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Chessquest
When is a bird
not a bird?
Discovered
among the Jiroft games,
those showing the image of regal appearing "birds of paradise"
suggest a variety of religious, mythical and nationalistic ingredients.
Although circumstances surrounding the legitimacy of some Jiroft artifacts
point towards fraudulent manufacture, in the fragile field of archaeology,
even counterfeits may serve a kind of purpose.
Myths,
legends and compelling metaphors take flight from icons faked or true
and board games often make use of a mixed bag of ideographic elements
drawn from both mythical and factual stores of the human imagination.
Among the literary annals of board game history, legend and fact combine
to produce an amorphous view of "reality".
In early
games, visual embellishments appearing as various types of boards
or incised onto a playing surface qualify a combination of votive,
divinational and mythic questing activities that help define the game.
As a result, imaginative flight into the void of creative decision
and ritual time-space becomes a common concern of forgers, copyists,
legitimate craftspersons and the players to whom their craftsmanship
was intended to appeal. On
occasion, inquiry into constructive elements can help reinforce known
facts about a specific game or culture and open new questions regarding
indigenous as well as crossbred realities implicit in the character
of items being unearthed - or, in some instances, those being "planted".
Migrating Legends
and Other Information:
Like history itself, old legends shift shape while adding or shedding
plumage. As older race games evolved, their visual scenarios may have
appeared to alter dramatically but were essentially the same game
with the same questing spirit. While keeping up with colloquial variations
however, few games shed so much of themselves that they fall totally
out of touch with their original categorization. In
some ways, even the least descriptive and unpretentious appearing
retain important consistencies that draw our attention towards meanings
and messages implicit in their use. Within certain contexts, such
as Egyptian senet, Persian backgammon, games of twenty squares, the
practical use of cultural icons and their similarities, point towards
the possibility of a trans-national diaspora of these same mythic
structures and emblems, many of which retreat into the mists of prehistory
and pari-literacy.
Birds
in particular offer a romantic view of the shaman's alter-ego which
is bound by profession to enact fluid responses to evolving realities
though the application of various questing practices. Shamanic reentry
into the "womb" or "flights" into the void depict
an inductive means of remembering and retrieving "lost"
knowledge, which, in some cases, allows the practitioner to acquire
a prophetic reputation or confirm hereditary inscription into the
ranks of "holy men". Integrally, birds, boards and bards
are tasked with the role of objectifying the interwoven complexities
of one vast tutelary regime that is penetratingly "Hermetic"
or "Gnostic" by practical nature and supposition.
Many
ancient games wrap their wings around different forms of primordial
Hermeticism, an evolutionary matter that clings as much to older games
as it does to more modern games such as chess. While
we find recollections of Hermetic transformation occurring in the
pawn's promotional venue as well as repeated use of bird imagery in
ancient promotional games such as Chinese liubo, Egyptian senet, all
tolled, the Persian epic of the Simurgh attempts to historicize facets
of "hiddenness" and unknown destiny implied in competitive
games. With them comes a flock of sacred, long venerated views of
a multi-layered cosmos and the "airy" means required to
transit back and forth between the curtain-like membrane dividing
pristine energies of the void (or temple naos) from the materialistic
plane. This is done in order that what is hidden can make some formal
impression via scientific objectivity and consensual verification.
All impressions do not nest totally on the board however, as the overall
process of a game's emergence relates directly to human faculties
and the equally "energetic" world of individual consciousness.
Within that topos may appear the reflective processes which allow
some to seize hold of "ideas" and strategies summoned in
response to contingencies of information or patterns developing from
the void.
In A Bird's
Eye:
Thought
to be the relative or ancestor to the "rukhs" or rooks of
chess, the Persian Simurgh's vital allusions relate severally to "breath",
"air" and "invisibility". However, it's characterization
within the context of a material environment offers the same possibility
of affirmation as the sacred owls, falcons or phoenixes embedded into
the promotional structures of liubo and senet. Also, amid the convergence
of abstract "qualia" with non-abstract "quanta",
the game of chess shows materialization of forms and patterns emerging
from the void due to the press of duality, a matter the two headed
varieties of Jiroft board game birds tend to state explicitly through
the artistic use of "negative space" - or the ultimate abstraction
of the central void as it appears to expand or contract in response
to dialectical tensions. Out of such basics we can be assured that
"hidden" intermediary functions of play invite participants
on a tour behind the curtain of appearances in order to activate and
appraise the instance of a developing totality up until the climax
of its final offering, endgame, or conclusion and again, beyond, through
post-game analysis. As a rule, it is precisely because cooperative
two party functioning brings about the appearance of a "third
party" - that is, the game being played - that any accurately
objective assessment of what chess "does" contributes to
its reputation as "the vizier's game" in China.
As a
compliment to the legendary Persian Simurgh and its cultural facilitators,
the phrase "he of the curtain" defines the ancient Egyptian
arch-vizier and Ibis-headed Thoth and we find characteriztions of
his advisory relationship with the falcon headed Horus sprinkled liberally
over senet boards and sacred texts. In Indian games, the divine intermediary
also puts in repeated appearances as Ganesha, "al pil",
or the flying elephant, Airya, whose name practically speaks it all.
Such board game throwbacks, which include the Persian "mantri"
("giver of mantras") and the modern chess queen all relate
in some way or another to primordial visions of a divine or "hidden"
abstract, its means of discovery and the migratory junctions that
cause players to identify positively with pawns - the embryonic eggs
with unknown destinies, who, on the chessboard and under favouring
conditions elsewhere, may crack open to reveal the rich inner qualities
of Merlins, Maji, djinn, knights, rooks and queens. Rare birds indeed,
these promoted pawns - and all the more so in chess since the entire
issue of their promotion rests upon the trembling perch of player
reciprocity, which is, no less, the very axis of the game itself.
Underlying
the types of symbols chosen to depict abstract inquiry, many types
of games offer a powerful means of conveying forms of universality
we can easily append to contemplative attitudes, dedications and flexible
ritual performances implicit in all learning experiences. While learning
and change appeal to sudden as well as gradual transitions, such things
endlessly unfold through the symbolic play of chess and various other
board games. Neither inert nor inactive, the virtual aspect of games
addresses a significant number of subjective issues in ways that allow
us to summon them forward within the context of a direct theatrical
or objective experience we may actively reflect upon during the process
of a game, or afterwards, at leisure.
Although
it can be said that it lies within the potential of all games to deliver
a reflective pool of wisdom, with the compulsion to repeat an inaugural
gaming event comes the veteran's understanding of how, even before
the first die is cast or the first pawn moved, a multilayered and
interconnected assembly of ideas and suggested emotions lies in waiting.
With the trials and balances of ritual encounter being the cardinal
feature of many games, in general, the overall principles and practices
of game board questing employ the same rudiments to discovery as divination
media and other highly personalized learning exercises, simulations
and experiences. All such experiencs remain consistent with varying
degrees of successful involvement similar to the ones depicted within
the hierarchies of various board game cultures - shogi, chess and
wei-qi among them - each of which retains functional qualities or
"rites du passage" reminiscent of a priest or psychopomp's
repeated trails en route to admission to a sacred inner circle - a
grandmaster's literal "parliament of birds".
I think - therefore,
I fly...
Ancient board games styled according to conventional heraldic themes
- be they laid out on palm trees, double axes, birds, boats, the coils
of a serpent, or variously decorated squares - seldom fail to impress
a trail of facts, near facts and epic associations on the student.
In various ways all games tend to evoke prayers of their own and fit
tidily within competitive and comparative structures resonant within
the mirror-like arrangement of a reflective human consciousness. On
various positive footings, board games offer a boost to individuation
processes and the development of specialized skills. In older games,
emphasis placed upon the capacity to reflect and extemporize reflexively
coheres with heroic, often mystical and supernatural portions of religious
canons dealing specifically with latent powers of "transformation"
or "self-transcendence". In whatever setting agreement between
board game themes and religious scripture have been ascertained to
follow a common path, experts have no choice but to define this calling
as "sacred".
Owing
to the antiquity of precepts
which fall into sacred categorization, in the long run, we must ask
ourselves where and how certain key board game symbols and triggers
were born and why representational aspects of them offer such an unbroken
chain of evolution over the course of not just centuries, but millennia.
Obviously, there are as many possible dynamics of exchange from which
to chose as there are prime heraldic symbols, claims of original invention
and provenance to study and retrace. And yet, the sheer antiquity
of so many contributing factors tend to mock our ability to do this
from the distant darkness of prehistory. Some historians will hear
a Simurgh, some an owl, a Garuda or a falcon, even though it may be
all the same bird to the ones who assemble around the great branching
regimes and fountains of chess and other board games.
Board game
"mathemagic":
Clearly,the common specialty of sacred birds
and sacred board games appears in bedrock themes that have oral, theatrical,
ritualistic and iconic pasts known to lean heavily upon important
magico-religious ideals. Some of these quasi-mythic ideals and the
various types of media that published and extended them to illiterate
audiences relate directly to the pari-literate genius of chess and
other more ancient games. As a result, we can say that through the
fabulous adventures of humanity's search for truth, beauty, balance
and justice, folkloric and other fanciful appearing epics amplify
our shared appreciation for utopian quests and ritual confirmations
of success. It is therefore totally appropriate that, while cloaked
in the pragmatism of "signage", symbolic emblems also relate
to penultimate achievement and attainments of a mystical variety.
Joining practical knowledge with self-knowledge shows the propensity
of games to embrace not only the rudiments of mathematics but also
the sacred aspects of various interrelated heoric myths, legends and
media.

The combined
stance of allied media demonstrates humankind's compulsion towards
increasingly integrated, compressed and compacted forms of self-expression.
The search for "touchstone" devices that say more with less
underscores our complete history of mathematics and formalized communications
while confirming humanity's collective drive towards deeper integration.
Examples of compression emerge according to common themes that issue
equally through the semiotic construction of ancient votive stands,
board games, divination materials, their collective paraphernalia
as well as the various types of "reward" structures used
to define numerous cross-referenced, culturally and religiously interwoven
purposes. Solipsistic, self-referential, unbendingly holistic and
universal, in many cases, basic myths, ideas and attitudes associated
with games in general appear to have been defined from the heights
of human self awareness. The hierarchies and similarities they insist
upon are reflected in meaningful iconic symbolism embedded the actual
structure of game boards. In addition, dice and the various types
of pieces used in play serve some direct purpose in locating the type
of mediation required to penetrate the core of a game's heritage.
As "messengers of the gods", dice are no less indicative
of the intermediary hand that lies heavily upon many ancient race
games and one of the various factors involved in determining how certain
games evolved along a specifically sacred and ritualistic track.
World-wide
Wings:
Whereas
the use of birds and winged emblems is a worldwide feature of heraldic
expression, their occurrence in board games provides similar attestation
of a soaring spirit and the desire to close the gap between potentiality
and practical accomplishment. Without ignoring the natural migratory
pattern of birds or divination practices inspired by the movement
of flocks, ancient literary sources draw frequent attention to venerable
species of fowl dwelling in the midst of various games and if we look
penetratingly into the roots of ancient mass media, the early shamanic
traditions of Persia, Egypt, India, Siberia, China, Japan, North and
South America, Africa and Europe and many places elsewhere offer several
standard avenues of inception and interpretation - with the results
all being fairly consistent with the conclusions of board game authorities.
These state that the habits of religious understanding, proseslytization
and ritual indoctrination are inseparable from many games. Not merely
the symbol but also the antiquity of processes engaged by "sacred"
games often give the impression that the earliest forms evolved as
harbingers of complex theological systems.
Owls,
falcons, hemp birds and various other "ideal types" flock
to the sacred games of many primary cultures. Examples abound. Flourishing
in the midst of 3rd millennium kunst and culture, the Egyptian Ibis
and Horus falcon play signature roles not only in the religious realm
of board games, but also in theocratic contexts of an almost impenetrably
obscure nature. Noticeably, the heraldic stamp of Jiroft's birds of
prey evoke Egyptian icons as well as the standard form of "profile
view" apparent in hieroglyphic contexts. The cup holes say "mancala"
but the structure offers a different outlook that aligns favourably
with Egyptian "aseb" ("tau") or Enkomi style games
of 20 squares. So, if nothing else, the complete collection of Jiroft
media, both forged and legitimate, suggest the hybrid blending of
game structures may not necessarily follow a purely indigenous pattern
of reconstitution and that the epic development of sacred birds and
birdlike icons remains a matter that resists pinning to one deterministic
time or place.
Better
determined and more deterministic however, the hatching of perennial
themes that repeat similarly across several board game cultures belies
the cunning craft of the tutelary's working charm as well as the distinct
possibilty that the inventors of various games may have been more
independently concerned with the expression of universal truths and
less subject to culture bias than most other individuals. In former
times they may have flocked to the great city states of Egypt, Mesoptamia,
Greece and the orient. This was demonstrably the case during Alexandria's
prime and continues to be a hallmark of ecumenical gatherings the
world over. In effect, the unitary dynamics of religiously based syncretism
allows that the huge variety of icons used to perform the same ritual
deeds will appear almost incidental to the topics of transcendence,
transformation and supercession. So, despite that board game icons
also bear the ethnographic fingerprints of culture barons, we can
identify some ancient games and their offshoots as having evolved
in concert with the primeval workbooks of shamanic forces. Always
verging towards the singular impression they may leave upon an individual's
struggle to encounter, receive and accommodate new skills, deeper
knowledge, or what, during ancient times, might easily pass for higher
forms of experiential learning, within the realm of mystic games we
may seek and find tutorial feathers of truth, until perhaps at last,
within the gilded cage of human imagination, an entire bird starts
to take on a life of its own.
Drawn
into board game dreams of high flight and flocking, a player will
be invited to suspend belief in all normal sets of limitations in
order to attain and capitalize upon successively loftier goals, ambitions
and personal plateaus. Ascension
to the top of any tree or ladder of success takes wing on our capacity
to combine opportunity, reflective activity and personal choice with
the desire to entertain and accommodate the possibly of positive change.
Board games - even games of chance - signify what happens when random
events engage the subliminal vastness of the sublime according to
an accurately restated microcosm. Within clusters of events, we may
also see how primordial
tutelaries still preside and prevail upon today's experiences with
tactical judgement by invoking the questing spirit of trial balances,
adhoc mathematics and mini-max decision making. As defined by the
tutelary, these practiced concepts, ideals and expectations help demonstrate
the profound connection between abstract perfection and devoted practice.
Thus, given our leeway with choices and decison, in various board
games, even those of a dice driven variety, the spirit of the laws
governing how we learn is made flexible and powerful enough to triumph
over the constitutional letter. In effect, as messengers of the gods,
the dice inclined many sacred race games towards the notion that the
will of intervening entities appearing to us from across the void
may help override common barriers to success in fabulous ways that
respect neither the more skilled opponent nor rational expectation.
In this regard, cracking open the comic egg parallels the cracking
open of human consciousness and the tutelary function of board games
are excellent devices for arriving at both events almost simultaneously.
State vs the
Individual - the oldest wargame
Altogether,
the pragmatic implementation of board games, divination and votive
structures provide us with an opportunity to commune with utopian
ideals and the "impossible dream". In the process, invitation
to engage a ritual plane that accords well with randomness, unconsciousness,
pre-consciousness as well as conscious stages of decision making charges
the individual with ambitious sets of expectations and the desire
to seek what is "unknown" about themselves and the world
through mini-max sieving of informational material. As such things
addresss the full scope of player concerns, both the promotional and
overall triumphal aspects of play portend to make players symbolic
kings and queens in their own houses and thereby give credence to
perfectionistic accomplishments implicit in tutelary principle as
well as traditional practice.
Like
the "birds", whose signification of relative heights clings
to royal headresses and other emblems of heroic attainment, the subjective
processing of these forms remain numinous, highly personal matters
over which "normal" or empirical grounding in material reality
as well as pragmatic extensions of empirical "justice" vital
to laws and judgements passed down by the state may rely upon for
sanctification but over which they have very little control. This
entire notion of an inviolable individual comes to a reckoning with
the philosophical split that continues to hover around debates regarding
whether or not chess depicts an actual war game rather than a retraditionalized
offshoot of pagan techniques of individuation and the summation of
arcane wisdom lying at the foot and in the hand of ancient coronation
ritual as well as its determined survival over the span of millennia.
Consequent to the subject of what it takes to formulate the essence
of one great and enlightend man or woman, from modern day contention
over this subject and the heat it draws during symposia, we can easily
imagine why "games of the gods" and the "proto-gnostic"
attitudes that support combined expressions of divinity, kingship
and ritual "promotion" should have invited so many taboos
and legal restrictions over the course of the game's known lifetime.
From
the gnostic side of any fence, sacred board games do not render very
much (if anything) to a warlike caesar. In fact, as the power of augury
and divination traditionally took hold of caesar's self-reflection
on career and destiny, the very opposite seems to be true. In a manner
of speaking, the transcendent nature of emblematic birds of paradise
attending coronation rituals as well other key symbols that provide
them with their royal perches become symbolic representatives of unseen
forces that will help carry kings and pharaohs across their respective
Rubicons and Niles rather than the other way around. Alleged to contain
a fearful power that speaks truth to the powerful about the inherent
limitations and dangers of materialistic "illusions", birds
decry the many pitfalls involved in presuming subjugation of the "will"
of the gods towards amoral ends while retaining the capacity to outwit
the unwitting and serve justice where judgement is lacking.
From
this gnostic standpoint, views regarding what is "virtual"
and what is "real" may take on two different, yet very codependent
meanings, with the formal state proving to be the more abstract, artificial
and supplicant in most instances and the individual more immediately
connected to the revelatory aspects of divine principle. On ther other
hand, gaming structures such as senet and chess do more than imply
how both the state and human condition are essentially in accord with
one another via alchemic axioms dealing expressly with malleablity
and transformative potentials. Auch as we find these topics scaled
within the miniature self-containment of board game ritual. at the
very least, these games demonstrate how ambiguity and interchangeably
are significant factors that play out at various levels and during
all moments of our mortal existence. Their expression of a living
consciousness also states that no man, woman or institution is immune
to either divine or natualistic laws of change from which the measure
of whatever theocratic forms of justice we find depositied onto chess
boards of all nations takes its cues.
Incognito
- ergo sum - or, "The play is the thing..."
Inasmuch as the flight of inspiration, intuition and other anticipatory
notions precede the
formation of clear ideas that may subsequently define human actions
and their possible consequences, board games and the strange birds
we find nested in their native game trees tend to offer the first
and final word about the mediating junction between idealistic projections
(prayers offered) and their actual realization (wishes granted) and
do so from a very obectivizing, tactile and democratic point of view.
Ideas
and implements concerned with human individuation, spiritual migration,
transformation and the somewhat magical momentousness of various games
being what they are, we should not be surprised to find paradisic
birds arranged in various styles of parliamentary gatherings or coronation
celebrations. Nor does it seem in any way fanciful to assume that
parliamentary meetings of actual persons engaged in helping define
colloquial rudiments associated with various promotionally oriented
gaming structures may be listed among those who also helped discern,
preserve and elaborate upon a stable practicum leading towards evolutionary
change and self-transcendence early on in the history of ritual assembly
and did so with enough frequency, consistency and communicative success
that the basic contents, pattern, reward and symbolic structures of
several types of promotional games remain fairly consistent across
a wide range of foundational cultures. Thus it would appear as though
board games accomplished recreational as well as tutelary objectives
through shared use of ancestral wisdom common to many sacred traditions
and may have accomplished this feat even before the use of token,
hieroglyphic and other communicative symbols made awareness of sacred
knowledge, its canon and accompanying scientific imperatives infinitely
more secure, portable, detailed, compacted, synctretized and accessible
to successive stages in the human cavalcade of civilized history.
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The
"Rook" in medieval heraldry
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While
we are well aware that such ecumenical gatherings occurred in Alexandria
and many cosmopolitan centers of antiquity, the idea of pilgrimage
to a sacred center grips historical as well as virtual reality like
an iron talon. The legendary strength of mystical birds of prey and
paradise are among the emblems known to many peoples and are held
responsible for superhuman feats of cosmic integration that draw all
aspects of culture and culture creation together beneath a common
aegis. Amorphous in style but not their basic substance, should we
choose to track these many birds to their various nests, we may be
astounded to find them gathered around a convincingly vast number
of shared traits and ideals. As ever and always, they may respond
to our questions by throwing us back in historical time with the cawing
insistence that we search out today's answers without losing touch
with yesterday's truisms. As a collection, their wings continue to
point toward totemistic devices that preserve many of our answers
securely in place regardless of how our current view of the world
and its cosmic beginnings may have altered over the course of millennia.
Odd birds
already familiar with the "rooks" of chess may find the
accompanying Mandaean legend an important mooring for continued research.
Similarly,
for those who find the wings of chess a particularly revitalizing
source of inquiry, the following excerpt may breathe new wind into
some wings. Considering the mythic context of a splendid narration
and in light of Jiroft's tenuous perch upon things known to aseb,
senet, liubo, chess and other traditional board games, Hirmiz bar
Anhar helps identify a few poetic truths about mystical birds. His
masterful retelling of an imaginative tale should appeal the rukh
or the migrating hopoe in all of us.
As an
added note of caution, to discover ourselves being spirited away by
the holographic splendor of the Persian Simurgh or any important bird
of paradise seems as much a matter of choice as chance. And yet, what
some mystics claim to know as a reliable path leading to the phoenix's
flame upholds much of what we need to know about a set of rules to
a separate kind of reality that never fails to speak directly to the
heart about the possibly of dramatic transmissions, transformations
and renewals. Offered from the heart, this flight of Persian fancy
is for those who would dare to become the paradisical bird of their
dreams. This is the very transformation mystics assure us is neither
impossible, nor haphazardly relegated to the domain of patchwork fantasy.
In fact, other than through the conveyance and contrivances of traditional
metaphor, there is really no telling where mindful dedication and
heartfelt entertainment of these possibilties can lead - except upward!
a bientot
DMc
Excerpt from:
The Mandaeans of Iraq and Iran
By E.S. Drower
Clarendon
Press, Oxford,1937
(Reprint Leiden: E.J. Brill 1962) pages 393-399
Narrator: Hirmiz bar Anhar
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"Rook"
(rukh), Ferghana. Eighth to ninth centuries (?) Ivory, 5 cm.
Hermitage, St. Petersburg:
"The
Art of Chess," I. M. Linder, H.G.S. Publishers, Moscow, 1994,
ISBN 5-7588-0386-3, p. 66.
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The Simurgh
is a 'hidden' bird, her ways are mystery. She lives like a queen in
the mountains, but every Sunday she likes to go forth and visit sons
of Adam--kings of the earth. When she approaches she is like a cloud,
for she is big, and as soon as she is perceived coming in the sky,
they play the big drum, the women utter joy cries, and all are glad
because of her coming.
This
was in the old time. Especially did the ruler to whom she made visit
rejoice. Zal, Rustam, Kai Khosru, Sarhang, Afrasiab, all hoped that
she might pay them a visit one Sunday, and used to say, "O God! Let
the Simurgh visit me." These were the days of the Pehlewan.
It happened
one Sunday that the Simurgh came to visit Hirmiz Shah, who had prayed
to his Lord that she might come, and had prepared a castle for her
reception on a hill, which was set with trees and watered by clear
rivers, and adorned with a garden. She alighted on this place, and
when Hirmiz Shah saw her, he rejoiced greatly, and went to her saying,
"Be welcome! God causes you to live! A thousand joy-cries for you
(Elf halla bik).
In the
lower room of the castle he had built for her --and from this room
one looked out on the garden and upon a fountain--Hirmiz Shah had
prepared a throne upon which the Simurgh could seat herself, so that
she might rest and need not stand upon her two legs. It had a mattress
covered with velvet, against which her breast might repose, and was
like a nest in shape--her tail came out behind. The fountain of water
was as clear as a lump of ice, and the water leapt straight up into
the air white and pure, and spread out like a tree. Hirmiz sat before
the bird, and, seeing that she gazed at the fountain, he looked at
it, and saw in the water something, which resembled a being of light.
The Simurgh knew that Hirmiz Shah had seen something. When she turned
away her head and did not gaze at the water, the appearance died away.
The Simurgh aware that Hirmiz Shah was observing this, smiled and
Hirmiz Shah smiled, too, far his heart felt rejoiced at that which
he had seen.
Then
the servants of the Shah brought fruits of the mountain country-peas,
quinces, and apples, and set them before the Simurgh in baskets. She
thanked him and began to eat of what he had offered her.
Said
Hirmiz Shah, "I should like to kill a sheep and bring it to your honor,
50 that your honor may eat of it."
She smiled
and replied, "l do not eat that which has breath I eat fruit only."
After
she had eaten in the beautiful place which had been prepared for her,
Hirmiz Shah said, "If your highness permits, I should like to show
you how our women dance."
She answered,
"As you please! Favour me!'
Now Hirmiz
Shah had some maidens whom he had brought up from their earliest years.
They were beautiful girls, intelligent, and carefully trained, and
their voices were melodious and sweet. He sent for them and said,
"I want you to dance and sing for the Simurgh."
They
replied, "Gladly!" and musicians were brought who played on the pipes,
which in Iran they call ambubi. If two or three musicians play on
them in concert, the sound is delightful. Six pipers were brought
who played with the utmost skill and sweetness. The girls began to
dance. Lady! So well did they dance that you would have thought them
made of a piece. If they turned, it was at the same instant. They
bent together and rose together, and turned together; all exactly
in unison, not one was behindhand. As the Simurgh witnessed their
performance, she exclaimed, "How cleverly they dance!" and was delighted
with them. When the girls had finished and were resting, she said
to Hirmiz Shah, "I am extremely grateful to you for the pleasure and
delight you have given me, and, in return, I will grant you your heart
s wish!" Hirmiz Shah was glad and said to himself, "God brought her
here, and now I shall ask her the dearest wish of my heart!" To the
Simurgh he said, "I only ask an answer to one question."
Replied
the bird, "Speak! What is your wish?"
Said
Hirmiz to her, "Simurgh the sons of Adam are nor persuaded of truth
if they cannot see proofs with their eyes! We are children of Adam,
and if nothing is revealed to our eve cannot speak with certainty
about anything!" She smiled, for she knew what Hirmiz was thinking
and wishing. Said Hirmiz, "We want to see the King of Light, with
the melki and the 'uthri, so that our souls may receive certainty
even in this world."
The Simurgh
replied, "How do you know that I have knowledge enough to grant your
request?"
Said
Hirmiz, "When I saw you gazing at the fountain, I knew it, for when
you turned your eyes upon the water, I saw a Being in it, a shape
of light, crowned with light, in the water. Sometimes it was colored
red, the color of flowers, at which my heart rejoiced. Sometimes it
was yellow, but a yellow of great beauty, sometimes green, sometimes
turquoise and exceedingly lovely, and sometimes blue like the robe
of Ruha--a most beautiful blue. Sometimes it was black like a cloud,
but even in the deepness of that black I could perceive a Shape, for
my eyes were not dazzled by light. I saw this when you gazed at the
water, and I was persuaded that you have knowledge, and that nothing
can be hidden from you."
The bird,
the Simurgh laughed and said, "Aferim! Bravo! You have understood!
I have visited many kings, but never before have I seen one as intelligent
as yourself!"
Said
Hirmiz, "I ask you for this boon, that we may see the King of Light,
with the melki and the 'uthri, so that seeing, our hearts may believe,
and rejoice and rest!"
Answered
the Simurgh "Later on I will show you!" Hirmiz Shah was delighted
and said to the dancing girls, "I will give you money! I will give
you all the money in my treasury!"
The dancing
girls were overjoyed and said to him, "We will bring our birds to
dance before the Simurgh." For the girls had birds which they had
trained from nestlings to dance together as if they were human. They
brought the birds, which were white, sky-blue, red, and other colors,
and the birds stood in a row, one beside the other as their mistresses
had trained them. The pipers began to play the pipes, the girls began
to dance, and the birds struck their wings together in unison, like
a drum, taq-taq-taq! It was very pretty.
The Simurgh
was astonished at the training of these birds and the cleverness with
which they struck their wings together in unison, and, indeed, it
was a strange thing.
Thus
the night passed in pleasant amusement of this kind, in dancing and
eating fruit and conversation: the Pehlewan and nobles and other guests
sitting together with the Shah and his guest.
At last
the morning star, Ubreyha-her other name is Merikh-appeared in the
sky. When she appears, the nomads go to milk their cattle, for she
is seen shortly before dawn. The Simurgh when she saw the star said
to the Shah, "The time has come, and I will now show you melki, and
permit you to hear their voices and their incantations (lit. how they
read). You shall see how they appear." She ordered two small bowls
to be brought, and in the middle of each bowl was a small receptacle.
She caused a thread to be passed through the receptacle of each bowl,
and secured in the middle. Then the Simurgh put one bowl to her ear,
and told Hirmiz to put the other to his ear and she rose and gazed
at the fountain.
Hirmiz
looked, and, behold! seven personages appeared in the midst of the
water, each of his own kind color and shape. When they conversed with
each other, their colors intermingled, and the play of color was exceedingly
beautiful. Their voices, like a melody in sound, chanted,
Ya
tali Ziwa (O rays of Light)
Sharaghi Ziwa (Lamps of Light)
Hirmiz
Shah gazed and was amazed and cried, "Can there be those in the world
who deny the existence of spirits?"
After
Ubreyha had gone, the moon appeared, and Hirmiz, looking, beheld one
sitting in the water who had seven heads. Voices came from these seven
heads, and they were very lovely and melodious. The seven-headed Personage
sat thus--(the narrator sat upright with his hands on his knees).
Then
the sun appeared in the east, and the Simurgh began to smile and Hirmiz
rejoiced, saying to himself, "Now I shall behold that which is the
best of all!"
The bowl
was at his ear and the other bowl was at the ear of the Simurgh. As
she gazed at the water, he gazed also, and he heard and perceived
rounds, voices of great beauty and music like the rounds of flutes,
a music far better than anything he had ever heard before. He thought
he saw in the midst of the water a woman of such beauty and sweetness
that he was entranced and exclaimed,
Aka
hei (Aka hiia) (There is Life)
Aka marwy (Aka marai) (There is my Lord)
Aka Manda t Heil (Aka Manda d Hiia0 (There is life Incarnate)
So great
was his joy that his understanding almost flew from him, and be cried,
"Greater
than this surely does not exist!"
But the
Simurgh said to him, "Simat Hei (Simat Hiia, Treasurer of Life) is
great indeed! She is the Mother of all Life, the mother of all. All
life in this world proceeds from her. The birds when they twitter,
utter her praises; the fishes praise the Mother of All Life and are
her dervishes; cocks chant at dawn in her praise, and delight when
she appears. Bulbuls, doves, sparrows, and all birds utter their joy
at her presence!"
Said
Hirmiz Shah, "l cannot confess or admit that there can be greater
than this She. It would be difficult for me to do so."
The Simurgh
laughed. But Hirmiz Shah said, "Yet I wish to see further"
She replied,
"You shall see further" The sun turned, and arrived at the North Star.
Then the Simurgh prostrate herself, and began to pray, saying:
"Then,
from the Life (I ask) your mercy, your healing power, your radiance,
your compassion, yours, Great First Life! Forgive me, make me whole,
awake me, have compassion on this my soul, mine, Nimrus Zaina, for
whom this prayer which I have prayed and these devotions shall bring
forgiveness of my sins.
When
the bird uttered the name 'Nimrus Zaina', Hirmiz Shah understood that
she was none other than Ruha herself for Nimrus Zaina is one of the
names of Ruha. And he fell before her, crying, "l crave your protection
and that of your son"
But she
said to him, "Behold, I have more things to show you!"
After
he had prostrated himself, he arose and saw a King of great Brilliance,
all of light, surrounded by many 'uthri and melki. He who was I their
midst was so dazzling to the sight that Hirmiz could not gaze upon
him, but cast down his eyes.
Said
the Simurgh, "You have seen Melka d Anhura the King of Light, Melka
Ziwa, the Radiant Lord. The likeness of Simat Hei appears in the sun,
but none can gaze upon her, none. Only I can show you--it"
And from
that time, Hirmiz Shah abandoned all things (jazz) and left the world
and went into the wilderness and became a darwish.
When
commenting upon this tale, I said to the narrator, Hirmiz bar Anhar,
"In your story the planets and Ruha are honored, and yet the Ginza
Rabba says that they are the portion of darkness."
The old
man replied, "Lady, the enmity between Ruha and her children and the
world of light does not exist in reality. Between the Darkness and
the Light there in no enmity, because both are the creations of One
and the Same. The enmity that you read is the creation of priests,
and those who wrote the ginzi (treasures, holy books). Why should
there be enmity between us and the powers of darkness or powers of
darkness and those of the light? There is only love!"
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