mountain.  

    A scroll roller: A person who gets most of what they know out of books and reading.  A book worm.   

    A slave blanketer: This is a person who grieves for people in a bad situation, or at least feels some sympathy towards them, but does nothing to alleviate the situation.  This is a kinto-shah expression, primarily/originally directed at people who say the slave system is unfair, or who gripe about it, or who go out of their way to say things like "something ought to be done about that poor fellow" without actually having any plan in mind to do anything.  

    Sleeping like the Dragon: The Great Dragon Ollogriath (yeah, I know, another O-name: not entirely unintentional) is believed to be vanquished, but being a supernatural, immortal demi-god like creature, he doesn't die.  None of the 'gods,' really aaviri, ever truly die, but they can be slain, which is usually a fate worse than death.  It is a fate where they are forced into dormancy with nothing but the shame of whatever it was that got them killed, unable to do much of anything for an unknown span of time.  Effectively, it is like the grounding of a child from his favorite toy in the world and telling him you're not sure when he'll get it back.  This is what happened to quite a few aaviri when the First Hammer fell, the expression used to describe Ollogriath's fall from grace.  Ollogriath was a being tasked with watching for evil and ruling the world, effectively, but decided it would be easier to rule the world if he destroyed most of it.  They say he went crazy, or his mind was possessed by the evil Qwadro.  No one is sure.  But he is believed to be sleeping under the forever mountains until such time as the four "Eyes" are found, which are used to rule him.  Sleeping like the Dragon means a person is in hiding because of some kind of shame in their life and they don't want to face the world anymore.  

    The Snake that Bites Is the Snake that Dies: Another expression of likely kunjelic origin.  This is used to mean that a person who lashes out against someone is a person who best be expecting the comeuppance that follows such an action.  Yes, a snake might kill someone biting it, but the snakes that live longer are those that slither away from humans and bigger enemies rather than trying to pick a fight where one cannot win and would be better left alone.  Of course, I am not an advocate for cowardice, but some battles must be chosen carefully.  Kunjels believe very strongly in killing any snake that bites them, or even attempts to bite them.  

    Son/Daughter of the Protector or Protector's Son/Daughter: Another kunjelic expression, but not used anything like son of a bitch.  This is used as an expression of gratitude to someone who has done you a big favor, or someone who has pulled your butt out of a fire.  Sometimes simply used as an expression of thanks.  

    You're a wastewalker: Calling someone a wastewalker is basically telling them they are doing something pointless or are currently involved in pointless situation.  A wastewalker is a zombie, or undead, stuck in the middle of the East Terrilian Wastes, who wanders around aimlessly in search of something to bother.  This expression has added meaning and is apropo of a person who bothers people to help them in a pointless endeavor.  The tribal people of the waste call them 'sha'oo' or demon spawn or demons in rags.  Occasionally, undead emerge from the East Terrilian Wastes, just walking out of it, but most often years and years after the person died.  The wastes are a cursed land, made by the ancient Simm'rii'an Queen Aschenthia cursing the very ground and forests of East Terrilia and consuming it with her brood of monsters.  Why the undead rise in the wastes likely has something to do with the curses of Aschenthia, or the 'vampiric' (note, Vampires are not Twilight, Daybreakers, Anne Rice, or even Bram Stoker's vampires) Lord Lukhasius from the other side of the Whitefist Mountains who opposed her and fought wars against her.  Between the two of them, they probably cursed the ground to death and caused massive magical upheaval in that area (a bit like the giant storm of Jupiter that never stops).  Magical storms, which are dangerous mixtures of magical powers, are both common and unusable for Aethren in Trithofar.  Most do not last for very long.  If the wastes are one, then it has lasted for centuries and is one of the largest in the world.  

    A wumfinder: A wum is a large insect that pollinates flowers.  Very like a bee, but bigger, fuzzier, and not very dangerous or aggressive; their stings are severe but not readily given.  Being a wum finder means you are sort of a flibbertigibbit or silly dreamer type, but in a positive way.  You are a person who wants to smell flowers because they smell good, and who will stop and enjoy a Spring day when it is given.  Basically, an appreciator of the little good things in life.