Project Reference · For Claude · Read in full before responding

The Werld of Eyr

Consolidated working context. If you are Claude reading this at the start of a session with Allie, this is sufficient to pick up the work without re-explaining the world. It supersedes any earlier version. The register Allie wants: deep, specific, structural — treat this as a literary project that happens to use comics, engage as a thinking partner, skip generic praise, keep warmth honest and proportionate.

IAllie

IIThe Project & Its Thesis

What it is
The Polyptychus — a multi-panel project of which the comic is one panel. Others: the Almanachus (in-world encyclopedia, strictly diegetic), in-world chronicles (Rulling's History, the Astabes), eventual games, and assorted diegetic texts. Each a complete panel of one altarpiece.
Core thesis
The Werld is Allie's mythological America, as Middle-earth was Tolkien's mythological England. The displacement lets her write America's real moral-political material — settler colonialism, chattel slavery, abolition, imperial liberalism, welfare-state contradiction — without the defensiveness direct American material triggers.
Method
Speculative anthropology. She takes ideas from her bibliography (Scott, Patterson, Turchin, Brown, Pomeranz, Ibn Khaldûn…) and tests them on the map. Worldbuilding as thought-experiment. The no-magic rule is the experimental constraint that keeps the imported anthropological theory honest.
Setting / scale
A single island-continent roughly the size of the US South. 9 Wheels of recorded history; Wheels I–IV are "ancient" (pre-Eyr), V–IX "modern" (Eyr on top). Currently the IX Wheel; the comic begins IX 49.

The governing method (applies to everything)

The project's central technique is the index of presence / disciplined refusal to explain. The comic never explains; the Almanachus is strictly diegetic; the reader assembles meaning from what is present. Absences (e.g. wheat does not exist) are conveyed by the density of what is there, never stated. Three structural carriers recur — the same move at different scales:

  • In-system blindness: a narrator can't see what they're inside (Ethel innocently cooks Ardine food as "Arduner"; nobody can name wheat's absence).
  • Forgotten etymology: origins erode out of view (sewe←broth, manners←hybersewe←salamander, ham-pie←Elandie xaam).
  • Unreliable witnesses triangulated: two voices failing in opposite directions across a gap (Rulling's History; the cookbook's Ethel/Mina; the child-in-the-rain scene). The reader reconstructs a truth no single narrator holds.

When discussing the Werld, treat it as a literary novel that happens to be drawn. Offer specific structural observations; avoid generic praise.

IIIGeography

Three colored zones on the continental map: green = the West (the Thederim cultural region; contains Eyr); blue = Ardune (slave state); orange = Wasteland (arid steppe, the Barbadines). A gray mountainous spine is the internal frontier between them.

Orcadia & Eyr map-confirmed

Orcadia — Eyr's home region — is wetland-dominated and reads in three bands on the Gow-of-Orcadia map:

Highberwe & the volcanoes new

Toponyms as a gazetteer

The Orcadia map is full of agricultural place-names usable to anchor regional specialties and history: Cowpens, Cabbage Hede, Salt Graze, Low Graze, Nutland, Oster Harry, Cider's Play, Bluedale, Fruitland. Geography is a working resource, not backdrop.

IVPeoples & Categories

Thederim (the green West)

Wels & the Elandie

Welsings / Wels
Indigenous people of the West, present at the Landing; largely absorbed/integrated over time. Many Wels men of fighting age killed themselves around the Landing; Wels widows married Folkish warriors, bringing cattle wealth (this feeds the rise of eor). PNW culinary/cultural register.
Elandie
Indigenous people who were not expelled. Allie's deliberate counterfactual: "the so-called Civilized Tribes never expelled but made full equals." Visually vaguely East-Asian-presenting in the comic, but not modeled on any Asian culture. Korea/Manchuria as a loose culinary register only.

Hyber vs Coïr — the Elandie are TWO groups (correction)

The Elandie are not one undifferentiated "integrated equals" bloc. They split:

  • Hyber — the annexed junior partner. Long Eyr's great rival (a Sparta-to-Eyr's-Athens dynamic) until decisively defeated and essentially annexed. Eyrsh has displaced the native language in the cities and among the elite; Eyrsh law/government enforced; a two-way cultural synthesis that is asymmetric — the Hyber are more Eyrsh than the Eyrsh are Hyber. Equal under law, but an integrated junior partner. Located a couple days' march from Eyr (near Highberwe).
  • Coïr — the sovereign equal. An Iroquois-Confederation-as-state: own laws, own government, own dominant language; elites know Eyrsh but it's a minority tongue; Eyrsh culture barely penetrates. A state within a state — Eyr takes taxes and runs foreign policy; in exchange offers protection, free trade, legal privilege.

Why it matters culturally: integration (Hyber) dissolves a culture into the mainstream until its origins are forgotten; sovereignty (Coïr) keeps a culture intact enough to be fetishized/touristed by worldly Eyrsh. Two opposite fates for a conquered-or-allied people — and a deliberate echo of the Ardine question from both directions.

Ardine vs Arduner critical distinction

Ardine
Indigenous peoples of the southern blue region; originally ~40 distinct cultures and languages.
Arduner
Eyrsh-descended slaveholders living in Ardune — the Planter class, the Marechalc and ruling caste.
So
Arduners enslave Ardines: settler-descendants enslaving the indigenous population, structurally the antebellum American system. (Full politics in §IX.)

Barbadines (the orange Wasteland)

VDeep History (compressed)

  1. I 1 — The Landing. Folk-from-across-the-Sea arrive.
  2. Wheels I–II. Settlement; conflict and intermarriage with Welsings. Eor (rule-bound cattle-raiding) develops after the Landing as the Folk acquire pastoral wealth (partly via Wels cattle-dowries) — NOT an inherited Antipodean custom, though later misremembered as primordial (Heimry Hide's account). Eor was an egalitarian redistribution mechanism: strict rules, max 20 head, never strip a homestead below 10, raiding the poor was dishonorable. Wiglathe forges the Hade from inland horse-nomadic Thederim splinters.
  3. The Wolfings (Wars of the Wolfings / the Wolfyoke, across two Wheels). Wolffolk — half-Hade, half-Elandie (via Hyspoeca) — built an empire on conscripted infantry (mothes) drawn from subjected peoples, sustained by an ancient sun-cult demanding daily human blood sacrifice. He was killed by a daughter of his victims using his own knife, in his own blood, before his own god. (This blood-sacrifice motif is the deep root of the Yellow Theophany — see §VI — and the Doom's tyrant-sun — see §VII.)
  4. III 3 — the Great Mothe / Mothic Rising. The subjected mothes rose; Oaken Twa burned; Wolfings overthrown. Rulling's published History ends here.
  5. Post-III 3 (Allie is actively writing this). Millburhs & Stederiches — the broken empire reorganizes into smaller polities; demobilized mothes + surviving Hade pastoralists develop the continuous eor economy; anarchy and nomadism within the Thederim. (Developed through a James-Scott lens; a stateless buffalo-nomad interior is planned for Wheel III.)
  6. Wolfings' end. Imploded into clan warfare; destroyed by the Úrsí incursion in late VI. Survive only as fossil island populations Wolffolk had colonized — now distinct cultures, only linguistic/genetic continuity (a diaspora-persistence detail).
  7. Wheels V–IX — Eyr ascendant. Pentarchy → Eyrsh hegemony; founding of Eyr. ~300 years ago: the Ardine Wars & Rising; an Assyrian-style population resettlement of the Ardines by the Eyrsh imperial state, deliberately destroying the 40 languages/cultures. War veterans got land grants with hippum (old Ardine "friend"). The Cause is established.
  8. The Successor Wars chapter (a long-standing structural problem in the history) was resolved using Turchin's elite-overproduction theory.
  9. Late VI — War of the Five Wodes. The Oercer alliance; Wolfings destroyed.
  10. ~250 years ago (Orcadia-internal). The sparse, Eyr-dominated South rose in rebellion — the Monster Republic, capital Hyth'es Moncs. Defeated, but Orcadia was decentralized in consequence; Monster Eyland now runs its own local affairs. "Monster" began as an Eyrsh sneer for southerners and was adopted proudly by them. (Hyth'es Moncs is also home of the Eyrsh Naval Academy and the Admiraltie — a war-college dropped into Cajun country.)
  11. ~50 yrs before story (IX -1 / late VIII) — the Brother's War. Twins raised by different factions fight over the legitimate Wodeship — civil war over the empire's central contradiction (originator of the slave system vs its abolisher). It did not resolve; it was interrupted.
  12. ~50 yrs before story — the Westerners & the Wole. Dark-skinned people from across the Western Ocean arrive with gunpowder and new technology — and the Wole, a plague to which the Werld has no immunity. Kills two-thirds of all inhabitants. The civil war stops for lack of living combatants. Zoonotic vector: the augie (the feral domestic pig the Westerners brought; see §VI taboo).
  13. Siege of Eyr. Arduner forces offered 10,000 crowners (~$30M) to anyone who'd let them in. Ton Tillerman, at the cartographic office of Robin Har, held the walls for years; when the Westerners' cannon-ships arrived he thought dragons had come and the doom was final, and opened a side gate to end the siege "humanely." The most famous traitor in Eyrsh history; fled to the swamps, died of malaria, his gold vanished with him. (Cal's secret — §XI.)
  14. Aftermath. The Wode collapses; the Werld balkanizes; the Sesbrean compact collapses with it.
  15. IX 30s — the Rewealing. Eyr reasserts, founds the United Commonweal, declares "The Wode is Eyr." Founds three Settlements (East, West, South) to repopulate ~90%-depopulated rural districts. Recruits convicts, foreigners, escaped Ardines; the Escourts (Underground-Railroad equivalent) extract escaped Ardines.
  16. Golden Mouse. Gold found IX 15 by Cester Mouse (soon dead). Eyr stripped Holystaine of its share via manufactured separatism; convict mines, "Eyrsh slavery" scandal, a bimetallic currency crisis, reforms after a famous poet died in the mines and his journal was smuggled out and published. Bread-note pogs (expired famine-relief currency) became a children's folk game.
  17. IX 49 — the comic begins. The unresolved Eyr–Ardune war is resuming; each wants to absorb the other.

VIReligion: the Osingway

More road, practice, and shrine-custom than "religion" in the Abrahamic sense. Orthopraxy over orthodoxy — what one does matters more than what one privately believes. ("Correctness is measured by doing, not saying.")

The moral core

The Werld is wounded; truths conflict; relation must be maintained anyway.

The answer to a broken world is not salvation but maintenance — maintain the road, the law, the stream, the child, the dead, the guest-house, the festival, the body, the commons. The cardinal failing is not sin (probably not a native category) but wolfhood: falling outside the human community — rightless, abandoned, a danger to the weal, a being no one answers for. The great terror of Eyrsh society is abandonment.

Cosmology

The Six Courts

Each Court = a Queen + a body of rites + institutions + a marked tercine body + (except special cases) a male Pattern. Courts are not exclusive; a tercine must be initiated into ≥2 ("one Court teaches devotion; two teach contradiction"). A woman in all six is the Broken One (powerful, trusted, possibly mad, possibly holy; all six Courts hurt her four times a year).

CourtDomain & institutionsBody-mark / Pattern / creed
WhiteWhite Queen (Hermaphrodite, Mother-Father of mankind). Oaths, truth, law, marriage, lawful transformation. Runs free schools, childcare, registries, courts, civil administration. Eyr is her sacred city (Highberwe her mountain); she rules Eyr by proxy through the wode.Silver moon labret (lip). "Correct law restores the earth."
YellowYellow Queen & the Son of the Sun. Mercy, healing, forgiveness, breaking evil laws. Hospitals, recovery houses, mental care. Discipline: the Golden Yoke. The one Court that answers "can I be forgiven?". Appropriated by Ardune (see §IX).Gold septum ring + dangling charm (school-marker). "The Son saves us; therefore we save one another."
BlueTwice-crowned Queen (ocean + sky). Travel, home, roads, guest-right, record, song, theater, return, arbitration. Roads, bridges, guest-houses, maps, journalism, history, theater, Mystery Plays. Doctrine: Law of Roof and Road. Pattern: the Horizon-keeper. Symbol: two interlocked circles (Venn) over a door = travelers welcome.Punched ear-cartilage (open to listen). Cal's default Court.
GreenGreen Queen — all life: birth, growth, rot, death, wild & tame, the commons. Agriculture, seed banks, foresters, wildlife, disaster response, land/water works — ministry of agriculture + vet college + parks + land-priesthood. Pattern: the Forester.Shaved eyebrows as a living calendar (shaving cadence tracks the agricultural year). "Life is a system of obligations, and humans are not exempt."
RedRed Queen — passion in all forms (love, ecstasy, grief, rage, courage, lust, numbness, war, restraint). Runs festivals keyed to emotional states (some abstinence/fasting/silence, some wine/dance/bacchanal), martial schools, crisis rites, "therapy." Pattern: the Herrow.Stretched earlobes (naked in abstention; plugged in bacchanals; one-and-one ordinarily). "She who beareth the wide ear hath made her body a house for fire."
BlackBlack Queen — stars, prophecy, death, judgment, hidden knowledge. Core work is prophecy & esoteric texts (funerals/cremation are only a small part). Keeps plague-ledgers, disaster-archives, apocrypha. Befriended the Three Ravens of Time (all that was/is/will-be). Funny, riddling, plays games with the dead. The only Queen with no male counterpart — men in her orbit are Black Witnesses (a ritual humiliation of male centrality). Her tercines are the only blood-sacrificers left, now offering menstrual blood (circumventing Sesbrea's ban on bodily mutilation-sacrifice).Fully black-tattooed lips ("the mouth as the space between stars").

Cross-Court & folk institutions

Sex, marriage, legal personhood

Why this matters for the writing

Because the Osingway is orthoprax, practice — especially food, the kept day, the offering — is where religion lives, not doctrine. A character who does the rite correctly and never discusses belief is the truer believer. This is directly load-bearing for the cookbook's Ethel (do it right, don't explain = the maintenance ethic embodied).

VIIThe Doom (eschatology)

From the in-world texts The Doom of the Son of the Sun and the Shet of the Doom. The Werld's apocalypse-myth; its blood-sacrifice and entanglement themes run through the whole II Wheel and surface in ritual life.

  1. The Sundering. The envious Father, unable to mar the Mother's work by strength, takes the form of a white swan ("white as sifted potash") — profaning a creature sacred to the White Queen — and lures the Yellow Queen (the Sun), drawn by beauty, into a thick wood, into a small cave at the end of a stagnant pond. He springs the trap; the cave collapses into solid Stone, sealing Her inside. The Werld falls into Eternal Night.
  2. The rescue & the venom. The White Queen, with the sword Eyenbite (cleaves any substance save woven cloth), seeks her through the whole Werld; finds the swan on the poisoned pond, beheads it — and instead of blood, poison pours out. She hears the Yellow Queen crying from within the Stone ("faint as a star behind cloud") and cleaves it; light springs forth. But the Yellow Queen, long imprisoned, bathes in the pond before leaving, and the venom enters her — she conceives the Son of the Sun not by consent but "by the residue of violence." The moral the liviers draw: even rescue carries a seed of calamity; the Werld is governed not by simple oppositions but by entanglements.
  3. The Wirm. The severed swan-head does not die — it sloughs its feathers, sheds its skin, and rises as the Wirm, a vast serpent: deceit cut down returning as a more naked and terrible thing; the Father's hidden evil given body for the world to behold and judge.
  4. The Three Bells of Doom. First Toll — the Unyielding One (a wizard the White Queen bound in the planet's core to turn the gears that spin the Werld) tricks the Red Queen into loosing a link; the hidden races stir, guebbelins gather under the ettins. Second Toll — the gears cease, the Werld stops, mountains fall, stars rain and burn the earth, seas evaporate, all life perishes; the Queens war on the ettin hosts and prevail, but "victory as bread eaten in mourning." Third Toll — the Wirm descends from the night sky, devours the Moon, turns on the Sun.
  5. The Son & the end. The Son of the Sun steps from his mother's rays and slays the Wirm — but its venom is faithful to itself and slays him too; he weeps, recognizing in the monster something of himself (the Selfsame Soul: the one soul's final course is the Father, whose soul passes into the Son — the Father given the chance to become what he refused). The Mother returns, drawn by his cries; she cannot save him from death, but does what is greater — she ends the cycle, forgives the Selfsame Soul, closes time, and makes a new World (Paradise). Fate concludes not with the triumph of power but the primacy of mercy: the highest act is not to conquer the enemy but to refuse the endlessness of punishment.

Doom → politics (the live connection)

Ardune has appropriated Yellow-Court doctrine: it built a rival Court of the Sun and carved the actual Stone — the prison-rock of the myth — into the Marechalc's throne. Eyrsh Yellow regards this as theological perversion; it is an eternal Eyrsh grievance. The eschatology is not inert lore — it is a contested political object.

VIIIPolitics & the State

Sesbrean Reforms (V Wheel)
The social compact. The Wode provides universal welfare — schools, hospitals, mental health care, pensions, childcare, housing, job placement, roads, legal protection, business loans, reintegration. In return the people grant the Wode huge political power. "The Wode faileth not. Therefore he who faileth is no Wode." The Eyrsh Mandate of Heaven: the office is infallible, the person conditional on functional outcomes. Also banned bodily-mutilation blood sacrifice (the Black Court's menstrual-blood workaround dates from here).
"The Wode is Eyr"
Currently no Wode; the state itself holds the office. Eyr offered to restore the bargain — but only to those recognizing Eyr as Wode. A moral restoration and an imperial strategy. Slogan: "Eyr faileth not. Therefore where Eyr faileth, Eyr was not yet obeyed."
United Commonweal
A federation of ~a dozen states; Eyr the largest/richest/most powerful. Representation expanded over time from "Eyr-only voting" toward each state setting local citizenship while Eyr keeps foreign policy and central standards. Logic: "From each according to ability, to each according to need." Eyr keeps wealth/prestige/expertise/coalition power while shedding direct administration.
The Burrhie
Eyr's supreme civic body; effectively absolute in the civil realm (only the Courts' internal affairs lie beyond it). Evolved from rubber-stamp to fully egalitarian democracy over 50 years; proportional ranked voting, many parties (Northern-European-coalition spirit). Not only a parliament of people — also institutional seats: each Court 1 vote, the bureaucracy 1, unions/guilds, the ten richest businesses, the five city quarters, major schools, and ~30 shrines/sacred pools/rivers. A democracy of people and entities (and rivers). Arduner terrorists later Guy-Fawkes it during session.
Measure-keeper
Constitutional arbitrator and literal keeper of weights & measures (the haberty-pace standard; the foot = 10 inches). Must be a White-Blue tween-court tercine or a legal man embodying both Courts. A corrupt one is stripped of citizenship, declared wolf, killed by a mob: "Where the measure is false, justice is guesswork."
Bureaucracy & sortition
Intensely bureaucratic by necessity; bureaucrats are high-status, well-paid — "sacred competence." Promising students are tracked in. To keep it from closing, ~a dozen citizens are chosen by lottery each year for real high-ranking power for one year (democratic intrusion into the machine).
Wode Concamera
The Wonder-chamber — a museum. Andie runs the repatriation project from inside it.

Parties & factions

IXArdune & the Cause

The Rewealing, Settlements & the coming war

XThe Comic

Frame

Book 1 (opening drawn; ~20 pages reviewed) — IX 49, the Kalend of Hoaring, Oldburh, Eyr

Plot

XICharacters

Cal Tillerman (alias Calgry Harburh)

Eytcha

Emme Fykes

Black

Veena

Others (less developed)

Sura
Soldier-turned-war-criminal redemption arc; Veena's eventual wife (the memory had "husband" in one early note — current line is wife; treat as wife unless Allie says otherwise).
Ton Calm
The John Brown figure; leader of the Horn and the Sword; a man of perfect serene conviction about violent action.
The Marechalc
Leader of Ardune; holds court on the Stone-throne.
Andie
Runs repatriation at the Wode Concamera; source (via Eytcha) of the "hire book hunters" idea.
Welke
Eyrsh collector who turns rare books into lampshades; holds the Bear Texts; Cal hates him.

XIICraft & Aesthetics (from existing pages)

XIIIInfluences & Bibliography

Primary influences

Bibliography clusters (public, on the Stabellarium)

Comparison points (for editor pitches)

Not primarily in conversation with fantasy comics. Closest: Maus (comics doing what prose/film can't around moral catastrophe), Persepolis (BD political seriousness; the French model), Berlin (historical-political ensemble scale), From Hell (moral architecture, historiographic density), Habibi (scope, with reservations). Within fantasy: Viriconium (M. John Harrison), the Hainish cycle (Le Guin), Book of the New Sun (Wolfe), late-political Susanna Clarke. The specifically American moral material is almost entirely absent from fantasy — that is the hole the Werld fills.

XIVIn-World Texts & Site Map

The Stabellarium is at stabellarius.neocities.org. Allie may share a specific context-document URL at the start of a project conversation; refresh the cache to ensure currency. Key pages:

/history
Professor Rulling's textbook — deliberate unreliable-narrator framing; moralizes ("men who delight in blood perish in it"); ends at the Mothic Rising, III 3. Chapter strengths assessed previously: Wiglathe, Groundseol, Hyspoeca strongest; Successor Wars was weakest before its Turchin-based revision.
/almanachus
The in-world encyclopedia — strictly diegetic. Weights/measures (haberty-pace), the calendar, the Osingway/Queens, military history (the eoring section). Voice-marked authors, e.g. Heimry Hide on eor.
/doom
The Shet of the Doom and The Doom of the Son of the Sun — the eschatology (§VII). Chant-register apocalypse text.
/astabes
The Astabes — in-world chronicle/observations by the historian Astabes, a comically unreliable narrator (he over-reasons himself into errors; gets even small facts wrong). Source of Rothbert's cheese (named for Rothbert the Warrior, an army marching-ration cheese; Astabes wrongly denies the connection and even gets the market corner wrong) and of turnip-broth as the in-world shorthand for scholarly destitution.
/bibliography
The public reading list (§XIII).
/mouse
Golden Mouse notes (§IX).
/marginalia
Grab-bag page for material that fits nowhere (some not Werld-related). A candidate home for a future Nondiegetic page (where Allie, not an in-world voice, can note substitutions/absences the diegetic texts can't state).

The diegetic ladder (keep these registers distinct)

Comic (never explains) · Almanachus (strictly diegetic, explains in-world) · Nondiegetic/marginalia (Allie's own voice, may name absences). Each frame knows what the inner cannot. The cookbook project (below) sits on the comic's side of the line — a diegetic text that can only show what exists.

XVLife & Publishing Strategy

XVIActive Work & How to Engage

Current threads (top of mind)

Communication style & register