"Autobiographies of great nations are written in three manuscripts – a book of deeds, a book of words, and a book of art. Of the three, I would choose the latter as truest testimony." - Sir Kenneth Smith, Great Civilisations

"I must write each day without fail, not so much for the success of the work, as in order not to get out of my routine." - Leo Tolstoy

I have never believed that one should wait until one is inspired because I think the pleasures of not writing are so great that if you ever start indulging them you will never write again. - John Updike

"The life of every man is a diary in which he means to write one story, and writes another; and his humblest hour is when he compares the volume as it is with what he vowed to make it." - J.M. Barrie, Peter Pan

Poetry is the shadow cast by our streetlight imaginations." - Lawrence Ferlinghetti


[Note - If any article requires updating or correction please notate this in the comment section. Thank you. - res]


Monday, August 8, 2022

The Stories of Myst, the Books and the Games




Even in game playing there can be found a poetry of skill in task, a cleverness in design, beauty in motion, and a symmetry of balance between harmony and discord. - R.E. Slater
 
The best part was that I never read any spoilers or watched any previews. I came at the series unknowing what adventures lay ahead. - R.E. Slater


Myst Co-Creator Rand Miller: Extended Interview
"Why We Developed Interactive Books"
Ars Technica, February 21, 2020

Length - 1:47:05
Ars Technica is proud to present our extended interview with Cyan Worlds co-founder Rand Miller. Miller takes us on a deep dive, recounting the development of one of the best selling PC games of all time, Myst.





Myst: The adventure series
with a unique approach towards puzzles


Puzzle games aren’t for everyone

Some like their games action-first, trading brains for brawn. But for those among us that like to work through problems, the Myst series is one of the most iconic names in the game industry.

With five games in the main series, you may be asking yourself, “what type of game is Myst?” Should you start at the beginning, or can you hop into the series at any point? Well, today, we wanted to take a trip down memory lane and look at the series that helped define what a puzzle game could be.

If you love games that make you work your brain but are hesitant about playing Myst, we’re going to tell you everything you need to know. You’ll also discover this is a perfect title for both veterans and newcomers to the genre.


The early days of Myst

was released in 1993 by two brothers, Rand and Robyn Miller. They were the co-founders of Cyan Worlds, a PC game studio that previously had focused on creating whimsical worlds for children’s games. But Myst was the game to really put them on the map.

Not to get too far ahead of ourselves, but Myst remained the all-time best-selling PC game until the release of The Sims nearly a decade later. The series attracted gamers for multiple reasons. The main one obviously being the game’s puzzles that blended beautiful (but static) screens with interactive puzzles.

But something else that helped propel the game to its iconic status was its release on the Mac. At the time, games on the Mac were few and far between. Having Myst available there opened up the game to an entirely new market.

This helped the game reach a bunch of [many] non-gamers who didn’t have the same expectations that PC and console gamers had. It featured real-time gameplay that allowed you to explore the game world in a more fluid manner.

Even with that caveat, Myst was a beautiful game that encouraged players to discover the story using good, old-fashioned hard work. The early copies of the game even included an… actual journal! Cyan Worlds expected gamers to use to jot down puzzles and other things that caught their attention.

The intriguing story…

So, that’s the history of Myst, but what about the story and actual gameplay? That’s definitely something you’ll want to know about if you are interested in picking these games up for the first time.

The game, inspired by Jules Verne’s classic The Mysterious Island, involves you, the player, getting transported to another world through a book called, you guessed, Myst. This island world contains plenty of places to explore, and in some of these places, you’ll even find something called linking books. These books transport you to even more worlds, called Ages.

Players will slowly uncover the secrets of the game’s story, with some twists and turns along the way. The latter include an ending that leaves some choices in the player’s hand. This story expands across all of the games in the series, including Riven (Myst II), Myst III, Myst IV: Revelation, and Myst V: End of Ages. The world is also expanded in Uru: Ages Beyond Myst, which takes place after events in Revelation.

Uru: Ages Beyond Myst is interesting because Cyan Worlds had planned for the game to be focused on multiplayer. Sadly, that never really came to fruition, but it did live on in one form or another for years after.


... and engaging gameplay

is the bread and butter of every game, however. For puzzle fans that don’t want to be pressured with time limits or limited lives, the Myst series provides a comfortable place to work your brain muscles. Take as long as you want on a puzzle. Grab a snack, walk the dog, and when you’re ready, come back and continue your adventure.

But don’t let that laid-back approach to puzzles fool you! The series is infamous for its tough, mind-bending puzzles. You’ll need to focus if you want to make your way through the island and different Ages.

Flip switches, turn knobs, read passages, and more as you work your way through the game. Don’t assume a random flashing light is off-limits. It may very well be the key to figuring out the puzzle in front of you.

The series is known for its challenging puzzles. So if you’ve been struggling to find a game that really offers that, Myst has been waiting for you since 1993.

How to enjoy Myst in 2022

With a game that has seen such success and has been available for so long, it can feel overwhelming getting started with it for the first time.

If you’re new to the Myst series, the best way to enjoy it is from the beginning. While you can enjoy the game without paying full attention to the story, seeing the roots of the iconic series from the start is definitely worth it.


You have the choice of playing the original, or if you prefer your graphics a bit more polished, there is also a Masterpiece Edition. If VR is more your style, then you’re in luck. You can now explore the island in a version built from the ground up for many VR headsets.

Once you’ve devoured the original, make sure to check out the other games in the series. They include Riven: The Sequel to Myst, Myst III: Exile, Myst IV: Revelation, and Myst V: End of Ages. And don’t forget about Uru: Complete Chronicle!

If that’s still not enough Myst for you, there have even been novelizations of the story. You can find them compiled lately into a single book called The Myst Reader.

The Myst game series is one of the most well-known puzzle series ever to exist. If you’re a fan of the genre or simply want to take part in a piece of gaming history, it’s definitely worth your time. Good luck, and try not to pull your hair out on any of the puzzles!


* * * * * * * *

Myst - Wiki
Notes & Journals






Characters & Places 


BOOKS

I remember reading my first MYST book selected from our beach rental's bookshelf while on vacation. I spent half the night reading its pages while our young kids slumbered peacefully after a long day of play. As I read I didn't understanding what I was reading though I was certainly intrigued by its storyline. When I had read up to page 124 I immediately stopped. I had gotten the entire storyline wrong! It came a'sudden as my first perplexing "aha" moment was forming. With a sadness and delight I knew I had to reread all those pages again; which I did the next evening. I had gotten it all wrong and quite misunderstood the entire idea behind "Myst: The Book of Atrus."
Thus began my love affair with the MYST books and the games as they came out one-by-one over the years till finally stopping as my now grown children began to enter high school. The best part was that I never read any spoilers or watched any previews. I came at the series unknowing what adventures lay ahead.

- R.E. Slater


Myst, Book 1
Myst: The Book of Atrus
by Rand Miller , Robyn Miller, et al. | Nov 2, 1995

[SPOILER]
The Book of Atrus is the first book in the Myst series of novels, set in the same universe as the Myst computer games by Cyan Worlds, and was written by Ryan Miller in 1994. However the publisher Hyperion wanted a published author to work on the book so David Wingrove re-wrote the story with the help of Richard VanderWende, Rand and Robyn Miller. After David Wingrove's reworking of the novel it was published in 1995.

The book provides a lot of background information on the D'ni and the persons of the games. The book's main character is Atrus, following him throughout his birth and early youth with his grandmother Anna, and then through the meeting with his father Gehn. Later, Atrus' first writing and study of the Art appears. The final scenes take place in Riven where he encounters Catherine.

Myst, Book 2
The Book of Ti'Ana
by Rand Miller and David Wingrove | Jan 1, 1900

[SPOILER]
The Book of Ti'ana is the second novel of the Myst series, but chronologically comes first. Set in the fictional D'ni Universe based on the popular computer game Myst, Book of Ti'ana details the origins of Atrus's family. The first part of the book focuses on life of Atrus' grandfather Aitrus with his parents Kahlis and Tasera, and then on Aitrus' meeting with Ti'ana (Anna). The book also covers, unlike The Book of Atrus, the life of a D'ni noble, Aitrus, from his youth up to the point where he marries Ti'ana and has a child, Gehn (Atrus's father).

Myst, Book 3
Myst: The Book of D'ni
by Rand Miller and David Wingrove | Nov 6, 1997

[SPOILER]
The Book of D'ni is the third part of the Myst series of novels, set in the same universe as the Myst computer games by Cyan Worlds and written by the Miller brothers, creators of the Myst game.

In the Book of D'ni, Atrus, the last D'ni known to be alive, together with his wife Catherine and young helpers from an Age he wrote (Averone), finally manages to open the crumbled exit of the room in K'veer and gain access to all D'ni.

They then set out to find old linking books and find D'ni survivors who eventually escaped too, during the Fall. After they indeed find survivors, like Tergahn and Tamon, they start planning to rebuild D'ni together, but this is put to a halt as a link to a great lost Age is found: Terahnee. Terahnee turns out to be a sister-world to D'ni, populated by a people who, like the D'ni, derive from the Ronay.

Atrus plans to move there with all the D'ni survivors, but as he makes a horrible discovery about the Terahnee culture he instead wishes to leave. These plans are cut short as a plague strikes Terahnee, destroying Terahnee as D'ni was destroyed before.

In the D'ni timeline, the Book of D'ni is set after the events of Myst and Riven, but before Myst III: Exile. The book discusses the early history of the D'ni, something which is further expanded on in the game Uru: Ages Beyond Myst and its expansion packs.

The Myst Reader
by Rand Miller , Robyn Miller, et al. | Sep 1, 2004


Myst in Retrospect: A Journey Through the Ages
by John Allie | Jun 1, 2017


* * * * * * * *


THE GAMES OF MYST

MystJourney.com is a complete guide to the Myst video game series.
The Myst games are about exploration, reflection, mystery, and puzzle-solving.

Myst and Riven

Myst (1993) - The adventure begins on a mysterious island
in the 1993 original.

Riven: The Sequel to Myst (1997) - A monumental follow-up,
considered to be the highlight of the series.

With the games, there were three novels written along the way to
compliment the story. The events take place in this order:

Book of Ti'Ana,
Book of Atrus,
Myst (the game)
Riven (the game)
Book of D'ni

Myst: The Book of Atrus (1995)
Follows Atrus, his early youth with his grandmother Ti'ana, meeting his father Gehn, his study of the Art, and the events that lead up to where he meets his wife, Catherine in Riven and their journey to the island of Myst.
Myst: The Book of Ti'Ana (1996)
Set before the events of the first book, we learn about the origins of Atrus's family, his grandfather Aitrus with his parents Kahlis and Tasera, and Aitrus's meeting and marrying Ti'ana and raising their son Gehn.
Myst: The Book of D'ni (1997)
Atrus, the last D'ni known to be alive, together with his wife Catherine and helpers finally manage to open the crumbled exit of the room in K'veer and gain access to all D'ni, setting out to find old linking books and survivors of the Fall.

Exile and Revelation

Myst 3: Exile (2001) - A new experience where you can
freely look around the environment.

Myst 4: Revelation (2004) - Visit the worlds of the original
game's red and blue prison books.

Soundtracks for the games were originally composed and really enhance the atmosphere while playing. Myst and Riven are available individually while the others originally came with collector's editions of the games.








Uru and End of Ages

Uru: Ages Beyond Myst (2003-2004, 2007) - Now in real-time 3D,
with an exploration of D'ni and its culture.

Myst 5: End of Ages (2005) - An official end to the series
and Yeesha's story, introduced in Uru.


* * * * * * * *


The Myst Reader

  (Redirected from The Book of Atrus)
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The Myst Reader
Myst reader.png
AuthorRand Miller
Robyn Miller
David Wingrove
PublisherHyperion
Publication date
September 1, 2004[1]
ISBN1-4013-0781-7

The Myst Reader is a collection of three novels based on the Myst series of adventure games. The collection was published in September 2004 and combines three works previously published separately: The Book of Atrus (1995), The Book of Ti'ana (1996), and The Book of D'ni (1997).[2] The novels were each written by British science-fiction writer David Wingrove with assistance from Myst's creators, Rand and Robyn Miller.

Each novel centers on the family of Atrus, a scientist and explorer who has the ability to write special books which serve as links to other worlds, known as Ages. This ability, known as the Art, was practiced extensively by an ancient civilization known as the D'ni, who were only mentioned briefly in the original Myst game. The plot of each book reveals more of the Myst back-story and the workings of the D'ni.

Upon release, reception of the novels have been mixed. Many reviewers expressed surprise that a novel based on a videogame worked; others found the prose dull and uninteresting, or that the book could not stand on its own without the game. The individual books sold well, with The Book of Atrus making USA Today's Best-Selling Books list.[3] At least two more novels were planned; a sample of the first, The Book of Marrim, was packaged with an edition of Myst V: End of Ages

Background

Myst co-creators and brothers Rand and Robyn Miller often created fictional worlds and stories as young children.[4] Their vision was refined by the works of fantasy and science fiction writers such as J. R. R. TolkienRobert A. Heinlein, and Isaac AsimovStar Wars offered them a glimpse at an exciting, fully realized fictional world.[4] Younger brother Robyn began working on a children's novel called Dunnyhut; though he never completed the work, elements from the story influenced aspects of Myst's story.[5]

The video game Myst tells the story of a special book which serves as a link to a world known as Myst. Myst is the home of an explorer named Atrus, who lives on the island with his wife Catherine and two sons, Sirrus and Achenar. An unnamed protagonist drops into Myst and finds the island strangely deserted.[3] As the player explores Myst, they discover Sirrus and Achenar trapped inside two books. Both swear that their parents are dead due to the machinations of the other brother, and instruct the player to repair their books so they can be freed. In truth, Atrus and Catherine are merely imprisoned, and both Sirrus and Achenar are guilty of growing power-hungry and destroying Atrus' books. The player frees Atrus, leading to the events of the sequel Riven.

The Millers began the game's development by sketching out puzzles and each individual world the player would explore in the game. As the brothers were conceptualizing the various worlds, they also wrote down pieces of the story.[5] At some point in the development of these bits of story, Robyn explained in an interview, "We started realizing this story is actually something we thought the public would enjoy, so we started pressing to make [the novel] happen."[5] Buoyed by strong sales of the video game, publisher Hyperion signed a three-novel, US$1 million deal with the brothers.[6]

The Miller brothers wrote the entire first novel, but were unsatisfied with the result; the Millers pointed out that writing a character for a novel is much harder than writing the characters of a game.[4] Hyperion recruited author David Wingrove to assist with the project; the Millers ended up giving Wingrove a detailed draft, and the author rewrote the entire book.[5] The book's design was made to fit the themes of the game; the novels are made to look like journals found in Myst, with embossed covers and pages darkened as though with time and use.[4]

To promote the release of The Book of Atrus, the Millers embarked on an eleven-city book tour.[3] The publicity stemming from the book and game surprised the Millers, who remained unaccustomed to their new-found fame. "The excitement is in talking to people who've walked through our world," Rand Miller said in an interview. "But we're not used to signing books - we're a bit out of our element."[7]

Plot

Book of Atrus

The Book of Atrus serves as a prequel to the events of the eponymous first game in the Myst series, and introduces both new characters and old characters seen in the games. The book's protagonist is Atrus. He is raised by his grandmother Anna after his mother dies and his father abandons him. Eventually, Atrus' father Gehn returns from his explorations of the ruins of the D'ni empire and enlists Atrus to come follow him back to the fallen city. Gehn teaches Atrus the Art, a skill the D'ni used to create special books which allow transport between worlds known as Ages. Atrus is awed by the Art at first, but he is horrified when he witnesses Gehn's manipulation and dismissive attitude to the inhabitants of the Ages. He also comes to understand Gehn's selfish, cold cruelty and his own power-hungry nature; Gehn believes that he creates the Ages he writes, instead of creating links to preexisting universes. Gehn destroys Atrus' first Age, Inception, because it does not follow Gehn's style of writing. After attempting to escape his father, Gehn traps Atrus in a locked chamber in D'ni, with the only escape to Gehn's own Age of Riven. On Riven Atrus falls in love with a villager named Catherine.

Catherine and Atrus hatch a plan to trap Gehn on Riven. Gehn is stranded when Atrus and Catherine destroy all linking books on Riven, escaping by using a book Ti'ana wrote for them, leading to the Age of Myst. Atrus drops the Myst linking book into a massive disturbance on Riven known as the Star Fissure; the book falls through the fissure to be picked up by the Stranger in Myst. The closing words of the book are the opening narrative from the video game.[8]

Book of Ti'ana

The Book of Ti'ana takes place earlier than The Book of Atrus. The first part of the book focuses on life of Atrus' grandfather Aitrus with his parents Kahlis and Tasera, Aitrus' meeting with Ti'ana, and the birth of their son Gehn. The book also explains the destruction of the D'ni civilization. Two D'ni, Veovis and A'Gaeris, plot to destroy their civilization, which they believe has been corrupted. Veovis and A'Gaeris create a plague which wipes out many of the D'ni and follows them through the Ages. Veovis is murdered by A'Gaeris for refusing to write an Age where the two of them would have been worshipped as gods, and Aitrus sacrifices himself in order to lure A'Gaeris to an unstable Age, killing them both.

Book of D'ni

In The Book of D'niAtrus opens the crumbled exit of the room in K'veer, where he had been imprisoned by Gehn, and gains access to the rest of D'ni. Atrus and his team set out to find linking books and search for D'ni survivors. Eventually, Atrus and the rest of the D'ni plan on rebuilding the civilization, but this plan is put to a halt when a book leading to a great lost Age called Terahnee is found. Terahnee is a sister Age to D'ni and is populated by descendants of the same ancestors as the D'ni.

At first sight, Terahnee seems like a Utopia. Everyone lives in sumptuous palaces, and nobody goes hungry; in reality, the society is run by slave labor. After writing new Ages, the Terahnee people capture the inhabitants to use as slaves, considering themselves gods over their Ages. The Terahnee people are taught not to 'see' the slaves; only the servants interact with the lower orders. The Terahnee are suddenly stricken by a plague the D'ni brought with them; Atrus and his companions help the Age's slaves recover and create a new society before returning to D'ni and sealing up the path to Terahnee.

Reception

Reception to the Myst novels has been mixed. Sybil Steinberg of Publishers Weekly reviewed The Book of Atrus and stated that Wingrove's achievement of a "rollicking adventure tale" was improbable, given that previous game-to-book attempts had failed horribly.[9] Booklist also gave the book a positive review, stating that the plot was predictable but the book served its purpose "to either introduce readers to the game, or supply players with back stories".[10] A reviewer for New Scientist called the story "a good, light read for the holiday season."[11]

Other reviewers felt that the novel could not stand on its own, and relied on the games to maintain relevancy.[12] Albert Kim of Entertainment Weekly also gave the novel a mediocre score, saying the main issue that doomed The Book of Atrus was that it removed the mystery from Myst. "Much of the game's charm is derived from its eeriness, a haunting aura that is lost in the text," Kim wrote.[13] Fantasy and Science Fiction stated that the prose was not up to the task of bringing the characters to life.[14] Steinberg later stated that with the books "bereft of the game's dazzling graphics and its hypnotic interactive dimension", the second and third novels plodded along with boring prose.[15]

Despite the mixed reviews, the Myst novels sold well. The Book of Atrus reached a top spot of 176 on USA Today's Best-Selling Books list.[3] More than 450,000 copies of Book of Atrus and Book of Ti'ana have been sold. A fourth and fifth Myst novel were planned. The first, entitled Myst: The Book of Marrim, was announced in 2004; a preview of the novel was packaged in the Myst V: End of Ages special edition.[16] A group of independent filmmakers adapted The Book of Ti'ana into a screenplay, with the blessing of the Millers.[17] The project later stalled.[18]

References

  1. ^ Miller, Rand (September 2004). The Myst Reader, Books 1-3: Three Books in One VolumeISBN 1401307817.
  2. ^ Cook, Brad (April 1, 2001). "The Lost Ages: Myst 3 Revealed (page 2)"Apple, Inc. Retrieved June 3, 2008.
  3. Jump up to:a b c d USA Today (November 19, 1995). "Inventors of 'Myst' reflect on multimedia megahit". San Antonio Express-News.
  4. Jump up to:a b c d Gardner, Fran (November 7, 1995). "Book by Myst Brothers Unveils Atrus' world before the game". The Oregonian. p. E1.
  5. Jump up to:a b c d Lovece, Frank (November 26, 1995). "Read 'Myst'y for Me". Newsday. p. 28.
  6. ^ Snider, Mike (November 14, 1995). "Creative Miller brothers pursue 'Myst' opportunities". USA Today. p. D10.
  7. ^ Staff (October 23, 1995). "Sneak Peek at the Week: Focus on Books". The Atlanta Constitution. p. D1.
  8. ^ Staff (December 3, 1995). "Books in Brief". Roanoke Times & World News. p. F4.
  9. ^ Steinberg, Sybil (October 16, 1995). "Fiction -- Myst: The Book of Atrus by Rand Miller and Robyn Miller with David Wingrove". Publishers Weekly242 (42): 46.
  10. ^ Duncan, Melanie (November 1995). "Science fiction -- Myst: The Book of Atrus". Booklist92 (5): 458.
  11. ^ Staff (December 23, 1995). "Beyond the fanzine". New Scientist. p. 67.
  12. ^ Burgess, Edwin (October 1995). "Fiction -- Myst: The Book of Atrus". Edwin B. Library Journal120 (16): 120.
  13. ^ Kim, Albert (October 20, 1995). "Book Review: Game Over"Entertainment Weekly. Archived from the original on June 7, 2011. Retrieved June 12, 2008.
  14. ^ West, Michelle (July 1996). "Guilty pleasures -- Myst: The Book of Atrus". Fantasy & Science Fiction91 (1): 43–48.
  15. ^ Steinberg, Sybil (October 27, 1997). "Myst: The Book of D'ni". Publishers Weekly244 (44): 56–58.
  16. ^ Chan, Chris (November 10, 2005). "Challenging puzzles and mysteries". New Straits Times. p. 18.
  17. ^ Crigger, Laura. "Myst Opportunity"1UP.com. Archived from the original on September 27, 2012. Retrieved May 29, 2008.
  18. ^ Shaw-Williams, H (October 7, 2014). "'Myst' TV Series Being Developed by Legendary"Screen Rant. Valnet, Inc. Archived from the original on January 14, 2015. Retrieved March 29, 2018.



* * * * * * * *



Myst ([the game] series)

  (Redirected from Myst games)
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Myst
Myst-logo.svg
Developer(s)Cyan Worlds (Myst, Riven, Uru, V)
Presto Studios (III)
Ubisoft (IV)
Publisher(s)Brøderbund (1993–1996)
Red Orb Entertainment (1997–2000)
Ubisoft (2000–2007)
Cyan Worlds (2008–)
Creator(s)Rand Miller
Robyn Miller
Platform(s)Windows/Mac PCs,
various video game consoles,
iPhone,
Android
First releaseMyst (1993)[1]
Latest releaseMyst (2020)[2]

Myst is a franchise centered on a series of adventure video games. The first game in the series, Myst, was released in 1993 by brothers Rand and Robyn Miller and their video game company Cyan, Inc. The first sequel to MystRiven, was released in 1997 and was followed by three more direct sequels: Myst III: Exile in 2001, Myst IV: Revelation in 2004, and Myst V: End of Ages in 2005. A spinoff featuring a multiplayer component, Uru: Ages Beyond Myst, was released in 2003 and followed by two expansion packs.

Myst's story concerns an explorer named Atrus who has the ability to write books that serve as links to other worlds, known as Ages. This practice of creating linking books was developed by an ancient civilization known as the D'ni, whose society crumbled after being ravaged by disease. The player takes the role of an unnamed person referred to as the Stranger and assists Atrus by traveling to other Ages and solving puzzles. Over the course of the series, Atrus writes a new Age for the D'ni survivors to live on, and players of the games set the course the civilization will follow.

The brothers developed Myst after producing award-winning games for children. Drawing on childhood stories, the brothers spent months designing the Ages players would investigate. The name Myst came from Jules Verne's novel The Mysterious Island. After Riven was released, Robyn left Cyan to pursue other projects, and Cyan began developing Uru; developers Presto Studios and Ubisoft created Exile and Revelation before Cyan returned to complete the series with End of AgesMyst and its sequels were critical and commercial successes, selling more than twelve million copies; the games drove sales of personal computers and CD-ROM drives as well as attracting casual gamers with its nonviolent, methodical gameplay. The video games' success has led to three published novels in addition to soundtracks, a comic series, and television and movie pitches.

Story

A linking book as seen in realMyst. By touching the animated panel, players are warped to the Age described.

Myst's story begins with the arrival of a people known as the D'ni on Earth, almost 10,000 years ago. The D'ni /dəˈn/ are an ancient race who used a special skill to create magical books that serve as portals to the worlds they describe, known as Ages. The D'ni build a great city and thriving civilization in caverns. A young geologist from the surface, Anna, stumbled upon the D'ni civilization. Learning the D'ni language, Anna becomes known as Ti'ana and marries a D'ni named Aitrus; the couple have a son named Gehn. Soon after, D'ni is ravaged by a plague created by a man named A'Gaeris. Aitrus sacrifices himself to save his wife and child, killing A'Gaeris while Ti'ana and Gehn escape to the surface as the D'ni civilization falls.[3]

Ti'ana raises Gehn until he runs away as a teenager, learning the D'ni Art of writing descriptive books. Ti'ana also cares for Gehn's son, Atrus, until Gehn arrives to teach Atrus the Art. Atrus realizes that his father is reckless and power-hungry, and with the help of Ti'ana and a young woman, Catherine, Atrus traps Gehn on his Age of Riven with no linking books. Atrus and Catherine marry and have two children, Sirrus and Achenar. The brothers grow greedy, and, after plundering their father's Ages, they trap Catherine on Riven. When Atrus returns to investigate, the brothers strand him in a D'ni cavern before they themselves are trapped by special "prison" books. Through the help of a Stranger, Atrus is freed and sends his benefactor to Riven to retrieve Catherine from the clutches of Gehn.[3] Sirrus and Achenar are punished for their crimes by being imprisoned in separate Ages until they reform.[4]

Atrus writes a new Age called Releeshahn for the D'ni survivors to rebuild their civilization as he and Catherine settle back on Earth, raising a daughter named Yeesha. As Atrus prepares to take the Stranger to Releeshahn, a mysterious man named Saavedro appears and steals the Releeshahn Descriptive Book. The Stranger follows Saavedro through several Ages (which were used to train Sirrus and Achenar in the art of writing Ages) before finally recovering the book. Ten years later, Atrus asks for the Stranger's help in determining if his sons have repented after their lengthy imprisonment; the Stranger saves Yeesha from Sirrus's machinations, but Sirrus and a repentant Achenar are killed. D'ni is not fully restored until the creatures the D'ni enslaved, known as the Bahro, are freed.

Games

Game
Release yearDeveloperPlatforms
Myst1993Cyan, Inc.3DOAmigaOSCD-iiOSJaguar CDMac OSNintendo DSNintendo 3DSPlayStationPSPSaturnWindowsWindows MobileAndroid
The first game in the Myst series was the eponymous Myst, developed by Cyan, Inc. and Brøderbund. Originally released in 1993 for Macintosh and PC platforms, the game was later ported or remade for the SaturnWindowsJaguar CD3DOCD-iPlayStationAmigaOSPSPNintendo DSNintendo 3DS and iPhone. In Myst, players travel across Ages using a point-and-click interface, using the mouse to interact with puzzle objects such as switches or gears.[5]
Riven1997Cyan, Inc.Mac OSPlayStationSaturnWindowsiOSAndroid
Flush with the success of Myst, Cyan moved to a new office and began work on Riven, which was released in 1997. Like MystRiven was a commercial and critical success, selling more than 4.5 million units.[6]
Myst III: Exile2001Presto StudiosMac OSMac OS XPlayStation 2WindowsXbox
The third game of the series, Myst III: Exile, was developed by Presto Studios and published by Ubisoft in 2001. Exile continued with the frame-based method of player movement, but used a game engine to allow a 360-degree field of view from any point.[7] Exile was a commercial success (though not to the extent of Myst or Riven),[8] selling millions of units.
Uru: Ages Beyond Myst2003Cyan WorldsWindows
Uru: Ages Beyond Myst was a departure from the previous games in the series, featuring graphics rendered in real time and a third-person camera. Through avatar customization, players could create their own character to solve puzzles and uncover story information.[9] Uru was to ship with a massively multiplayer online portion, Uru Live, but the initial release was canceled shortly before the single-player aspect was released. Uru Live was rereleased in several incarnations, being canceled each time. Cyan Worlds currently operates the servers for latest iteration of the MMO, MO:ULagain, which is free to play. The running costs are covered through player donations.

Though initially well-received, Uru was considered a financial disappointment. Its expansion packs and originality earned the title a cult following.[10]

In 2011, Cyan Worlds and OpenUru.org announced the release of Myst Online's client and 3ds Max plugin under the GNU GPL v3 license.[11]

Myst IV: Revelation2004UbisoftMac OS XWindowsXbox
Myst IV: Revelation was produced entirely by Ubisoft, and marked a return to the prerendered graphics of Exile.[12] Since the studio had little experience with such games, Ubisoft hired new employees who had experience in the field.[13] The game was seen as an improvement over Uru,[14][15] and was favorably received upon release.
Myst V: End of Ages2005Cyan WorldsWindowsMac OS X
Cyan returned to develop Myst V: End of Ages, billed as the final game in the series.[16] As with UruEnd of Ages featured graphics rendered in real time, allowing uninhibited player movement. Three control methods were offered to players, similar to those respectively used in MystExile and Uru.[17] The game was judged a fitting end to the series, though a lack of financial backing for new, non-Myst projects nearly caused Cyan to shut down before the release of the game.[18]

Development

Two men with glasses seated on a stage, with microphones. One is talking and gesturing, and the other is looking at him.
Rand (left) and Robyn Miller in 2014.

Myst was originally conceptualized by brothers Rand and Robyn Miller. The Millers had created fictional worlds and stories as young children, influenced by the works of authors such as J. R. R. TolkienRobert A. Heinlein, and Isaac Asimov.[19] They formed a video game company together called Cyan, Inc.; their first game, called The Manhole, won the Software Publishers Association award in 1988 for best use of the digital medium. Cyan produced other games, aimed at children; the Millers eventually decided their next project would be made for adults.[20]

The brothers spent months designing the Ages comprising the game,[21] which were influenced by earlier whimsical "worlds" Cyan had made for children's games.[22] The game's name, as well as the overall solitary and mysterious atmosphere of the island, was inspired by the book The Mysterious Island by Jules Verne.[20] Robyn's unfinished novel, Dunnyhut, influenced aspects of Myst's story,[23] which was developed bit by bit as the brothers conceptualized the various worlds.[23] As development progressed, the Millers realized that they would need to have even more story and history than would be revealed in the game itself.[22] Realizing that fans would enjoy getting a deeper look at the story not in the games, the Millers produced a rough draft of what would become a novel, Myst: The Book of Atrus.[23]

After the enormous response to Myst, work quickly began on the next Myst game. Cyan moved from their garage to a new office and hired additional programmers, designers, and artists.[24] The game was to ship in late 1996, but the release was pushed back a year.[25] Development costs were between $5 and $10 million, many times Myst's budget.[26] After the release of Riven, Robyn Miller left the company to pursue other projects, while Rand stayed behind to work on a Myst franchise.[27]

Richard Watson developed a language and numerical symbols for the D'ni culture

While Rand Miller stated Cyan would not make another sequel to MystMattel (then the owner of the Myst franchise) offered the task of developing a sequel to several video game companies who created detailed story proposals and technology demonstrations.[28] Presto Studios, makers of the Journeyman Project adventure games, was hired to develop Myst III. Presto spent millions developing the game and used the studio's entire staff to complete the project, which took two and a half years to develop.[28] Soon after Myst III: Exile was released, Presto was shut down,[29] and Exile publisher Ubisoft developed the sequel, Myst IV: Revelation, internally.[30] Meanwhile, Cyan produced the spinoff title Uru: Ages Beyond Myst, which included an aborted multiplayer component allowing players to cooperatively solve puzzles.

Cyan returned to produce what was billed as the final game in the series,[16] discarding live action sequences embedded in prerendered graphics for a world rendered in real time. The actors' faces were turned into textures and mapped onto digital characters, with the actor's actions synchronized by motion capture. Shortly before release, Cyan closed down development,[31] although this did not impact the release of the game; the company was able to rehire its employees a few weeks later, and continued to work on non-Myst projects[16] and an attempted resurrection of Uru's multiplayer component, Myst Online. Servers paid for by donation were set up in 2010, and the game went open-source in 2011.

Among the detailed elements of the Myst universe Cyan created was the language and culture of the D'ni. The civilization's numbers and writing first appeared in Riven, and were important to solving some of the game's puzzles.[32] The D'ni language was the language presented in various games and novels of the Myst franchise, created by Richard A. Watson. Several online D'ni dictionaries have been developed as part of the ongoing fan-based culture associated with the game.[33]

Music

The music for each game in the Myst series has fallen to various composers. Originally, the Millers believed that any music or sound besides ambient noise would distract the player from the game and ruin the sense of reality; Myst, therefore, was to have no music at all. A sound test eventually persuaded the developers that music heightened the sense of immersion rather than lessening it, and as such Robyn Miller composed 40 minutes of synthesized music for the game.[21] He would also produce the music for Riven, which featured leitmotifs for each of the main characters. Virgin Records bought the rights to the music and produced the soundtracks,[34] which were released in 1998.

For Myst III: Exile and Myst IV: Revelation, composer Jack Wall created the music, developing a more active musical style different from Miller's ambient themes. Wall looked at the increasing complexity of games as an opportunity to give players a soundtrack with as much force as a movie score,[35] and tried to create a distinctive sound that was still recognizable as Myst music.[6] In Revelation, Wall adapted the themes for the recurring characters of Myst,[36] and collaborated with Peter Gabriel, who provided a song to the game as well as voicework.[37]

The music for Uru: Ages Beyond Myst and Myst V: End of Ages was composed by Tim Larkin, who had gotten involved in the series doing sound design for Riven.[38] Larkin stepped away from his background as a jazz composer and musician to create music with less structure and without a definite beginning and end.[39] Larkin created different music depending on the location, giving each setting and Age a distinctive tone.[38] For End of Ages, Larkin was unable to afford a full orchestra to perform his score, so he combined individual instrumentation with an array of synthesizers.[40]

Adaptations

Rand and Robyn Miller both wanted to develop Myst's back story into novels. After the success of Myst, publisher Hyperion signed a three-book, US$1 million deal with the brothers. David Wingrove worked from the Miller brothers' story outlines. The three books — Myst: The Book of AtrusMyst: The Book of Ti'ana, and Myst: The Book of D'ni — were released in 1995, 1996, and 1997, respectively.[41] The books were later packaged together as The Myst Reader. A fourth novel, Myst: The Book of Marrim, was planned but has not surfaced.

Cyan partnered with Dark Horse Comics in 1993 to release a four-part comic series called Myst: The Book of Black Ships. The series would have focused on Atrus and his young sons, taking place before the events of Myst. The first issue was released on September 3, 1997,[42] but further books were canceled after Cyan decided the first issue did not live up to expectations.[41] Another comic, Myst #0: Passages, was later released online.[41]

Various proposals for films and television series based on the franchise were planned or rumored but never came to fruition. They include:

  • The Sci Fi Channel announced a TV miniseries in 2002,[43] but it never materialized. According to Rand Miller, none of the various proposals met Cyan's approval, or were too formulaic or silly.[44]
  • Independent filmmakers Patrick McIntire and Adrian Vanderbosch wanted to produce a motion picture based on the story revealed in the Myst novels and in 2006 sent a DVD proposal to Cyan[45] The film was set to be based on the novel Myst: The Book of Ti'ana,[46] but no longer appears to be in production.[47]
  • In 2014, Legendary Entertainment announced that it was developing a television series based on Myst, but nothing came of it.[48]

In May 2015, Unwritten: Adventures in the Ages of MYST and Beyond was published by Inkworks Productions as an authorized,[49] Myst-based pencil-and-paper role-playing game. Unwritten was built on the popular Fate Core RPG system with a focus on investigation and non-violent adventure. Two small supplements exist as background for game-players: The D'Ni Primer explaining the history of the D'Ni, and The Myst Saga giving a chronology of the Myst series.

In 2016, Cyan Worlds released the Kickstarter-backed Obduction. While Obduction is not narratively linked to Myst, the game was considered by Rand Miller to be a spiritual successor to the Myst series, borrowing several of its themes and puzzle-design approaches, as well as incorporating full-motion video in homage to Myst. Robyn, who had left Cyan before this point, collaborated to help score the game and take on the role of one of the in-game characters.[50]

In anticipation of the first game's 25th anniversary in September 2018, Cyan Worlds secured the necessary rights to release all of the Myst games, updated for modern Windows systems with assistance of GOG.com to be released as a collected physical collectors edition.[51] Further, Cyan launched a Kickstarter in April 2018 to provide digital copies of the seven games as well as backer rewards including a simulated Linking Book, using an LCD screen inserted into a book binding.[52] The Kickstarter was successfully funded, bringing in US$2.8 million on a US$250,000 target goal.[53]

On June 26, 2019, Village Roadshow Entertainment Group announced that they have acquired the rights to the franchise and plans to expand its mythology to develop a multi-platform universe that includes movies and TV series. They will work alongside Miller and his brother Ryan as well as Isaac Testerman and Yale Rice of Delve Media.[54]

Reception and impact

Aggregate review scores
GameMetacritic[55]GameRankings[56]
Mystn/a82.57%
Riven83%84.60%
Myst III: Exile83%77.07%
Uru: Ages Beyond Myst79%76.19%
Uru: The Path of the Shell72%67.69%
Uru: Complete Chroniclesn/a84.67%
Myst IV: Revelation82%81.72%
Myst V: End of Ages80%79.82%
Myst Online: Uru Live (GameTap)78%82.67%

Overall, the Myst series has been critically and commercially successful. Rand and Robyn Miller were expecting Myst to perform as well as previous Cyan titles, making enough money to fund the next project.[57] Instead, Myst sold more than six million units, becoming the top-selling PC game of all time until The Sims surpassed Myst sales in 2002.[58] The first three games in the series have sold more than twelve million copies.

1UP.com writer Jeremy Parish noted that there have been two main opinions of Myst's slow, puzzle-based gameplay; "Fans consider Myst an elegant, intelligent game for grown-ups, while detractors call it a soulless stroll through a digital museum, more art than game."[59] Game industry executives were confused by Myst's success, not understanding how an "interactive slide show" turned out to be a huge hit. Online magazine writer Russell Pitts of The Escapist called Myst "unlike anything that had come before, weaving video almost seamlessly into a beautifully rendered world, presenting a captivating landscape filled with puzzles and mystery. In a game market dominated by Doom clones and simulators, Myst took us by the hand and showed us the future of gaming. It took almost a decade for anyone to follow its lead."[60] Critics from Wired and Salon considered the games approaching the level of art,[61][62] while authors Henry Jenkins and Lev Manovich pointed out the series as exemplifying the promise of new media to create unseen art forms.[63][64]

The series caused a major shift in the adventure game genre. Unlike previous games, Myst attempted to keep players immersed in the world by removing all information not associated with the fictional world itself—no explanatory text, inventory, or score counters.[65] Myst has also been cited as the reason for the decline of the adventure game genre; eager to capitalize on Myst's success, publishers churned out mediocre Myst clones, which flooded the market.[66] By Exile's release, games like Myst were considered to be an "antiquated" form of gaming by some critics.[67]

The title was widely credited as one of the first games to appeal not just to hardcore gamers but to casual players and demographics that generally did not play games, such as women.[27] Myst's lack of conventional game elements—violence, dying, and failure—appealed to nongamers and those contemplating buying a computer.[68] The Millers' decision to develop Myst for the nascent CD-ROM format helped boost interest and adoption of disc drives.[69]

The game inspired a CD parody game called Pyst, written by comedian Peter Bergman and featured John Goodman in video scenes.[70] Players traveled across the spoiled island of Myst after millions of players walked over it, with the parody game poking fun at elements of the prototype.[71]

Fan conventions

The game has spawned annual fan conventions around the world. Mysterium has been held since 2000, which grew out of the plans of a small group of fans who wanted to meet in person. Approximately 200 people attended the meeting in Spokane, Washington, which was held at the headquarters of Cyan Worlds, developers of the game. Subsequent conventions have been more formally planned, involving presentations and live music.[72] Similar to Mysterium, Mystralia is a gathering for Australia and New Zealand and has been held since 2005.

References

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External links

Thursday, August 4, 2022

Poet Joy Harjo and Select Poems




Beyond
by Joy Harjo

Beyond sunrise, there is a song we follow
Beyond clouds traveling with rain humped
On their back, lightning in their fists
Beyond the blue horizon where our ancestors
Appear bearing gifts, wrapped in blankets woven
With sun and strands of scarlet time

Beyond the footpaths we walk every day
From sunrise to kitchen, to work, to garden, to play
To sunset, to dark, and back

Beyond where the baby sleeps, her breath
A light mist of happiness making
A fine rainbow of becoming knowledgable around us . . . .

In the song of beyond, how deep we are —


— Joy Harjo, from “Beyond” in An American Sunrise




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Amazon link


An American Sunrise
by Joy Harjo
In this stunning collection, Joy Harjo finds blessings in the abundance of her homeland and confronts the site where the Mvskoke people, including her own ancestors, were forcibly displaced. From her memory of her mother’s death, to her beginnings in the Native rights movement, to the fresh road with her beloved, Harjo’s personal life intertwines with tribal histories to create a space for renewed beginnings.

Review of American Sunrise

“The indigenous peoples who are making their way up from the southern hemisphere are a continuation of the Trail of Tears. May we all find the way home.” So opens the Poet Laureate of the United States’ ninth collection, bringing President Andrew Jackson’s Indian Removal Act and the violent displacement of Native peoples into dialogue with present-day treatment of immigrants by the current administration. Reflecting upon her tribal heritage and ancestral narratives, Harjo’s poems are marked by generosity, sharing with an empathetic reader their earnest resilience: “Gather strength, pull it in / Be right where you are.” These poems take care to remind us that “None of us is above the other / In this story of forever.” Here, memory is more omnipresent than linear, where what’s past is a constant and tangible presence, and “we are surprised by a herd of colored horses breaking through time. / [...] We breathe hard with them / As if we are running through time with them.” Indeed, poems like “Exile of Memory” offer images of 1800s-era forced migration that echo today’s news from detention camps along the border: “They were bathed in pesticides / And now clean, given prayers in a foreign language to recite / As they were lined up to sleep alone in their army-issued cages.” Informed by a long memory and an urgent message, these poems mourn the loss of an old and driven-away song, even as they sing it back it into being.

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Poet Joy Harjo

Biography
Joy Harjo (1951–  )

United States Poet Laureate, 2019-2022


Joy Harjo was appointed the United States poet laureate in June 2019, and is the first Native American poet laureate in the history of the position. Born in Tulsa, Oklahoma on May 9, 1951, Harjo is a member of the Mvskoke/Creek Nation and belongs to Oce Vpofv. She received a BA from the University of New Mexico before earning an MFA from the Iowa Writers Workshop in 1978.

Harjo is a poet, musician, and playwright. She is the author of several books of poetry, including An American Sunrise (W. W. Norton, 2019); The Woman Who Fell From the Sky (W. W. Norton, 1994), which received the Oklahoma Book Arts Award; and In Mad Love and War (Wesleyan University Press, 1990), which received an American Book Award and the Delmore Schwartz Memorial Award. Her memoir Crazy Brave (W. W. Norton, 2012) won the 2013 PEN Center USA literary award for creative nonfiction. Harjo has also published collections of interviews and conversations, children's books, and collaborative art texts.

In 2015, she received the Wallace Stevens Award for proven mastery in the art of poetry from the Academy of American Poets. About Harjo, Chancellor Alicia Ostiker said, “Throughout her extraordinary career as poet, storyteller, musician, memoirist, playwright and activist, Joy Harjo has worked to expand our American language, culture, and soul. A Creek Indian and student of First Nation history, Harjo is rooted simultaneously in the natural world, in earth—especially the landscape of the American southwest—and in the spirit world. Aided by these redemptive forces of nature and spirit, incorporating native traditions of prayer and myth into a powerfully contemporary idiom, her visionary justice-seeking art transforms personal and collective bitterness to beauty, fragmentation to wholeness, and trauma to healing.”

Also a performer, Harjo plays saxophone and flutes with the Arrow Dynamics Band and solo, and previously with the band Poetic Justice. She has appeared on HBO's Def Poetry Jam in venues across the U.S. and internationally and has released four award-winning albums. In 2009, she won a Native American Music Award (NAMMY) for Best Female Artist of the Year.

In 2015, Harjo gave The Blaney Lecture on contemporary poetry and poetics, which is offered annually in New York City by a prominent poet, called “Ancestors: A Mapping of Indigenous Poetry and Poets.” Her other honors include the 2019 Jackson Poetry Prize, the PEN Open Book Award, the American Indian Distinguished Achievement in the Arts Award, The Ruth Lilly Poetry Prize, the Josephine Miles Poetry Award, the Mountains and Plains Booksellers Award, the New Mexico Governor’s Award for Excellence in the Arts, the William Carlos Williams Award from the Poetry Society of America, the Lifetime Achievement Award from the Native Writers Circle of the Americas, and the 2022 Academy of American Poets Leadership Award in poetry. She has also received fellowships from the Arizona Commission on the Arts, the Witter Bynner Foundation, The Guggenheim Foundation, and the National Endowment for the Arts.

In 2019, Harjo was elected a Chancellor of the Academy of American Poets. On this occasion, Academy Chancellor Marilyn Chin said “[Joy] is an iconic and beloved multi-genre artist. Her poetry, prose, and music have delighted, informed, and tantalized an international audience for over four decades. Her poetry displays a strong commitment to her social and political ideals as she fights tirelessly for Native American justice, ending violence against women, and a variety of important issues. Her masterful spiritual grace always shines through with compassion and forgiveness. Her poetry is a timeless gift to the world.”

In addition to serving as U.S. Poet Laureate, Harjo directs For Girls Becoming, an arts mentorship program for young Mvskoke women, and is a founding board member of the Native Arts and Cultures Foundation. She was the guest editor for Poem-a-Day in April 2020 and was appointed Bob Dylan Center Artist-in-Residence in 2022. Harjo lives in Tulsa, Oklahoma.


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13 poems by Joy Harjo
The work of Joy Harjo (Mvskoke, Tulsa, Oklahoma) challenges every attempt at introduction. Singer, saxofonist, poet, performer, dramatist, and storyteller are just a few of her roles. Somewhere between jazz and ceremonial flute, the beat of her sensibility radiates hope and gratitude to readers and listeners alike. For example, from Harjo we learn that the opposite of love is not hate, but fear. Several of her books, such as How We Became Human, The Woman Who Fell From the Sky, and She Had Some Horses are now classics in both English and World Indigenous Literature. Harjo has recorded five original albums, including the outstanding Winding Through the Milky Way with which she won the 2009 Native American Music Award (NAMMY) for Best Woman Artist of the Year. The first 8 poems in this selection are from her book, Conflict Resolution from Holy Beings (2015). The remaining 5 poems are from earlier works and have not been previously translated into Spanish. We are grateful to the poet for allowing us to translate her work here. (Andrea Echeverría y Juan G. Sánchez Martínez)


For Calling The Spirit Back
From Wandering The Earth
In Its Human Feet

Put down that bag of potato chips, that white bread, that

bottle of pop.

Turn off that cellphone, computer, and remote control.

Open the door, then close it behind you.

Take a breath offered by friendly winds. They travel
the earth gathering essences of plants to clean.

Give back with gratitude.

If you sing it will give your spirit lift to fly to the stars’ ears and
back.

Acknowledge this earth who has cared for you since you were
a dream planting itself precisely within your parents’ desire.

Let your moccasin feet take you to the encampment of the
guardians who have known you before time,
who will be there after time.
They sit before the fire that has been there without time.

Let the earth stabilize your postcolonial insecure jitters.

Be respectful of the small insects, birds and animal people
who accompany you.
Ask their forgiveness for the harm we humans have brought
down upon them.

Don’t worry.
The heart knows the way though there may be high-rises,
interstates, checkpoints, armed soldiers, massacres, wars, and
those who will despise you because they despise themselves.

The journey might take you a few hours, a day, a year, a few
years, a hundred, a thousand or even more.

Watch your mind. Without training it might run away and
leave your heart for the immense human feast set by the
thieves of time.

Do not hold regrets.

When you find your way to the circle, to the fire kept burning
by the keepers of your soul, you will be welcomed.

You must clean yourself with cedar, sage, or other healing plant.

Cut the ties you have to failure and shame.

Let go the pain you are holding in your mind, your shoulders, your heart, all the way to your feet. Let go the pain of your ancestors to make way for those who are heading in our direction.

Ask for forgiveness.

Call upon the help of those who love you. These helpers take many forms: animal, element, bird, angel, saint, stone, or ancestor.

Call yourself back. You will find yourself caught in corners and creases of shame, judgment, and human abuse.

You must call in a way that your spirit will want to return.
Speak to it as you would to a beloved child.

Welcome your spirit back from its wandering. It will return
in pieces, in tatters. Gather them together. They will be
happy to be found after being lost for so long.

Your spirit will need to sleep awhile after it is bathed and
given clean clothes.

Now you can have a party. Invite everyone you know who
loves and supports you. Keep room for those who have no
place else to go.

Make a giveaway, and remember, keep the speeches short.

Then, you must do this: help the next person find their way through the dark.

© Joy Harjo. Conflict Resolution From Holy Beings. W. W. Norton & Company, 2015.

Rabbit Is Up to Tricks

In a world long before this one, there was enough for
everyone,
Until somebody got out of line.
We heard it was Rabbit, fooling around with clay and the
wind.
Everybody was tired of his tricks and no one would play
with him;
He was lonely in this world.
So Rabbit thought to make a person.
And when he blew into the mouth of that crude figure to see
What would happen,
The clay man stood up.
Rabbit showed the clay man how to steal a chicken.
The clay man obeyed.
Then Rabbit showed him how to steal corn.
The clay man obeyed.
Then he showed him how to steal someone else’s wife.
The clay man obeyed.
Rabbit felt important and powerful.
The clay man felt important and powerful.
And once that clay man started he could not stop.
Once he took that chicken he wanted all the chickens.
And once he took that corn he wanted all the corn.
And once he took that wife, he wanted all the wives.
He was insatiable.
Then he had a taste of gold and he wanted all the gold.
Then it was land and anything else he saw.
His wanting only made him want more.
Soon it was countries, and then it was trade.
The wanting infected the earth.
We lost track of the purpose and reason for life.
We began to forget our songs. We forgot our stories.
We could no longer see or hear our ancestors,
Or talk with each other across the kitchen table.
Forests were being mowed down all over the world.
And Rabbit had no place to play.
Rabbit’s trick had backfired.
Rabbit tried to call the clay man back,
But when the clay man wouldn’t listen
Rabbit realized he’d made a clay man with no ears.

© Joy Harjo. Conflict Resolution From Holy Beings. W. W. Norton & Company, 2015.

In Mystic

My path is a cross of burning trees,
Lit by crows carrying fire in their beaks.
I ask the guardians of these lands for permission to enter.
I am a visitor to this history.
No one remembers to ask anymore, they answer.
What do I expect in this New England seaport town, near
      the birthplace of democracy,
Where I am a ghost?
Even a casino can’t make an Indian real.
Or should I say “native,” or “savage,” or “demon”?
And with what trade language?
I am trading a backwards look for jeopardy.
I agree with the ancient European maps.
There are monsters beyond imagination that troll the waters.
The Puritan’s determined ships did fall off the edge of the
     world . . .
I am happy to smell the sea,
Walk the narrow winding streets of shops and restaurants,
and delight in the company of friends, trees, and small
     winds.
I would rather not speak with history but history came to me.
It was dark before daybreak when the fire sparked.
The men left on a hunt from the Pequot village here where I
      stand.
The women and children left behind were set afire.
I do not want to know this, but my gut knows the language
      of bloodshed.
Over six hundred were killed, to establish a home for God’s
      people, crowed the Puritan leaders in their Sunday
      sermons.
And then history was gone in a betrayal of smoke.
There is still burning though we live in a democracy erected
over the burial ground.
This was given to me to speak.
Every poem is an effort at ceremony.
I asked for a way in.

(For Pam Uschuk) October 31, 2009
© Joy Harjo. Conflict Resolution From Holy Beings. W. W. Norton & Company, 2015.

Once the World Was Perfect

Once the world was perfect, and we were happy in that world.
Then we took it for granted.
Discontent began a small rumble in the earthly mind.
Then Doubt pushed through with its spiked head.
And once Doubt ruptured the web,
All manner of demon thoughts
Jumped through—
We destroyed the world we had been given
For inspiration, for life—
Each stone of jealousy, each stone
Of fear, greed, envy, and hatred, put out the light.
No one was without a stone in his or her hand.
There we were,
Right back where we had started.
We were bumping into each other
In the dark.
And now we had no place to live, since we didn’t know
How to live with each other.
Then one of the stumbling ones took pity on another
And shared a blanket.
A spark of kindness made a light.
The light made an opening in the darkness.
Everyone worked together to make a ladder.
A Wind Clan person climbed out first into the next world,
And then the other clans, the children of those clans, their children,
And their children, all the way through time—
To now, into this morning light to you.

© Joy Harjo. Conflict Resolution From Holy Beings. W. W. Norton & Company, 2015.

Talking with the Sun

I believe in the sun.
In the tangle of human failures of fear, greed, and
forgetfulness, the sun gives me clarity.
When explorers first encountered my people, they called us
heathens, sun worshippers.
They didn’t understand that the sun is a relative, and
illuminates our path on this earth.

After dancing all night in a circle we realize that we are a part of a larger sense of stars and planets dancing with us overhead.
When the sun rises at the apex of the ceremony, we are renewed.
There is no mistaking this connection, though Walmart might be just down the road.
Humans are vulnerable and rely on the kindnesses of the earth and the sun; we exist together in a sacred field of meaning.

Our earth is shifting. We can all see it.
I hear from my Inuit and Yupik relatives up north that
everything has changed. It’s so hot; there is not enough
winter.
Animals are confused. Ice is melting.
The quantum physicists have it right; they are beginning to think like Indians: everything is connected dynamically at an intimate level.
When you remember this, then the current wobble of the earth makes sense. How much more oil can be drained,
Without replacement; without reciprocity?

I walked out of a hotel room just off Times Square at dawn to find the sun.
It was the fourth morning since the birth of my fourth granddaughter.
This was the morning I was to present her to the sun, as a relative, as one of us. It was still dark, overcast as I walked through Times Square.
I stood beneath a twenty-first century totem pole of symbols of multinational corporations, made of flash and neon.

The sun rose up over the city but I couldn’t see it amidst the rain.
Though I was not at home, bundling up the baby to carry her outside,
I carried this newborn girl within the cradleboard of my heart.
I held her up and presented her to the sun, so she would be recognized as a relative,
So that she won’t forget this connection, this promise, So that we all remember, the sacredness of life.

© Joy Harjo. Conflict Resolution From Holy Beings. W. W. Norton & Company, 2015.

Suicide Watch

1.
I was on a train stopped sporadically at checkpoints.
What tribe are you, what nation, what race, what sex, what unworthy soul?

2.
I could not sleep, because I could not wake up.
No mirror could give me back what I wanted.

3.
I was given a drug to help me sleep.
Then another drug to wake up.
Then a drug was given to me to make me happy.
They all made me sadder.

4.
Death will gamble with anyone.
There are many fools down here who believe they will win.

5.
You know, said my teacher, you can continue to wallow, or
You can stand up here with me in the sunlight and watch the battle.

6.
I sat across from a girl whose illness wanted to jump over to me.
No! I said, but not aloud.
I would have been taken for crazy.

7.
We will always become those we have ever judged or condemned.

8.
This is not mine. It belongs to the soldiers who raped the young women on the Trail of Tears. It belongs to Andrew Jackson. It belongs to the missionaries. It belongs to the thieves of our language. It belongs to the Bureau of Indian Affairs. It no longer belongs to me.

9.
I became fascinated by the dance of dragonflies over the river.
I found myself first there.

© Joy Harjo. Conflict Resolution From Holy Beings. W. W. Norton & Company, 2015.

You Can Change the Story,

My Spirit Said to Me as I Sat Near the Sea

For Sharon Oard Warner and DG Nanouk Okpik

I am in a village up north, in the lands named “Alaska” now. These places had their own names long before English, Russian, or any other politically imposed trade language.

It is in the times when people dreamed and thought together as one being. That doesn’t mean there weren’t individuals. In those times, people were more individual in personhood than they are now in their common assertion of individuality: one person kept residence on the moon even while living in the village. Another was a man who dressed up and lived as a woman and was known as the best seamstress.

I have traveled to this village with a close friend who is also a distant relative. We are related to nearly everyone by marriage, clan, or blood.

The first night after our arrival, a woman is brutally killed in the village. Murder is not commonplace. The evil of it puts the whole village at risk. It has to be dealt with immediately so that the turbulence will not leave the people open to more evil.

Because my friend and I are the most obvious influence, it
is decided that we are to be killed, to satisfy the murder, to ensure the village will continue in a harmonious manner. No one tells us we are going to be killed. We know it; my bones know it. It is unfortunate, but it is how things must be.

The next morning, my friend and I have walked down from the village to help gather, when we hear the killing committee coming for us.
I can hear them behind us, with their implements and stones, in their psychic roar of purpose.
I know they are going to kill us. I thank the body that has been my clothing on this journey. It has served me well for protection and enjoyment.
I hear—I still hear—the crunch of bones as the village mob, sent to do this job, slams us violently. It’s not personal for most of them. A few gain pleasure.
I feel my body’s confused and terrible protest, then my spirit leaps out above the scene and I watch briefly before circling toward the sea.

I linger out over the sea, and my soul’s helper who has been with me through the stories of my being says, “You can go back and change the story.”

My first thought was, Why would I want to do that? I am free of the needs of earth existence. I can move like wind and water. But then, because I am human, not bird or whale, I feel compelled.
“What do you mean, ‘change the story’?”
Then I am back in the clothes of my body outside the village. I am back in the time between the killing in the village and my certain death in retribution.

“Now what am I supposed to do?” I ask my Spirit. I can see no other way to proceed through the story.

My Spirit responds, “You know what to do. Look, and you will see the story.”

And then I am alone with the sea and the sky. I give my thinking to time and let them go play.

It is then I see. I see a man in the village stalk a woman. She is not interested in him, but he won’t let go. He stalks her as he stalks a walrus. He is the village’s best hunter of walrus. He stalks her to her home, and when no one else is there, he trusses her as if she were a walrus, kills her and drags her body out of her house to the sea. I can see the trail of blood behind them. I can see his footprints in blood as he returns to the village alone.

I am in the village with my friend. The people are gathering and talking about the killing. I can feel their nudges toward my friend and I. I stand up with a drum in my hand. I say:

“I have a story I want to tell you.”

And then I begin drumming and dancing to accompany the story. It is pleasing, and the people want to hear more.
They want to hear what kind of story I am bringing from my village.
I sing, dance, and tell the story of a walrus hunter. He is the best walrus hunter of a village.

I sing about his relationship to the walrus, and how he has fed his people. And how skilled he is as he walks out onto the ice to call out the walrus.

And then I tell the story of the killing of a walrus who is like a woman. I talk about the qualities of the woman, whom the man sees as a walrus. By now, the story has its own spirit that wants to live. It dances and sings and breathes. It surprises me with what it knows.

With the last step, the last hit of the drum, the killer stands up, as if to flee the gathering. The people turn together as one and see him. They see that he has killed the woman, and it is his life that must be taken to satisfy the murder.

When I return to present earth time, I can still hear the singing.
I get up from my bed and dance and sing the story.
It is still in my tongue, my body, as if it has lived there all along,
though I am in a city with many streams of peoples from far and wide across the earth.

We make a jumble of stories. We do not dream together.

© Joy Harjo. Conflict Resolution From Holy Beings. W. W. Norton & Company, 2015.

Morning Prayers

I have missed the guardian spirit
of Sangre de Cristos,
those mountains
against which I destroyed myself
every morning I was sick
with loving and fighting
in those small years.
In that season I looked up
to a blue conception of faith
a notion of the sacred in
the elegant border of cedar trees
becoming mountain and sky.

This is how we were born into the world:
Sky fell in love with earth, wore turquoise,
cantered in on a black horse.
Earth dressed herself fragrantly,
with regard for aesthetics of holy romance.
Their love decorated the mountains with sunrise,
weaved valleys delicate with the edging of sunset.

This morning I look toward the east
and I am lonely for those mountains
Though I’ve said good-bye to the girl
with her urgent prayers for redemption.

I used to believe in a vision
that would save the people
carry us all to the top of the mountain
during the flood
of human destruction.

I know nothing anymore
as I place my feet into the next world
except this:
the nothingness
is vast and stunning,
brims with details
of steaming, dark coffee
ashes of campfires
the bells on yaks or sheep
sirens careening through a deluge
of humans
or the dead carried through fire,
through the mist of baking sweet
bread and breathing.

This is how we will leave this world:
on horses of sunrise and sunset
from the shadow of the mountains
who witnessed every battle
every small struggle.

This land is a poem

This land is a poem of ochre and burnt sand I could never write,
unless paper were the sacrament of sky, and ink the broken line of
wild horses staggering the horizon several miles away. Even then,
does anything written ever matter to the earth, wind, and sky?

Anything that matters

Anything that matters is here. Anything that will continue to matter
in the next several thousand years will continue to be here.
Approaching in the distance is the child you were some years ago.
See her laughing as she chases a white butterfly.

Don’t bother the earth spirit

Don’t bother the earth spirit who lives here. She is working on a
story. It is the oldest story in the world and it is delicate, changing.
If she sees you watching she will invite you in for coffee, give you
warm bread, and you will be obligated to stay and listen. But this
is no ordinary story. You will have to endure earthquakes, light-
ning, the deaths of all you love, the most blinding beauty. It’s
a story so compelling you may never want to leave; this is how she
traps you. See the stone finger over there? That is the only one
who ever escaped.

Fire

a woman can’t survive
by her own breath
                  alone
she must know
the voices of mountains
she must recognize
the foreverness of blue sky
she must flow
with the elusive
bodies
of night winds
who will take her
into herself

look at me
i am not a separate woman
i am a continuance
of blue sky
i am the throat
of the mountains
a night wind
who burns
with every breath
she takes

© Joy Harjo. What Moon Drove Me to This? 1980.