Welcome, Once Again, to Elliott RWI

It’s been quite a while since I last updated my landing page, and a fair number of things have changed since then. More details are in my bio, linked below, and something of a table of contents for this webspace appears, well, right down there, too:

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Image is mine, severally.

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A Final Limerick for #NaPoWriMo2026

The regrettable tally is done;
A hopeful time is soon begun,
And I look ahead,
Try not to feel dread
As the clouds part and admit the sun.

Cue Grieg.
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A Robin Hobb Rereading Series, Entry 506: Assassin’s Fate, Chapter 47

Read the previous entry in the series here.
Read the next entry in the series
soon.


An extraction from Revel‘s papers, clearly a directive from Fitz, precedes “A Wolf’s Heart.” The chapter, proper, begins with Bee remarking on her continued visits with Thick and their effects on her daily life. She contrives to give gifts to her new friend until Spark, disguised, takes her aside and advises her against the continued practice. Bee’s public routines continue, although Nettle and Riddle also take her aside to discuss the matter with her in reasonable privacy. When, amid their conversation, Bee lowers her Skill-walls, Nighteyes finds her, having sought her to inform her of Fitz’s situation and to bid Kettricken farewell. Bee relates the information to Nettle and Riddle, and while they are uncertain, Riddle advises proceeding as if Bee’s report is accurate, and they call upon Kettricken.

It does look tasty…
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There is some concern noted as the trio make for Kettricken, the older woman’s condition noted. Bee recalls having met Kettricken previously, and the older woman’s austerity receives remark as she greets her visitors. Nighteyes’s influence on Bee becomes clear quickly, not least due to a stated preference for ginger cakes, and comments from the wolf convince Kettricken of the situation, even as Bee is somewhat embarrassed by other comments not voiced. Fitz’s situation is compared to that of a messenger from the Fool who had reached him, and although Nettle continues to question whether Bee speaks truth, Kettricken purposes to go to Fitz in haste. Nettle attempts to intercede, and Bee finds herself dismissed.

Bee stalks through the castle, making her own plans, and finds herself accompanied by Spark again as the calls upon Lord Chance. When Bee rehearses to him what she has learned, Lord Chance immediately makes his own plans to proceed. After some discussion, Spark bids Bee maintain a charade of obedience until it comes time to depart.

As I started to reread the present chapter, I was taken again by my failure to appropriately index things. I really, really should have been better as I went along about identifying characters in place in particular chapters and passages; had I to do this again, it is one of the things I would add to it. Perhaps as I move into the next phase of the rereading series–which will probably take on the Soldier Son novels rather than the “peripheral” works in the Realm of the Elderlings corpus–I will take up doing so. With more than five hundred entries already made, however, going back and updating / correcting what I’ve done so far seems a daunting task. That does not mean it’s not worth doing, of course, but it’s far easier to start out and stay right than to start wrong and get right later.

More directly to the present chapter: I find a parallel between Bee’s nighttime visits to Thick and Fitz’s to Chade decades prior. Both are conducted clandestinely (to an extent), and both leave the young Farseer in question sleep-deprived and stumbling about. Bee’s are less successful, however, being done outside structures of authority (Chade having undertaken to train Fitz at Shrewd’s direction) and by less adept participants. Too, Buckkeep seems less willing to accept internal espionage under Dutiful than it had been under Shrewd or even Kettricken. But it is not to be expected, despite fantasy literature’s seeming preference for cultural stasis, that a court would not change over time.

Even amid such changes, however, certain points of continuity remain. The lupine appreciation both for ginger-cakes and the sensory pleasures of the now are present in the current chapter as they have been through much of the Realm of the Elderlings novels. Kettricken’s insistence on doing what she feels needs to be done, regardless of the consequences to her, is, as well. So, too, is the Fool’s fine disregard for the demands of others. And, curiously, Spark’s willingness to go along with it all despite her knowledge that it will cost her much to do so speaks to a persistent portrayal of Buckkeep covert agents as all too ready to go rogue…which is something that only occurs to me now, and which probably ought to receive more attention than I have given it.

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A Regretfully Penultimate Limerick for #NaPoWriMo2026

What could I have done with my days
Instead of indulging malaise
Or turning away
From whimsy and play
That I might now claim to my praise?

However you figure it…
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A Twenty-Eighth Regretful Limerick for #NaPoWriMo2026

I think of the welcomes denied,
Not to me but by me. Some tried
To open their doors,
Say “What’s mine is yours,”
But I, alas, such things decried.

It is late for such things, now.
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A Robin Hobb Rereading Series, Entry 505: Assassin’s Fate, Chapter 46

Read the previous entry in the series here.
Read the next entry in the series
here.


Remarks from Chade regarding Skill-pillars in the Six Duchies preface “The Quarry.” As the chapter opens, Fitz attempts to reorient himself after his journey through the Skill-pillar from Furnich. Conferring with Nighteyes, Fitz realizes he is back at the Skill-quarry where Verity had carved his dragon. Nighteyes asks Fitz if he remembers anything of his passage through the pillars, during which he encountered Shrewd, Verity, and Chade, and he reports to Fitz that something is amiss in his body. Fitz determines that he must send a message to Buckkeep, for which he must strengthen himself. He undertakes to do so, surprising himself with what the Skill permits him to achieve in doing so.

I think this apt again.
Image from the Legend of Zelda wiki, here, used for commentary.

Fitz wakes the next morning and assesses his location, recalling his prior sojourn in the area. As he considers what to do next, Nighteyes urges him to begin work on his own stone-carving. Motley takes herself off to Buckkeep via the Skill-pillars, leaving Fitz and Nighteyes to confer. Nighteyes again urges stone-carving, and Fitz asks him after his current existence. Nighteyes points out that Fitz carries parasites, and the effects of them in him begin to show themselves.

Fitz begins to survey stones in the area, still conferring with Nighteyes. As the pair reflect on their first meeting, Fitz feels the memory of it pass into the Skill-stone he touches, and he lifts his hand to find a small piece of it shaped. Nighteyes again urges Fitz to begin the work of carving the stone, although Fitz resists, hoping yet to return to his family at Buckkeep. He rests, only to wake in the night to find the wolf has left him again.

The present chapter is not the first to have the title it does, sharing it with a chapter in Assassin’s Quest. As with previous coincidences of chapters, I wonder about reading them against each other; the present chapter makes the comparison easier than many of the other examples I might find, given how much it calls back explicitly to the earlier time Fitz spent in the quarry. Indeed, Fitz repeatedly visits the campsite he had shared with Kettricken, Kettle, the Fool, and Starling, and he pores over the memories of his time there–if perhaps with less vagueness and confusion than afflicted him when he had approached and inhabited the place earlier. Changes to the location are noted; changes to the characters receive some attention, as well. Changes to the readers are more difficult to attest; I may have been reading the novels across a span of years, but some readers will be taking in the whole Realm of the Elderlings corpus at a crack, and their experiences will be different than mine. And even my rereading, going slowly as it does, will show some alterations…about which I should probably do some more thinking that I yet have.

I wonder, too, if I ought to make something of the porcupine that presents itself in the chapter. Hobb does mention, in the present chapter and elsewhere in the Fitz-centric novels, that Nighteyes finds himself drawn to the creatures, but whether this is “merely” a character quirk or something more substantial is not immediately clear to me. It does seem to be the case that the prevalence of the creature suggests a non-European-ish setting for the novels, since, while there are porcupines in the Old World, they are not in the parts of Europe towards which the Six Duchies and Mountain Kingdom motion; at the same time, the porcupines of the New World do inhabit areas to which those fictional nation-states compare. And the symbolism of the animals themselves might be at play; Fitz, after all, is himself somewhat prickly and self-isolating, and Nighteyes does rather cling to him. So there’s another scholarly someday to be addressed, perhaps.

There is more to do with the novel, to be certain. Even in my rereading, this is still the case; there are yet four chapters and nearly fifty pages to address. I am presently at work on one paper that takes it up to some extent; I know there are many others yet that can be written. How many of them are mine to write, I do not know, but I expect I’ll be at work on at least a few of them, even as this series ends and I move on in my rereading to other things, yet.

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A Twenty-Seventh Regretful Limerick for #NaPoWriMo2026

Where all the idle hours went
I know not, nor how they were spent.
I cannot recall
How minutes would fall
While I waited without relent.

Apt.
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A Twenty-Sixth Regretful Limerick for #NaPoWriMo2026

The dice soon will no longer fall,
For initiative rolls soon no more call
Will be at table made;
The game is near-played,
And the last round I cannot forestall.

Just a little more…
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A Twenty-Fifth Regretful Limerick for #NaPoWriMo2026

I regret that but eight months remain
In which some might voice the refrain
That we are at war–
But where is the store
That itself with Christmas is pained?

It’s coming…
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Almost the Last Gasp for Hanlon

Picking up from the previous session, pregame discussion for the penultimate scheduled session asked participants to reflect upon narrative endings–namely, what makes for good ones and why those are good. Part of the purpose of the discussion was to gesture towards the stated desire for overtly educational content in the game; part, too, was to develop materials for the final session. As previously, while there is hope for continuation in a future term, there is no guarantee of the same; sequel hooks are already in place if there is a return to Hanlon, but if there is not, then there will, at least, be some resolution to be found for the players and their characters.

Apt.
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Within the game, proper, players’ characters continued their attempt to withdraw from the dungeon they had been investigating for the last many sessions. It is the case that their decision to do so in the previous session came as a surprise to me, and it was not a universal that they wanted to do such a thing; there were a couple as wanted to press on, but the majority thought they should escape. I’ll confess to a little chicanery in keeping them in the dungeon for the remainder of the previous session, although I had evidently given myself enough narrative room previously to make it make sense in context. (The characters had, some time back, tripped a trap that had no visible effects at the time; the players accepted that the effects manipulated the layout of the dungeon to some extent. It was serendipitous; I wish I could take credit for foreseeing things in such a way. I suppose I have more to learn about running games, even all these years into doing so.)

I suppose there is a lesson to take from the experience in that having things happen without obvious effect now allows flexibility in storytelling later, something of a variation on Chekhov’s gun. I’ve done a few such things, as I think on it, whether a pressure plate triggering some strange ticking or a spell scroll making itself available to one or another of the players’ characters’ who might, if it is remembered, find some use in the party’s current situation. Railroading–that is, forcing players’ characters into a single path of action–is generally regarded as a bad thing in tabletop roleplaying games; players like to have agency over their characters’ lives, even if those characters are moving through a dungeon that generally admits of “forward” and “backward,” with the latter leading to no treasure or glory and most characters being actively interested in at least one of those things. If there is to be any of it, whether because of outside demands or because a person running a game has to scramble to address something entirely unexpected and has to stall for time to do just that, it works far better if there is something on which it can be predicated sensibly within the context of the game, itself.

How and whether I will make use of any such lessons, I cannot know. Whether or not I will run a game again is uncertain, honestly; I am not so young as I once was, and other things increasingly command my time and attention. Gone are the days when I can spend many hours of each day poring over the books and staring at the webpages I’ve needed for the games I’ve played. I do nurture some hope, though, that some of what I’ve been able to do at the table so far will translate to others taking up the work of running games, helping others to sit around their own tables, rolling dice and telling lies to the delight of those taking part.

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A Twenty-Fourth Regretful Limerick for #NaPoWriMo2026

The bonfire burned, hot and bright,
Surrounded by revels that night,
But I didn’t care
Or want to be there,
So I ended up picking a fight.

Toasty.
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