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The Parthenians
by Adam Sonfield

Excerpts from the published journal of Alas Drom, Aquamancer and scholar, Isalis born, Cymril residing:

With our Jovan'le to verify our observations, we may now disabuse our colleagues and some of the more open-minded of the uneducated masses of their unfounded assumptions regarding the beings known as the Parthenians. Truly, the Archaen Codex provided us all with knowledge that may have remained otherwise undiscovered for yet untold centuries; nevertheless, the Great Disaster affected us all in ways the Codex could never predict nor explain, and this is no less a fact for the Neurian's greatest creations. We must all be grateful that one as learned and proficient as ourselves has had the unexpected fortune to be given the opportunity to study directly the lives and ways of these automatons.

To commence, we must protest that the moniker "Parthenian" is in truth a misnomer; the isle of Parthen is neither the place of origin nor the residence of this people (and we feel confident using that term in reference to them despite their unnatural origin and mechanical basis). Instead, this island is but a way station and a place of gathering; the true home of the Parthenians, more so than even for our own race, is the ocean. It is a fact that most of the automatons visit Parthen but rarely, often no more frequently than the yearly gathering of commerce, at which information and goods are liberally exchanged for the advancement of all.

The Parthenians are a race of great knowledge and unsatiable curiosity in their personal and quite limited fields of expertise; their sense of morality, however, is as archaic as their language, which only the most dedicated scholar of linguistics can yet interprate. Of course, for us this was something of a blessing, as if not for the Parthenians unquestioning acceptance of slavery, we would never have come to know them as we now do.

Of the circumstances by which our former Kang masters saw fit to sell us as but a mere oarsman for a Parthenian trireme, we will only say that in retrospect, we were hasty in our response to that ignorant dolt of lizard, despite his obvious lack of respect and privacy. As if any matter she wished us to divine were more important than our own research. But we digress...

One of our purchasers, whom we would come to know as Ar'na Debak'ne, would later tell us that we were the first discovered not of their race who demonstrated even rudimentary understanding of their language. Although this may at first provoke surprise among some scholars, a moment's reflection will point to the fact that although many of our era can read Archaen, the ability to speak in that tongue has all but been lost.

Our ability pleasured Debak'ne; the reader must understand, as we soon learned, that Parthenians have emotions perhaps as strong as those of many less exotic races, but that they are not inclined to express such passions. Emotion is but one factor in calculating a response to any specific situation, and more often than not, other, more rational factors hold primary sway.

We soon discovered that our studies of the giant quaga coincided with Debak'ne's own interest in pearls, a fact that led to extensive discussions and, equally rewarding for ourselves, an ever lighter burden at the oars. Before five moons had passed, Debak'ne considered us a friend and companion, a judgement with which we concurred.

In these five moons and the twenty more we spent in the company of Debak'ne, we found that the life of a Parthenian would be considered more than a trifle boring by many other peoples. Our friend could rightfully be described as obsessed with collecting and categorizing pearls, and even for one born to roam the open seas, fishing for giant mollusks became eventually tedious. That the five other Parthenians on board our trireme had their own obsessions did little to ease this monotony.

The labor of collecting pearls was performed by the more experienced slaves, who were treated with the respect accorded to valued employees rather than property. The oarsmen, more recently purchased slaves for the most part, were treated with a somewhat callous indifference; only perseverance and display of useful skills allowed them to rise in status. Rations for all the slaves were not plentiful, but the Parthenians made sure to account for specific dietary needs and preferences during those rare occasions upon which we stopped at ports to purchase supplies, paid for with ingots salvaged by others of the race and distributed at the yearly gathering. The Parthenians themselves have no need for ordinary food nor drink, although simple alchemical liquids and small amounts of metals are ingested two or three times a month to replenish their energies and repair any wounds.

Debak'ne once attempted to explain the workings of an automaton mind to us, and although the technical details were beyond the understanding of ourselves as well as Debak'ne himself, the basic principles behind what they call their "programming" were quite fascinating. In essence, Parthenians are each engrained with a hierarchy of priorities and an understanding of probability which are the basis for all their decisions. In general, this hierarchy remains static throughout their existence, although new priorities are often developed as offshoots of the old. Although each hierarchy is unique to the individual, the survival of their specialized knowledge is always primary, even above their own continued personal existence.

Lacking the ability to use a device such as an Ariane tamar to record experiences, Parthenians preserve and disseminate the fruits of their "lifequests," as they refer to their obsessions, through a fascinating process of reproduction. In this process, a male and female Parthenian (the Neurians created them, perhaps with a sense of irony, in the physical image of the Archaen race of Men) have intercourse in a manner familiar to many of our peoples.

Naturally, when Debak'ne invited us to attend this intercourse between himself and another of our trireme, we were dubious of the appropriateness of our witnessing such an event. However, as it became clear to us that our friend felt a strong passion for us to attend, we felt anxious to comply, especially as he had recently become far less impassioned about his pearls, often complaining that he had nothing left to learn. We must also note that we were somewhat curious about the act, from a purely academic perspective and a desire to be complete in our research.

The process seemed familiar to us at first, until, to our astonishment and, soon, horror, the two Parthenians began to merge, parts of their metallic bodies intertwining until we could no longer distinguish between individuals. In but a few long minutes, the process began to seemingly reverse itself, until two Parthenians again cohered and released each other.

Relieved, we began questioning our friend about the incident, although we were perhaps too flustered to properly form our queries. To our surprise, he turned away, and it was the female Parthenian who answered us. That was no longer Debak'ne to whom we were speaking, she informed us. They were each new entities, formed from parts of each of their parents. Just as our race uses sexual reproduction to diversify our natural traits, so do these Parthenians, albeit in a manner that retains a static population by eradicating the previous generation.

To each member of the new pair is given the usually completed lifequest knowledge of all their ancestors, so that this knowledge is gradually spread throughout the Parthenian population. Each of the pair is created with their own, new lifequests, derived from the experiences and secondary interests of their parents. The Neurians did not design them in this way; it is apparently another odd effect of the Great Disaster. On average, the Parthenians are on their third generation since the Disaster, although some lifequests are more quickly completed than others.

When we next came to port at Zir, we ended our two year stay on the Parthenian trireme and made plans to travel to Cymril, excited at the prospects of a life of freedom in the continent's center of learning. The newly formed female who accompanied us was pleased as well; we both have Debak'ne to thank for programming the lifequest of Jovan'le to be the very close study of ourselves.

Postscript: The publication of this article in *Talislanta Today* created an unexpected stir when a letter published in the next issue asked the author if "this is all there is to" the Parthenians. The author responded heatedly, taking it as an insult that anyone could think that this was all he observed in his two year experience and questioning the ability of the letter's author and the general readership to understand the concept of condensing information into a five-page article. The author has subsequently begun publishing a twenty-three part treatise on the Parthenians in the *Journal of Far Isles Ethnology*. Meanwhile, the controversial social pundit, Jonin Gal Bara, has written seven columns on "those obnoxious Sunra," and various off-color jokes have spread about the precise nature of Jovan'le's lifequest.

Game related information:

This interpretation of the Parthenians allows them to become more viable as a PC race. Without this interpretation, any Parthenians encountered have been in existence since before the Great Disaster, should be relatively high-leveled, and should probably have accumulated a great deal of knowledge about the world in all sorts of fields of knowledge (unless they are interpreted to have a limited curiosity).

With this interpretation, a first level Parthenian is now possible, and the race has been described so that an individual's knowledge is not overwhelming. In fact, a PC archtype must only be altered by adding a special form of the Collector skill for the character's own lifequest and by picking out six (two previous generations worth) very specific areas of knowledge about which the character is an expert (only a critical failure on an Action Table role modified by INT results in the character not knowing a very specific aspect of that area of knowledge). The GM should work with the player to develop properly obscure areas of knowledge and should require the player to spend about half of his or her experience points on improving the Collector skill.

©1994 Adam Sonfield