Tales of Despair: Swift Waters Under a Fantasy Bridge

One would normally consider children’s stories – the good ones, at least – to be intriguing, witty, adventurous and begetting a danger that resolves into a heartfelt and touching conclusion. Roald Dahl is wonderful at this; I remember well the tension of so many of his stories; the awful churning as Danny crept through the woods in the middle of the night, looking for his missing father; I remember holding my breath as Sophie hid from the Bloodbottler in a giant snozzcumber, only to end up in the giants mouth; I recall trembling as I turned the pages of The Witches, unable to believe that hero of the story had actually been turned into a mouse.

This particular tale is rather unique in its direction, in that – unlike the rather mediocre movie it spawned – the main character goes through an irreversible change (in this case a metamorphosis) that affects the remainder of his life, even after the end of the tale. The ending of this book is bittersweet; we learn that the boy will never return to human form, and is likely to die within the next few years – around the same time that his beloved grandmother will. What an ending for a children’s book.

There are many stories in the world of great change – of things never going back to how they were. These are the tales that leave us feeling sad and bittersweet, and are the ones that touch our hearts. The Lord of the Rings is such a tale; so is To Kill a Mockingbird, and Nineteen Eighty-Four, and Pet Semetary. Some tales speak of the ultimate change, and bring our characters beyond the edge of death. This is the realm of the classical tragedy, epitomized in works such as Romeo and Juliet.

But these themes of strife, and pain, and death – they are not the themes you would expect of a children’s tale. Even tragedies that involve children (Pet Semetary springs to mind as a particularly gut-churning example) are not written for children.

So what, then, was Katherine Paterson thinking when she wrote the wonderful tale, Bridge to Terabithia? I was young – quite young – when I first read this story. I was innocent, and the closest I had come in literature to tragedy was the Hardy Boys (if anyone remembers, Joe’s girlfriend, Iola, dies in the Casefiles series). It was a cute story, I remember thinking; I identified very much with little Jess, lonely and depressed and shut off, and the strong desire to have a friend with whom to share your innermost thoughts.

Jess, who could draw so well; Leslie, who could bring this out of him so well. She, who could invent entire worlds, and make them so real that Jess could veritably live in them with her. At first, of course, he’s unable to see, but as their relationship deepens (never love, but a iron-clad friendship), he begins to imagine her worlds with her, and they spend many days deep in the woods, crossing the dry riverbed to the wonderful land of Terabithia.

The land that, along with her, would come crashing down. The land that would be flooded and washed away, stripped of life by the same waters that stole hers.

And the land that, in time, would come to be his only saving grace; the one he would build a bridge to.

I cried bitter tears to read this story as a child, and it brings them to my eyes to write of it now. I felt betrayed – how could she? How could that be how it ended? It was a children’s book – people don’t die in children’s books.

But of course, people do die in our children’s lives. And it is a horror, and a tragedy, but it is also a part of life; they are rare, but those tales that touch on our mortality, and teach us the frailty of life, are the ones to be cherished above all others.

The Redemption of Erâth: History of Erâth – Geography of Erâth

As noted in the Overview, Erâth is a flat world. The origins of this are a mystery; certainly this does not fit the laws of the Universe in which we live, but it is clear Erâth does not exist in quite the same lifespace. In finite terms, Erâth spans approximately 3,000 leagues in an East-West direction, and slightly more than 2,000 North-South. Most places in Erâth are of temperate climate, with cold winters and warm summers, rainfall and leaf-fall in Spring and Autumn.

Erâth’s surface is made of six major land masses, with one, large, interconnected sea separating them all. There is also one very small island in the northernmost part of Erâth, no more than 200 leagues East to West, unique in that it does not appear to have originated from any of the larger land masses.

These seven land masses form the seven regions of Erâth, and are Golgor, Naruun, Faerün, Cathaï, Thaeìn, Aélûr, and Oríthiae. The names of these lands are one of the few remnants of the Ancients; as long as there have been men in Erâth, so have the seven lands been named. However, they have not always been as they are

[…]

Read the complete section here.

The Redemption of Erâth: History of Erâth – Overview

Here begins the world of Erâth. Over the following weeks, I will be publishing the detailed history and background of the world in which my book, The Redemption of Erâth, is set.

It should be noted that this history was written long before the story of Brandyé and is fate was well-known, and as it is based on loose information and ill-remembered tales, there may be discrepancies, both within the history itself, and with the story of Brandyé’s life.

These errors may be corrected and updated at a future time; for the moment, I will present these histories as they were originally published, so that you may at least be introduced to this incredible world.

Enjoy!

(i) Origins

The origins of Erâth are obscure, and little is known of its earliest beginnings. Erâth comprises all of known existence; there is nothing beyond Erâth that can be known. In some respects, Erâth represents the Universe, but is in many regards finite.

Erâth is a flat world. This does not, however, mean it is not round. It has a North, South, East and West, and most parts of it remain unexplored. There are continents, and seas. Some seas are so vast they cannot be crossed, and likely are inhabited by creatures of equal size. There are large tracts of Erâth that are desolate wastelands. Much of Erâth is forested, but there are deserts, also.

Perhaps the most curious aspect of Erâth is that it has an edge. In any particular direction, if you were to journey long enough (although the journey could well be beyond the lifespan of most creatures of Erâth), you would encounter one of two things: either mountains that increase in size and steepness until eventually culminating in an impassable wall; or a plunge, profound beyond depth, where the land or sea drops to oblivion. There are the remnants of at least one notable city on the edge of Erâth […]

Read the complete section here.