Showing posts with label fictional nonfiction. Show all posts
Showing posts with label fictional nonfiction. Show all posts

Thursday, February 5, 2015

A Portion of the Biblos Eissnos relating to the Great G'marr, With Notes


"A Portion of the

Biblos Eissnos

Relating to the Great G'marr,

With Notes"

© 2013

by

Jordan S. Bassior 
 

[From the commentary to the Book of Eibon called the Biblos Eissnos, believed to have been first penned in Atlantis and brought over to Hyborea, and referring to events in the even more ancient land of Hyperborea]  (1)

After the victory of the adherents of Zoth-Aqua (2) those  Old Voormis who had turned to the worship of Adukwu (3) were cast out into the frozen mountains of northwestern Hyperborea (4), many of them drifting southwest into northern Brasilos (5) or perhaps even further around the world into Farthest Khitai (6), and thence even into the mountains around Kadath in the Cold Waste (7).  There, the worshippers of Adukwu grew savage, great and hairy, and became increasingly bestial.

In contrast, the worshippers of Zoth-Aqua continued to dwell in cities in the fertile plains, and they rose higher and higher, and hence are known to history as the High Voormis.  In ancient Hyperborea, long before the coming of the first Eldren (8), they learned the arts of writing and mathematics, of construction and metallurgy, of astronomy and navigation.  Far from being mere half-beasts, as Eibon claimed (9), they had before too long developed a civilization of almost our own capabilities (10).

The High Voormis spread to many lands and formed many realms.  The greatest of these realms was G'marr, which lay in the southern and easterly parts of Hyperborea itself.  G'marr had once been a kingdom, but over time the aristocratic and mercantile interests dominated, and eventually the Kings and Queens of G'marr came to heed well to their own High Council.  The laws were fair, and justly enforced, and the wealth and power of G'marr grew greater than those of all other kingdoms, until in the fulness of time G'marr ruled directly or directly all the High Voormis, and became known as "Great" G'marr (11).

During all this time the G'marr had faithfully worshipped Zoth-Aqua.  But as the G'marr grew Great, they chafed at the restrictions placed upon them by the Priesthood of that somnolent deity, for the Church demanded its tithes and furthermore fettered free philosophical inquiry.  A sentiment grew of atheism.  In the end there came a civil war.  Though the Faithful prayed mightily to their god, Zoth-Aqua did not awake to aid them, which is one reason he is reputed to be sleepy (12).

In consequence, the Faithful were shorn of their tithes and their powers, and fled into the wilderness.  There they were unable to maintain the high civlization of G'marr, which they rejected in any case as impious.  The faithful however retained metalworking and farming, and hence were greatly superior to the surviving Low Voormis, whose lands the Faithful G'marr now coveted.  The Low Voormis had lost the use even of copper, and degenerated to the use only of stone, wood and bone weapons.  Hence it was that though no-god had been favored over Zoth-Aqua by Destiny, Zoth-Aqua was favored over Adukwu by that same cosmic force, and the Low Voormis now lost any lands good enough for even subsistence farming, and were reduced to hunting and gathering in the wastelands (13).

Free of the Faithful, the Great G'marr progressed still more rapidly.  They developed great machines (14), some powered by water, some by steam, and some by the Earth-currents (15).  They learned to reduce friction, locally reverse entropy and even twist time itself (16).  Thus the G'marr machines used their energies with great efficiency, could sometimes even employ […?…] to achieve perpetual motion (17).  With these arts the G’marr built great ships which bent the winds to serve them (18), and other ships which sailed the air using gasses of an efficiency greater than that of the lightest occurring in nature (19).  The cities of the Great G’marr were lighted through perfect-conversion photo-alchemicals; water and power derived from hydro-mechanical systems of supernal design and reliability; and travel between them made easy by means of nearly-frictionless tunnels through which the G’marr rode with rapidity in cars equipped with regenerative gravitic braking systems (20).

But the proudest achievements of the Great G'marr lay in biomancy.  They learned the twisting ladders of life's most fundamental matter, and then the time-linked and spirit-linked webwork that bound them to the generations before and after, and explored the workings of Destiny bound into that life (21).  And, not content with learning these secrets, they used them to change the nature of life forms, rendering them more useful to G'marr purposes.  They made crops that could not be blighted, and yielded in abundance even in time of frost or drought, or were fruitful with substances of great alchemical virtue (22).

And in time they went beyond even this.  Duplicating and even surpassing the science of the Serpent Men who had created the Voormis themselves, they took lesser life forms and uplifted them to sapience, making for themselves servitors for divers purposes.  This was the origin of many strange creatures known to the Hyperborean bestiaries, such as the ogres and gnoph-keh (23).

Finally, daring still more, the Great G'marr changed themselves.  There had always been amongst the Voormis a tendency to become smaller and more compact as they became more civilized, or larger and more bestial as they became less civilized, due both to the effects of selection and destiny.  Even before modification the Great G'marr had been smaller than men, though as powerfully-built as apes.  After modification the Great G'marr became physically even shorter, averaging about three feet, yet retaining most of their physical strength and acquiring an extreme tenacity upon life, so that they were very hard to slay by violence, and naturally lived for several centuries even without advanced medicaments.  Many small animucles swarmed in their blood, protecting and aiding them, thus enabling them to resist most illness and rapidly recover from wounds; and their wyrds were bound to the future so that they were exceedingly fortunate in all things, so they seldom died by accident (24).

===
NOTES
 

(1) - Hyperborea is identified with Late Pliocene to Late Pleistocene Greenland, Hyborea with Late Pleistocene Europe.  The Atlantis referred to here is not the Early Holocene Kallistos (aka Thera), but rather a small subcontinent, probably located somewhere on the Mid-Atlantic Ridge, created by the vulcanism and submerged by violent rifting in that great fault between oceanic plates.

(2) - Better known as "Tsathoggua," in the writings of Klarkash-Ton of Atlantis and Luvah-Keraph of ancient Khem.

(3) - Now generally called "Ithaqua," the Wind-Walker, as detailed in Cultes des Goules (Comte d'Erlette).

(4) - Around 1.7 MYA, which is to say the early part of the Calabrian, today considered the early part of the Late Pleistocene.

(5) -  Renamed "America" in the 16th century CE.

(6) - Modern northeastern Siberia.  The Bering land bridge was periodically available, and of course at the beginning the Low Voormis would have been able to build boats.

(7) - Eissnos here refers to the Himalayas and other mountains around Tibet, in Asia, rather than to the Miskatonic Mountains of Antarctica.  The Atlanteans who first discovered Antarctica seem to have imagined that it was a continuation of Asia through Lemuria, leading to a mistake analogous to that Columbus made when he confused the Carribean with the Southwestern Pacific, which has led to great confusion regarding the Earthly location of "Leng."  It does not help to clarify matters that there is yet a third Leng, in Earth's Dreamlands.

(8) - Eissnos consistently uses a word which I have here translated as "Eldren" or a phrase which literally translates as "the Elder Race of Man" for the species of human which is generally termed "Hyperboreans" in most sources.  As future articles may detail, I consider them to be identical to the race which has passed into Western European folklore and even more Western fantasy literature as the "Elves," though the unfortunate connotations of that word has led me to choose "Eldren" instead.  They were very much like Homo sapiens, at least in the beginning:  they may even have been of our own genus.  Eibon himself was one of them.

(9) - For all his broad-mindedness, we must remember that even great Eibon was of the same kind who had displaced the Voormis, and he had learned in his cradle the same myth of Voormis inferiority which the Eldren used to justify their rape of the Voormis lands:  that they were but bestial savages and the land thus deserved to be in human hands.

(10) - In other words, by around 1.5 MYA, the Voormis had developed what we would term a Renaissance level of technology, roughly equivalent to that of Europe, Islam or China around the 15th Century A.D.  This would have been from a base of the Chalcolithic around 1.7 MYA, roughly equivalent to that of Egypt or Sumer around the 30th century BCE.  This means that they took around 200,000 years to make advances which took us around 4,500 years.  This was however a lightning rate of progress by the standards of any pre-human race, and said much for High Voormis intelligence and imagination.

(11) - This seems to have happened by 1.4 MYA, and involved further technological progress to around the level of the Europe of the late 18th century.  The G'marr thus advanced our equivalent of around 3 centuries in around 1000 centuries, which means that their rate of progress was actually slowing.  The reason will become apparent.

(12) - Eissnos, despite his fascination with the work of Eibon, was not a worshipper of Tsathoggua, whom he considered a dark inhuman abomination.  The Atlanteans were instead worshippers of the gods of Earth, who in their day had greater influence there.  These gods of Earth were themselves descended from the main stream of Eldren civilization, and we must remember that Eibon was a heretic in the eyes of his fellow Eldren.

(13) - This is so profoundly cynical a statement, as are others Eissnos makes in other part of his book, that one wonders if Eissnos' professed devotion to the Gods of Atlantis was merely made for the sake of apparent decency.  In other words, Eissnos may have also been an atheist in our meaning of the word.

(14) - An industrial civilzation, and they seem to have made the jump which took us 50 years in 500, which is a remarkable increase in pace over either the High Voormis or the Little G'marrean eras.  Evidently the restraints imposed by the Faithful had indeed constriced G'marrean culture.

(15) - Water and steam are easy to understand, but what are the "Earth-currents?"  Geomagnetism, ley lines, or something less comprehensible?  Is this the same force said to be tapped in the possible future Great Redoubt, the last city of Man on Earth?  From this point on, the technology of the Great G'marr progresses along paths our own science has not yet taken, while never taking some we found long ago, and comprehension of their achievements becomes more difficult.

(16) - The first sounds like nanotechnologically tailored surfaces, the second and third are achievements far enough beyond our own that I cannot say with certainity just what forces the G'marr had discovered.


(17) – The Atlantean phrase, a translation of a Hyperborean translation of a G’marrean scientific concept, is incomprehensible in our terms, something about “applying inter-Azathoth constant through temporal consumption.”  I have absolutely no idea what this means, even in terms of the Mythos.

(18) – The Atlanteans were perfectly familiar with multi-masted square and lateen rigs, keels, centerboards, and both wearing and tacking. Eissnos is thus here talking about something very different, possibly the psychic control of the Aristotlean element of air, perhaps something even stranger.

(19) – Did the Great G’marr have the Fleach Formula, or something of that sort?  The very chemistry which makes Fleach Gas even possible has only been explained within the last decade, and the harmonic interaction it employs between the electromagnetic and strong nuclear forces is still but obscurely understood.  There may be a whole family of Fleach Gas like compounds still awaiting discovery, which were known to the Great G’marr.

(20) – The legendary “quick-tunnels,” referred to in the better-known works of Eisnoss, are here explained.  The translation "regenerative gravitic braking systems" is highly-conjectural, and involves an Atlantean speculation as to just how the system worked.  Based on other evidence, the quick-tunnels seem to have operated at speeds from around 30 to 240 mph:  slower than our own intercity aircraft, but much more inexpensive to the users.

(21) -  The first accomplishment was of course to understand the structure of DNA; the second and third things which our own study of genetics have not yet discovered. 

(22) - In other words, Genetic Modification.  This explains the statement in some primal Hyperborean legends that there was a sort of fruit of peculiar alchemical virtues called a G'marr-berry, from which through complex formulas could be distilled various juices with beneficial magical properties.  According to the legend, the bushes which bore these berries were rare, and tended to grow on sites which had been sacred to the Voormis.

(23) - The horned bestial gnoph-keh, rather than the later tribe of human cannibals, usually termed "gnophkeh" (without the hyphen) who adopted that animal as a totem.  Though it's certainly possible that the Great G'marr might have been responsible for both, especially in light of the reference to ogres.

(24) - To state in simpler terms, the Great G'marr modified themselves to be shorter while retaining most of their strength, with thick bones and other tissues enabling them to resist physical injury, and some sort of nano-technological symbiotes which acted as phagocytes and damage control machines.  The mysterious part is again the reference to "wyrd," which is another term for "destiny."  Eissnos here takes for granted that the Great G'marr could scientifically alter an individual or even lineage so that the effects of probability upon it were altered, which is a concept utterly-alien to our own understanding of quantum mechanics -- especially at the macroscopic level!  This is something which the Atlanteans believed, but which was considerably beyond their own power -- but apparently not beyond that of the Great G'marr.









Thursday, July 18, 2013

The Sea-Selks


 

“The Sea-Selks”


© 2013

by

Jordan S. Bassior



Sea-selks (aka “selkies”) were first gennied in 2080 by the University of Hawaii, under a grant from the United States Department of Defense.  The original intent was to create the perfect underwater rangers, but the basic design from the beginning also had obvious civilian and engineering applications.

Sea-selks are humanoid with hairless gray skin, large eyes and webbed hands and feet.  They can walk and run at normal speed on land, and swim equally fast in the water.  They are air-breathing, but their lungs are linked to a special “third lung” organ which acts as an extra oxygen store, enabling them to operate without problems at any depth to which a human can skin-dive, to operate with some difficulty in deeper waters, and hold their breaths for about 12 to over 60 minutes depending on exertion levels, before they risk drowning.  They can endure wide variations in water temperature, and have superior underwater senses (equal to that of most marine mammals, but inferior to cetaceans), being essentially the primate equivalent of seals.

The main physical disadvantage of being a sea-selk is the skin.  While highly resistant to both heat and cold, and streamlined for rapid swimming, their dermal biology requires constant moisture.  They are uncomfortable when their skins are dried, and actually suffer injury (about an hour to critical condition) in very dry air such as an Earthly desert.  Both physically and emotionally, selkies need to spend long stretches of the day immersed in water, and selkie vehicles need to have some sort of pools in their chambers, or at least very humid interiors.  This is a problem for selkies who must travel in vehicles designed for normal humans, or spend much time in ordinary human structures.

The standard solution is a “moist-suit” – a garment rather like a normal diver’s “drysuit” but with the opposite purpose – it keeps the wearer’s skin continually in contact with water.  Moist-suits have some minor disadvantages:  they slosh noisily with each motion of the wearer, must be kept warm in freezing environments, and may leak some water from time to time; but they are adequate to enable selkies to operate comfortably in the drier environments preferred by most Mandatial races, including baseline humans.  Moist-suits became commercially available in the 2080’s and 2090’s, and became steadily cheaper and more reliable in the 22nd and 23rd centuries.

The long cessation of most Earthly warfare from the mid-2080’s to the 2180’s meant that there was little need for sea-selks in naval combat, but they found ample employment in commercial operations:  particularly the colonization of the continental shelves and oceanic archipelago reefs.  They were formally-granted full civil rights from the date of their creation, and were never considered chattel property.  However, there was originally much prejudice against them from many baseline humans:  some maritime workers felt threatened by their superior aquatic adaptations, or annoyed by the minor inconveniences posed by their entry into human-frequented areas.  Baseline-humans who rarely saw them found them uncomfortably strange, or even despised them on “moral principles.”

Sea-selks of a given sub-race can freely breed with selks of the same sub-race but not with any other beings; it requires genning to make such crosses fertile, though it is easier with sea-selks of other sub-races than with wholly-different human variants.  At their racial conception in 2080, there were only a few dozen sea-selks, but the University of Hawaii added dozens and eventually hundreds to thousands more every year until the 2150’s.  At that point Commander Lee IV deemed the race self-sustaining, and gradually reduced funding for their project.  During the American Peace from the 22nd through 24th centuries, Sea-selks expanded through Earth’s oceans, spawning variant races who dwelt in the oceanic depths, and others who inhabited the seas of other worlds, such as the subsurface water oceans of Europa, Ganymede and Titan.

The first sea-selks were mosty trained as underwater combatants, engineers, technicians, scouts, scientists and aquacultural workers.  By 2130, they had branched out into various other professions, but those original professions became traditional in many selk families.  For centuries, the sea-selks retained an adventurous and enterprising culture, even as the attitudes of Earth baseline-humans softened, and by the end of the American Pace, Earth’s sea-selks were disproportionately common in the Space Forces (despite the disadvantages imposed upon them by their special life-support equipment) and other high-risk, high-demand fields.

Over time, the basic sea-selk gen was improved, and baseline-human attitudes improved toward them.  In the 2120’s, due to public awareness of the extreme selk loyalty to the American Mandate, popular prejudices softened, and by 2180, when anti-variant attitudes became widely identified with Islamism, they vanished entirely.  Gennied improvements mostly involved improved built-in life support, sensory and communications abilities. 

The sea-selks became an important part of American Mandatial society, until the fall of the Mandate itself in the 28th century – by which time advances in borging and equipment enabled all other humans to at will enjoy the same amphibious advantages.  The lineages of the sea-selks never died out completely, and survived the fall of the West, lasting into and even flourishing in the Solar cycle of civilization which was to emerge in the 4th Millennium AD. 

Tuesday, July 16, 2013

The Shattie Skyslips



"The Shattie Skyslip"

(c) 2013

by 

Jordan S. Bassior

(the following was taken from a popular guidesim to Outie weapons systems published by Northam Berlds in 2290)

The Shattie Skyslip is perhaps the ultimate aerospace fighter.  It is optimized for Saturnian atmospheric conditions.  Massing around just 500 metric tones, and shaped something like a triangular seed pod, its hull is composed entirely of woven carbon nanofiber under a silicon nanofiber sleeve, offering only the most minimum radar signature, even with its advanced electromagnetic cloaking device turned off.  The lack of significant metal in its construction greatly augments its stealth.

A Skyslip is powered by an onboard lithium-boosted dual-fuel (deuterium-tritium and deuterium-helium) nuclear fusion vortex reactor.  Airscoops can suck in and an onboard purifier separate out fusion fuel in flight through the Saturnian atmosphere, rendering the Skyslip independent of fixed refueling stations.  Energy can be stored in a nanobloc chemical matrix; some Skyslips have recently been fitted with positron coil batteries at the expense of some of their stealth.

Skyslips are equipped with plasma rocket engines, capable of indefinite cruising at up to 2G thrust and boost up to 5G with fusion afterburners.  They are thus physically capable of attaining Saturnian orbit or even escape velocity, but are not well-suited for warfare outside the Saturnian atmosphere and hence would rarely do so in actual military operations.  Their engines boast a turbofan stealth mode, workable only in atmosphere, which greatly reduces speed but results in them leaving almost no detectable drive wake.  A deformable surface control system (Defscos) coupled with strategically-placed vents allowing all-aspect vectoring in forward flight (viffing) makes the Skyslip incredibly maneuverable.

Maintenance is extremely easy, because a Skyslip is semi-alive.  A mechanical lymphatic and circulatory system enables nanoscale damage-control bots to reach every part of its hull and machinery, repeairing any damage or wear from usage, given time and the proper feedstock materials.  It carries a certain quantity of these materials aboard in its own stores, and can take on more at need.  Bases, termed “stables,” hold ample “feed” and the “grooming vats” enabling repair of major damage; also “breeding vats” enable new Skyslips to be produced, or even reproduced in the organic sense, as they can be cloned and combined from existing designs.

Skyslips are controlled by advanced neurolinkage, for which the Shattie brain is opitimized (a non-Shattie could control a Skyslip, but rarely with such speed and efficiency).  Since the Skyslip itself has a full aint brain, pilot and slip are alike linked by a strong bond, emotional on both sides.  A Shattie’s Skyslip is his best friend and closest ally:  a relationship generally even more intimate than even one of the Shatties’ hermaphroditic love affairs.  Shattie without Slip or Slip without Shattie is bereft, and every attempt is made to re-mate the surviving widow of such a pair.

The main armament is typically a single capacitor-fed 30-GW pulse cosmer (cosmic-ray laser), often termed a “stinger,” and ultimately supplied to the Shatties by the American Mandate, as their native arms technology is not up to producing such an advanced and powerful weapons system, built to stealth specifications so that it contains little metal and is hard to detect until it fires.  Secondary armament includes up to three 250-MW beam x-rasers, in defensive mountings atop the tail and on each wingtip.  Cosmer or even disruptor torpedoes may be carried externally (at some expense to performance and much to stealth) and 250-KT to 5-MT tactical AAM’s (air-to-air missiles) are commonly shipped in the internal bays, where they cannot compromise stealth.

Shattie aerial tactics are more about maneuver and precision than raw firepower.  Ideally, the Shattie uses stealth to put hes Slip close behind the foe and take him down with one or two shots from his stinger.  Torpeodes and even missiles are mostly reserved for larger and slower targets than fighters.  A 25-GW cosmer can do fearsome damage to other small craft;  well-placed shots can threaten even warships – and the Shatties are crack shots.

Skyslips carry almost no armor protection, save for the minimum to enable them to survive maneuvers at speed through the Saturnian atmosphere.  Shielding is rarely switched on save for in actual pitched battle, because it would too greatly compromise stealth, and generally consists of some sort of electrodynamic flash or pulse system for the outer and electrostatic steady system for the inner course.  Shields are however de-emphasized in the design and are thus weak even by small-craft standards.

The survival of Skyslips in air fighting thus depends tremendously on active defense against missiles, rapid precision shooting to take down enemy beam platforms, and extremely-violent maneuver to deny enemy beams precise shots along clear lines of fire.  In the Saturnian atmosphere and with Shattie pilots, squadrons of Skyslips are lethal threats:  in open space, or with less-talented pilots, Skyslips would be death-traps, a fact of which the Shatties are most painfully aware.

Skyslips are not well-suited to the American way of war, or even life.  We are justly proud of the Mandatial Forces, officered by the best our elite breed and crewed by humans gennied to be perfectly loyal, perfectly-obedient and perfectly-efficient soldiers.  But they have enabled the Shatties to win and keep their independence against the decadent Corporate Republic of Titan, and manned by our allies, they help defend American interests out beyond the Jovian system, where the wild Outies dwell.

We salute them.

END.