The Olive War Incident

…after which, our mothers actually breathed fire

The Doclopedia #214

Tiny Folk: Captain Modan Wanderer

Captain Modan Wanderer, a member of the White Rock Clan, is also the most legendary explorer of all the High Mountain Clans. He has traveled many hundreds of miles in his career and his maps have proven invaluable to the Tiny Folk. He has battled many hungry animals, birds and insects. He has even infiltrated Giant Folk buildings in search of supplies. If he was a human, he’d wear a fedora and his last name would be Jones.

The Captain is a man in his mid 40’s with long brown hair, a large mustache and bright blue eyes. He is well built and ruggedly handsome. There are precious few women who would not welcome him into their homes…and their beds. Despite all of these feminine attentions (which he does take advantage of), he has not yet chosen a wife.

When he is on an expedition, the Captain is usually accompanied by his team of 6 associates, the Searchers. The whole team rides well trained ground squirrels and carry bows and swords. Expeditions often last for 6 months or more and the risk to life and limb are very real.

Rumor has it that the Captain has decided that his next expedition will be to the ocean, which is over 100 miles away and would require a voyage down the Great River. The trip back would take at least 10 months.

AFTER THE CHANGE CAME

An Early Morning For Posting More Old Writing

Another piece I did for the Times of Luna, circa 2003.

Of Wizards & Mages

You folks on the Moon, lacking Magic as you do, have a bit of confusion about the differences between Wizards and Mages. This piece is going to help you out with that.

At the basic level, it boils down to two main points: the amount of magical power they can control and how “normal” they act. Believe me, while there are some strange behaving Mages out there, they aren’t anywhere near as peculiar as the average Wizard.

So, Wizards wield enormous magical power, especially when they work in groups, which they often do. Wizards can raise and lower mountains, turn a desert into a lake, shrink a 300 foot long dragon down to the size of a mouse or bring an extinct species back to life using whatever living animals they choose (most of the dinosaurs alive today are the spawn of chickens turned into dinosaurs 11 years ago). Wizards can teleport, read minds, control the weather and do all manner of other miraculous things. They are almost totally immune to poisons, disease or other things that kill mere humans. They will live at least another 2 or 3 centuries.

And they are all screwy as a Daffy Duck cartoon. How so, you ask?

Before the Change, they were almost all writers (especially science fiction or fantasy), artists, actors, game designers, comedians, scientists or, oddly enough, librarians. Some of them had been dead for several decades. After the change they were all a bunch of rather hippie looking young folks who wore outrageous clothing, had wildly colored skin/hair/eyes (and remember, I’m a yellow eyed Mutant) and adopted new names like “Wizard Bongo Longo” or “Wizard Kilimanjaro” or “Wizard Trixie Pixie” or “The Wizard With No Name” or “Wizard Robotix”. Now, I have spent much of my life hanging out with gaming and science fiction geeks (including several of the Wizards before the Change), so I’m pretty well acquainted with strange and idiosyncratic people. Wizards win the gold medal in that competition.

Which is not to say that Wizards aren’t nice folks, because they are, but you can’t go expecting a whole lot of normal behavior from them. They do things their way and you have to adapt to it.

One other thing about Wizards: when they are in their Wizardly realm (some sort of pocket universe, I’m told) they live in Wizard Time, which is way different from our good old dependable time. The first time I was summoned before a group of Wizards to discuss how I was going to mediate a peaceful end to a war between Orks and Weerloos, I spent two hours in wizard time. When they teleported me home, I found that I had been gone seven minutes. My next visit to Wizard Time, I was there for a day and a half, but when I got home, I found that four days had passed. A friend of mine went to Wizard Time for six hours and came home an hour before she left! Not wanting to cause a paradox, she snuck out her back door, hid out until she left, then went home. So, Wizard Time is just as strange as the Wizards are.

Mages are nowhere near as strange as Wizards, although there are some doozies out there. Most Mages have pretty ordinary names and dress in a fairly normal manner, although they all seem to like wearing hats and brightly colored sneakers (said the Mutant who owns nearly 1,000 bandanas and hasn’t worn any shoes except red Converse high tops in the last 50 years). They live in our regular time, but their homes are often pretty odd looking, if you can take the word of a Mutant who lives in a house substantially off the norm. My best friend’s boyfriend is a Mage and his house looks like a giant cheeseburger. Inside, it is mostly decorated in what I like to call “Early American Diner”. To be fair, he does cook a hell of a cheeseburger,

Mages have much less power that Wizards, but even so, they usually know a dozen or so fairly powerful spells. One of our local Mages specializes in both Healing spells and Reshaping spells. She makes a pretty good living healing people and reshaping raw materials into whatever form you’d like. She fashioned all of the oddly shaped windows (and their frames) that my wife and I have in our home.

Mages have a high resistance to poisons and diseases, but only a slightly greater than normal healing factor where injuries are concerned. Most of them will probably live 150 years or so. Almost all of them have familiars with whom they can communicate and draw certain powers from. Daniel, the Mage with the cheeseburger home, has a red fox named Opie as his familiar.

While many of the New Races have some magical abilities, only a few of them can match the versatility and power of Mages. The only ones who even approach Wizard level power are Green Ladies (when they act together) and, if she really exists, the Faerie Queen.

I hope this piece has answered some of your questions and I’ll see you back here in the Times next week.

A Day For Taking A Ride

My Sweet Little Pacific Blue Whistling Duck Of Love has suggested that today would be a fun day for a ride and a picnic, so we shall be on our way soon. Sirroco (Rocky) and Bellflower (Belle), our mules, are saddled up and waiting. Roscoe, Lily and a picnic basket the size of a bale of hay are coming with us. Apparently our house elves, Ben and Annie, think that we might not be back for a week or so, since that basket has enough food to feed 20.

I’m not sure where we’ll ride to, but since we live just 2 miles from the Ring Road, I’m thinking we’ll head into the outlands that used to be Orangevale and Folsom. I may take my fishing pole along, since the river is running high and that means the Giant Perch are active for about a month before heading out to sea. I’m sure Annie would like a few 10 pounders for the freezer.

We have no great plans for the rest of the week, but come Friday night we’ll be entertaining several guests from out of town who will be doing some sightseeing before we all head off to SacCon next Saturday. Naturally, I’ll be at the con, although Grace will miss Saturday due to having to put in an appearance at the Magefest in San Jose. Those mages, they love the Green Ladies…and the Dragons, since Skooskorix will be there (and is, in fact, Grace’s transportation back to Sacramento on Sunday morning).

And now, I am off to ride a mule, eat great food, go fishing and then dally in the tall grass with a fair maiden.