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To bring the past along with us through time in the hold-alls of myth and history is a heavy
undertaking; but as Lao Tzu says, wise people march along with the baggage wagons.
When you construct or reconstruct a world that never existed, a wholly fictional history, the
research is of a somewhat different order, but the basic impulse and techniques are much the same.
You look at what happens and try to see why it happens, you listen to what the people there tell
you and watch what they do, you think about it seriously, and you try to tell it honestly, so that
the story will have weight and make sense.
The five tales in this book explore or extend the world established by the first four Earthsea
novels. Each is a story in its own right, but they will profit by being read after, not before,
the novels.
"The Finder" takes place about three hundred years before the time of the novels, in a dark and
troubled time; its story casts light on how some of the customs and institutions of the
Archipelago came to be. "The Bones of the Earth" is about the wizards who taught the wizard who
first taught Ged, and shows that it takes more than one mage to stop an earthquake. "Darkrose and
Diamond" might take place at any time during the last couple of hundred years in Earthsea; after
all, a love story can happen at any time, anywhere. "On the High Marsh" is a story from the brief
but eventful six years that Ged was Archmage of Earthsea. And the last story, "Dragonfly," which
takes place a few years after the end of Tehanu, is the bridge between that book and the next one,
The Other Wind (to be published soon). A dragon bridge.
So that my mind could move about among the years and centuries without getting things all out of
order, and to keep contradictions and discrepancies at a minimum while I was writing these
stories, I became (somewhat) more systematic and methodical, and put my knowledge of the peoples
and their history together into "A Description of Earthsea." Its function is like that of the
first big map I drew of all the Archipelago and the Reaches, when I began to work on A Wizard of
Earthsea over thirty years ago: I needed to know where things are, and how to get from here to
there-in time as well as in space.
Because this kind of fictional fact, like maps of imaginary realms, is of real interest to some
readers, I include the description after the stories. I also redrew the geographical maps for this
book, and while doing so, happily discovered a very old one in the Archives in Havnor.
In the years since I began to write about Earthsea I've changed, of course, and so have the people
who read the books. All times are changing times, but ours is one of massive, rapid moral and
mental transformation. Archetypes turn into millstones, large simplicities get complicated, chaos
becomes elegant, and what everybody knows is true turns out to be what some people used to think.
It's unsettling. For all our delight in the impermanent, the entrancing flicker of electronics, we
also long for the unalterable.
We cherish the old stories for their changelessness. Arthur dreams eternally in Avalon. Bilbo can
go "there and back again," and "there" is always the beloved familiar Shire. Don Quixote sets out
forever to kill a windmill... So people turn to the realms of fantasy for stability, ancient
truths, immutable simplicities.
And the mills of capitalism provide them. Supply meets demand. Fantasy becomes a commodity, an
industry.
Commodified fantasy takes no risks: it invents nothing, but imitates and trivializes. It proceeds
by depriving the old stories of their intellectual and ethical complexity, turning their action to
violence, their actors to dolls, and their truth- telling to sentimental platitude. Heroes
brandish their swords, lasers, wands, as mechanically as combine harvesters, reaping profits.
Profoundly disturbing moral choices are sanitized, made cute, made safe. The passionately
conceived ideas of the great story-tellers are copied, stereotyped, reduced to toys, molded in
bright-colored plastic, advertised, sold, broken, junked, replaceable, interchangeable.
What the commodifiers of fantasy count on and exploit is the insuperable imagination of the
reader, child or adult, which gives even these dead things life-of a sort, for a while.
Imagination like all living things lives now, and it lives with, from, on true change. Like all we
do and have, it can be co-opted and degraded; but it survives commercial and didactic
exploitation. The land outlasts the empires. The conquerors may leave desert where there was
forest and meadow, but the rain will fall, the rivers will run to the sea. The unstable, mutable,
untruthful realms of Once-upon-a-time are as much a part of human history and thought as the
nations in our kaleidoscopic atlases, and some are more enduring.
We have inhabited both the actual and the imaginary realms for a long time. But we don't live in
either place the way our parents or ancestors did. Enchantment alters with age, and with the age.
We know a dozen different Arthurs now, all of them true. The Shire changed irrevocably even in
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