WEBVTT - From the Vault: Mud, Part 4

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<v Speaker 1>Hey, welcome to Stuff to Blow Your Mind. My name

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<v Speaker 1>is Robert Lamb and it's Saturday. So we have another

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<v Speaker 1>vault episode for you. This is going to be Part four,

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<v Speaker 1>the final episode in our series from last year on Mud.

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<v Speaker 1>This one originally published seven eighteen, twenty twenty three. We

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<v Speaker 1>hope you've enjoyed these episodes, either enjoyed them originally or

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<v Speaker 1>enjoying them in in vault format here, so let's go

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<v Speaker 1>ahead and sync once more into the world of Mud.

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<v Speaker 2>Welcome to Stuff to Blow Your Mind, a production of iHeartRadio.

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<v Speaker 1>Hey, welcome to Stuff to Blow Your Mind. My name

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<v Speaker 1>is Robert.

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<v Speaker 3>Lamb, and I am Joe McCormick, and we're back with

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<v Speaker 3>Part four. And I would say probably it's got to

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<v Speaker 3>be the final part right now, at least the final

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<v Speaker 3>part for now of our series on Mud. So in

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<v Speaker 3>previous episodes in the series, which if you haven't listened

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<v Speaker 3>to them, you should go back and check those out first.

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<v Speaker 3>But we talked about the history of mud on Earth.

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<v Speaker 3>It's a more surprising and dynamic story than you might imagine.

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<v Speaker 3>That was in part one. We talked a bit about

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<v Speaker 3>what defines mud. You know, it tends to be of course,

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<v Speaker 3>wet soil of a smaller particle size that gives it

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<v Speaker 3>that sticky consistency. We talked in part two about animal

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<v Speaker 3>behavior and mud, such as pig wallowing, Arnold Schwarzenegger wallowing mud,

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<v Speaker 3>what do they call it, mud skippers, the fish that

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<v Speaker 3>have these interesting mud habitat behaviors, and other things like that.

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<v Speaker 3>In the episode just before this one, we talked a

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<v Speaker 3>lot about mud bricks, the history of mud in human construction,

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<v Speaker 3>and today we're back to sort of round things out

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<v Speaker 3>with a grab bag of different little topics that didn't

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<v Speaker 3>make it anywhere else.

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<v Speaker 1>That's right. Yeah, I think this will be the capstone

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<v Speaker 1>for this series, but mud does open up the possibility

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<v Speaker 1>for some standalone episodes later on. I think there's a

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<v Speaker 1>It ends up touching on so many different aspects of

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<v Speaker 1>the world and our habitats and also human creation. So

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<v Speaker 1>who knows, there may be more mud in the future,

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<v Speaker 1>but this is going to be like the This is

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<v Speaker 1>the bedrock mud. This is the initial foundation of mud

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<v Speaker 1>bricks upon on which we might build future episodes.

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<v Speaker 3>That's right, that's right. So to kick things off today,

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<v Speaker 3>I wanted to start by thinking about a principle that

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<v Speaker 3>maybe should be used in the natural sciences. We'll see,

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<v Speaker 3>and it's basically the heavy metal principle of nature, which

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<v Speaker 3>states that for every phenomenon in nature, there's a good

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<v Speaker 3>chance there is a heavy metal version of that phenomenon.

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<v Speaker 3>If you start with the kind of like an easy

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<v Speaker 3>listening or jazz or country of your classic mud puddle,

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<v Speaker 3>the heavy metal version, I think is the mud pot.

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<v Speaker 3>So you think of a normal mud puddle, there usually

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<v Speaker 3>a depression in the ground where surface water collects after

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<v Speaker 3>rain soaks through the soil, especially if the soil particle

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<v Speaker 3>particles are small, creates an area of plastic or even

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<v Speaker 3>fully liquid mud, and if water stops flowing into the

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<v Speaker 3>puddle from above, it can dry up. But now imagine

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<v Speaker 3>a mud puddle with a thick liquid consistency, sort of

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<v Speaker 3>like paint, but boiling bubbling like a big pot of stew,

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<v Speaker 3>forming opaque bubbles of gas that the gas is clearly

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<v Speaker 3>trapped in those clay particles rising up from below, and

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<v Speaker 3>you can see them form into spheres on the surface

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<v Speaker 3>sometimes and they'll stay there for a moment before they

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<v Speaker 3>finally burst and, depending on the consistency of the mud,

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<v Speaker 3>might splatter all over the place when they do burst,

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<v Speaker 3>maybe even throwing clumps of mud up into the air

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<v Speaker 3>such that it piles around this puddle of mud, forming mounds,

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<v Speaker 3>or even a cone that the mud puddle rises from,

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<v Speaker 3>or a weird kind of collar of mud splatter all around.

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<v Speaker 3>This is a mud pot, and it's also it could

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<v Speaker 3>develop into one example of a term. There's a term

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<v Speaker 3>called mud volcano that actually seems to be used to

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<v Speaker 3>refer to a multiple very different things. But one thing

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<v Speaker 3>that gets called a mud volcano is the kind of

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<v Speaker 3>mound that can build up from the life cycle of

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<v Speaker 3>a mud pot.

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<v Speaker 1>Quick Weird House cinema trivia here for you, Joe, Can

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<v Speaker 1>you name two movies that we've covered that feature boiling

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<v Speaker 1>mud or the appearance of boiling mud, no matter how

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<v Speaker 1>they actually created it via actual footage or some other

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<v Speaker 1>kind of technique.

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<v Speaker 3>Oh wow, you are really stumping me. I seem to

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<v Speaker 3>recall there's some boiling mud in Legend. Isn't that where

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<v Speaker 3>meg Mucklebones lives? But I don't think we actually watched

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<v Speaker 3>Legend for Weird House.

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<v Speaker 1>Did we? No? No, not as of this recording.

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<v Speaker 3>Oh wait a minute, did we do Labyrinth? No, we

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<v Speaker 3>didn't do Labyrinth. But Labyrinth has boiling mud, doesn't it.

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<v Speaker 1>Uh yeah, or something that looks like it. No, the

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<v Speaker 1>two movies that I believe we've watched that have boiling

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<v Speaker 1>mud or the effect of boiling mud, Planet of the

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<v Speaker 1>Vampires and nineteen seventy eight's Beauty and the Beast.

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<v Speaker 3>You're exactly right, Both of those just escaped my memory.

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<v Speaker 3>But yeah, two masterpieces in their own right.

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<v Speaker 1>Came into my head as you were describing it because

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<v Speaker 1>it is a very like otherworldly feeling thing. Though even

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<v Speaker 1>though it is very much all of this world, it

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<v Speaker 1>kind of lends itself to alien environments or environments like

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<v Speaker 1>in Beauty and the Beast, which are supposed to be

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<v Speaker 1>kind of like on the edge of the civilized world,

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<v Speaker 1>sort of bordering on the supernatural. Yeah.

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<v Speaker 3>Yeah, in The Beauty and the Beast, there's like boiling mud,

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<v Speaker 3>or at least bubbling mud even within the grounds of

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<v Speaker 3>the castle, I think, isn't there. I think, so, yeah,

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<v Speaker 3>there's like a courtyard that has mud pots within it,

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<v Speaker 3>and that seems, yeah, at the edge of fantasy. But

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<v Speaker 3>to look at a mudpot and understand what's going on here,

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<v Speaker 3>I think we should start with the concept of a

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<v Speaker 3>hot spring. So hot springs form when water heated by

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<v Speaker 3>geothermal energy deep underground rises to the surface and forms

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<v Speaker 3>a pool, or when water that collects at the surface

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<v Speaker 3>due to regular runoff and surface features is heated by

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<v Speaker 3>steam more heat from below, and this surface water can

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<v Speaker 3>be anywhere between you know, pleasantly warm bathtub temperature and

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<v Speaker 3>lethal boiling. So you do not ever want to jump

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<v Speaker 3>into a hot spring unless it's one that is like

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<v Speaker 3>very well known in advance to be a consistent safe temperature.

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<v Speaker 3>If in doubt, stay away. I've read something like twenty

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<v Speaker 3>people are known to have died from jumping into or

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<v Speaker 3>falling into hot springs at Yellowstone National Park in the

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<v Speaker 3>United States alone.

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<v Speaker 1>Yeah, I remember reading about some of this when we

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<v Speaker 1>were doing some episodes on springs and holy waters associated

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<v Speaker 1>with springs.

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<v Speaker 3>Yeah, and sometimes it can be deceiving, like there are

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<v Speaker 3>tragic cases of people just trying to like get close

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<v Speaker 3>to see what the temperature is like and then falling

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<v Speaker 3>in and dying. There was a case like this I

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<v Speaker 3>was reading about from the year twenty sixteen where let's

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<v Speaker 3>see well, so I was reading an article about it

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<v Speaker 3>from the local news station KULR eight in Billings. I

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<v Speaker 3>guess Billings, Montana near Yellowstone, And so the headline was

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<v Speaker 3>man killed in Yellowstone hot spring allegedly trying to quote

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<v Speaker 3>hot pot. I guess hot potting is like, you know,

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<v Speaker 3>jumping into a hot spring to hang out in it.

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<v Speaker 3>But to read from the article, it says the man

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<v Speaker 3>who died in a Yellowstone hot spring last summer was

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<v Speaker 3>apparently looking for a place to hot pot in the park.

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<v Speaker 3>Yellowstone officials recently released the final report on the incident

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<v Speaker 3>following a Freedom of Information Act request. The victim's sister

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<v Speaker 3>recorded the incident on her cell phone. The accident happened

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<v Speaker 3>in Norris Geyser Basin on the afternoon of June seventh.

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<v Speaker 3>Deputy Chief Ranger Laurent Veress says, it is a very

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<v Speaker 3>dangerous area with boiling acidic waters. So the article tells

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<v Speaker 3>the story of how the man and his sister went

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<v Speaker 3>off the approved path and they were checking out a

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<v Speaker 3>different like hot springs or maybe more mudpot type areas

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<v Speaker 3>to see what the temperature was, and unfortunately, the man,

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<v Speaker 3>while trying to get close to check the temperature, slipped

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<v Speaker 3>and fell in. And the article says, quote search and

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<v Speaker 3>Rescue rangers who arrived later did find the victim's body

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<v Speaker 3>in the pool, along with his wallet and flip flops,

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<v Speaker 3>but a lightning storm stopped the recovery efforts. The next day,

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<v Speaker 3>workers could not find any remains. Veras says the water

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<v Speaker 3>was churning and acidic. He remarked, quote in a very

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<v Speaker 3>short order, there was a significant amount of dissolving. So

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<v Speaker 3>the apparently boiling and acidic conditions in the water essentially

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<v Speaker 3>disintegrated the victim's remains.

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<v Speaker 1>Oh wow, So it is no joke.

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<v Speaker 3>Do not mess around with like, oh, maybe I'll go

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<v Speaker 3>check out this hot spring and see if I should

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<v Speaker 3>get in.

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<v Speaker 1>Yeah, listen to your park obey signage.

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<v Speaker 3>But so, okay, So that's hot springs, water that pools

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<v Speaker 3>on the surface that is either connected to a hydrothermal

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<v Speaker 3>system that heats it or is heated by heat coming

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<v Speaker 3>off of a hydrothermal system below in the ground. So

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<v Speaker 3>also in this family of surface outlets for geothermal energy

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<v Speaker 3>are fumaroles, which are holes in the earth where steam

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<v Speaker 3>rising from geothermally heated water escapes. A mud pot is

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<v Speaker 3>in a way still a type of mud puddle. Mudpots

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<v Speaker 3>are pools where water collects and mixes with clay particles,

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<v Speaker 3>forming a thick liquid mud, usually gray or cream colored,

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<v Speaker 3>sometimes black, but there are other colors possible too. This

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<v Speaker 3>mud puddle is heated by geothermal activity from below, or

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<v Speaker 3>at least is permeated by gas that's released from below,

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<v Speaker 3>and mudpots often release hydrogen sulfide gas, which smells like

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<v Speaker 3>rotten eggs. And while people who see these things often

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<v Speaker 3>describe them as marvelous, one of the most amazing things

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<v Speaker 3>they've seen in nature, if not exactly beautiful, an element

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<v Speaker 3>of the mudpott encounter described at least as often is

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<v Speaker 3>the dank, putrid smell, which is in the air before

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<v Speaker 3>you can even see the thing. You might maybe you

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<v Speaker 3>hear it, but you smell it now. An interesting thing

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<v Speaker 3>is I wonder if this reflects a development in the

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<v Speaker 3>understanding of mudpots. But I've read different accounts of the

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<v Speaker 3>most common ways that mudpots are formed, so I want

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<v Speaker 3>to start with an older account from a reputable source,

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<v Speaker 3>but an older one then. This is from a textbook

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<v Speaker 3>from the nineteen twenties by the American geologist Lewis V.

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<v Speaker 3>Pearson that essentially describes a mudpot as like a hot

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<v Speaker 3>spring but with limited water supply, and Pearson says it

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<v Speaker 3>goes like this. If there is basically a net positive

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<v Speaker 3>flow of water into a hot spring, meaning that more

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<v Speaker 3>water is flowing into the hot spring, either from below

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<v Speaker 3>or from above, or the combination of both, than the

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<v Speaker 3>rate of evaporation of that water, this will lead to

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<v Speaker 3>overflow from the spring, and you know, the water will

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<v Speaker 3>overflow the basin of the pool and drain away. And

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<v Speaker 3>in fact, if you look up pictures of hot springs,

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<v Speaker 3>you can often see rocks nearby stained where the runoff

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<v Speaker 3>from the spring is going. It'll maybe carry a colorful

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<v Speaker 3>extremophile microbes with it, so you'll see almost kind of

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<v Speaker 3>like a little red river running off the side of it.

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<v Speaker 3>And so in these cases, if the flow of water

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<v Speaker 3>into the pool is positive, the water stays relatively clear,

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<v Speaker 3>relatively limpid, in Pearson's words, often a deep blue or

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<v Speaker 3>green color, though it can appear different colors like red

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<v Speaker 3>or yellow, again due to extremophiles present.

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<v Speaker 1>Now.

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<v Speaker 3>Of course, presumably if the net flow of water into

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<v Speaker 3>the pool is strongly negative, the pool will just dry up.

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<v Speaker 3>But Pearson says if the rate of evaporation is roughly

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<v Speaker 3>equal to the rate of inflow of water into the pool.

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<v Speaker 3>The hot spring neither dries up nor overflows. Then the

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<v Speaker 3>acidic water sitting in the pool dissolves the surrounding rock

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<v Speaker 3>into clay, which then mixes with the water and forms mud,

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<v Speaker 3>and you are left with a pool of hot, bubbling mud,

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<v Speaker 3>which is sometimes described as boiling because of the way

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<v Speaker 3>that it bubbles. It certainly can look like it is boiling,

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<v Speaker 3>but technically, I've read that these mudpots have variable temperature.

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<v Speaker 3>They are sometimes less hot than the boiling point of water, which,

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<v Speaker 3>of course one atmosphere of pressure is one hundred degree

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<v Speaker 3>c or two twelve fahrenheit. In some cases the mud

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<v Speaker 3>pot is actually much cooler than that, but the mud

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<v Speaker 3>is still bubbling because of hot gases from below, so

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<v Speaker 3>hot gases in the earth are still rising up through it.

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<v Speaker 3>In that case, it's not actually the mud boiling, it's

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<v Speaker 3>just it's being permeated by gas that's trying to rise.

0:12:50.600 --> 0:12:52.960
<v Speaker 3>Pearson says that the mud in these pots can be

0:12:53.000 --> 0:12:56.360
<v Speaker 3>different colors. It can be white, yellow, red, purple, or black.

0:12:56.960 --> 0:12:59.560
<v Speaker 3>This is often due to the presence of oxides of

0:12:59.640 --> 0:13:02.800
<v Speaker 3>iron or manganese. I think manganese oxides tend to be

0:13:02.840 --> 0:13:05.920
<v Speaker 3>more black. Of course, iron oxide tends to be more red.

0:13:06.640 --> 0:13:09.760
<v Speaker 3>And for this reason of all these different colors, these

0:13:09.800 --> 0:13:12.800
<v Speaker 3>mudpots are sometimes called paint pots. They can look like

0:13:12.840 --> 0:13:17.360
<v Speaker 3>a bubbling pool of paint of different colors mixed together. Now,

0:13:17.480 --> 0:13:21.400
<v Speaker 3>Pearson says that as more clay is dissolved into the water,

0:13:21.559 --> 0:13:24.240
<v Speaker 3>the mud becomes thicker. Of course, so you're getting more

0:13:24.320 --> 0:13:27.640
<v Speaker 3>soil to the same roughly the same amount of water.

0:13:27.760 --> 0:13:30.839
<v Speaker 3>So as you mix in more sediment, it becomes a

0:13:30.880 --> 0:13:35.360
<v Speaker 3>thicker consistency, and this makes the ebullition, meaning the bubbling,

0:13:35.800 --> 0:13:40.000
<v Speaker 3>less regular. So imagine the way that, like a soup

0:13:40.280 --> 0:13:43.320
<v Speaker 3>in a pot on the stove, as it becomes thicker,

0:13:43.920 --> 0:13:48.120
<v Speaker 3>the bubbling becomes less regular and more kind of random

0:13:48.240 --> 0:13:50.680
<v Speaker 3>and chaotic and violent rob it. Do you know what

0:13:50.679 --> 0:13:53.200
<v Speaker 3>I'm talking about From cooking experiences.

0:13:53.240 --> 0:13:56.040
<v Speaker 1>Yes, yeah, it can kind of even like shake the

0:13:56.080 --> 0:13:57.560
<v Speaker 1>pot a little bit, right, yeah.

0:13:57.640 --> 0:14:00.160
<v Speaker 3>Yeah, So this is my experience in the kitchen. Like

0:14:01.040 --> 0:14:04.040
<v Speaker 3>you boil something with basically a watery consistency or broth

0:14:04.200 --> 0:14:09.120
<v Speaker 3>like consistency, the bubbles will be pretty even. There'll be

0:14:09.160 --> 0:14:12.360
<v Speaker 3>a steady rate, you know, they'll pop evenly as long

0:14:12.400 --> 0:14:14.640
<v Speaker 3>as the heat is consistently applied. But if you were

0:14:14.640 --> 0:14:17.960
<v Speaker 3>talking about like a very thick stew, you can sometimes

0:14:18.040 --> 0:14:22.040
<v Speaker 3>get much less predictable and more explosive bubbles. So it

0:14:22.160 --> 0:14:23.720
<v Speaker 3>might not bubble at all for a bit, and then

0:14:23.720 --> 0:14:26.400
<v Speaker 3>suddenly a huge bubble pops and it splatters all over

0:14:26.440 --> 0:14:27.120
<v Speaker 3>the stovetop.

0:14:27.640 --> 0:14:29.800
<v Speaker 1>Yeah, yeah, I was cooking one of these just last night.

0:14:30.640 --> 0:14:33.360
<v Speaker 3>Well, apparently a similar thing that happens as the mud

0:14:33.360 --> 0:14:36.840
<v Speaker 3>in a mud pot thickens. With thick mud, steam builds

0:14:36.920 --> 0:14:39.680
<v Speaker 3>up higher pressure before rising to the top and popping,

0:14:39.720 --> 0:14:43.360
<v Speaker 3>which means it can happen, in Pearson's words quote spasmodically

0:14:43.440 --> 0:14:46.280
<v Speaker 3>and with some violence, the mud being thrown into the

0:14:46.320 --> 0:14:50.000
<v Speaker 3>air and about the vent where it collects inconsiderable masses.

0:14:50.800 --> 0:14:53.720
<v Speaker 3>And this is one version of the concept of the

0:14:53.800 --> 0:14:57.640
<v Speaker 3>mud volcano. Because the mud pot that bubbles this way

0:14:57.680 --> 0:15:00.400
<v Speaker 3>and kind of builds up mud around it, it can

0:15:00.480 --> 0:15:05.160
<v Speaker 3>form a cone that looks like a volcano mountain, it

0:15:05.200 --> 0:15:07.600
<v Speaker 3>looks like a cone volcano, or it can kind of

0:15:07.600 --> 0:15:11.640
<v Speaker 3>form a caldera around itself made out of ejected mud. Now,

0:15:11.680 --> 0:15:15.880
<v Speaker 3>often this mud erodes very easily, so this building process

0:15:15.920 --> 0:15:20.320
<v Speaker 3>can be kind of cyclical. But yeah, it can build

0:15:20.400 --> 0:15:23.200
<v Speaker 3>up a little sort of mini volcano made out of

0:15:23.280 --> 0:15:26.480
<v Speaker 3>mud and just kind of keep popping and spewing onto itself.

0:15:26.960 --> 0:15:29.880
<v Speaker 3>Pearson says that this usually marks the end of the

0:15:29.920 --> 0:15:32.720
<v Speaker 3>period of activity for a hot spring, sort of as

0:15:32.840 --> 0:15:35.240
<v Speaker 3>the activity of a hot spring is dying away, it's

0:15:35.280 --> 0:15:37.400
<v Speaker 3>more likely to go through a mud pot and a

0:15:37.480 --> 0:15:40.960
<v Speaker 3>volcano period. Now, I mentioned I came across some different

0:15:41.000 --> 0:15:44.400
<v Speaker 3>accounts of what is exactly going on in a mud pot.

0:15:44.880 --> 0:15:48.080
<v Speaker 3>That was the older account. A lot of the more

0:15:48.080 --> 0:15:52.040
<v Speaker 3>recent sources I was looking at describe the source of

0:15:52.080 --> 0:15:56.320
<v Speaker 3>the water going into the mud pot as placing more

0:15:56.320 --> 0:15:59.120
<v Speaker 3>emphasis on that being surface water. So, for example, the

0:15:59.200 --> 0:16:02.880
<v Speaker 3>National Parks has some materials about what's going on with

0:16:02.880 --> 0:16:07.120
<v Speaker 3>the mudpots at Yellowstone, and these sources claim that it

0:16:07.280 --> 0:16:11.720
<v Speaker 3>essentially acts more like a double boiler. So, again with

0:16:11.840 --> 0:16:14.360
<v Speaker 3>kitchen analogies, I guess that's where we have a lot

0:16:14.400 --> 0:16:17.920
<v Speaker 3>of our experience with boiling liquids a double boiler. If

0:16:17.960 --> 0:16:20.120
<v Speaker 3>you never used this, rob it's like you put like

0:16:20.160 --> 0:16:22.720
<v Speaker 3>a glass bowl on top of a pot that has

0:16:22.760 --> 0:16:25.520
<v Speaker 3>a little bit of water boiling in it, and the

0:16:25.600 --> 0:16:29.800
<v Speaker 3>steam from the boiling water rises and it gently heats

0:16:29.880 --> 0:16:33.360
<v Speaker 3>the bowl from below, as opposed to just you know,

0:16:33.360 --> 0:16:35.480
<v Speaker 3>putting whatever you have in the bowl in the pot

0:16:35.560 --> 0:16:38.560
<v Speaker 3>directly and having hot metal applied to it.

0:16:38.960 --> 0:16:41.640
<v Speaker 1>I don't think i've ever done this myself. Interesting.

0:16:42.200 --> 0:16:45.120
<v Speaker 3>Sometimes it's used usually when you need to heat something

0:16:45.280 --> 0:16:48.360
<v Speaker 3>very gently, like if you're trying to heat something that

0:16:48.440 --> 0:16:51.800
<v Speaker 3>could easily overheat and would be ruined by doing so,

0:16:51.920 --> 0:16:55.600
<v Speaker 3>like if you are making It's used sometimes in baking

0:16:55.640 --> 0:16:58.520
<v Speaker 3>when you need to melt chocolate to a particular temperature

0:16:58.600 --> 0:17:01.720
<v Speaker 3>to get the indconsistency want, or if you're making like

0:17:01.720 --> 0:17:04.720
<v Speaker 3>a hollandaise sauce because you know, you heat a hollandaise

0:17:04.760 --> 0:17:06.679
<v Speaker 3>sauce too much, and you know, with scrambled eggs.

0:17:07.080 --> 0:17:08.800
<v Speaker 1>Okay, all right, But so.

0:17:08.800 --> 0:17:11.960
<v Speaker 3>Anyway, it's just like letting the steam from below do

0:17:12.040 --> 0:17:15.160
<v Speaker 3>the heating of the food, as opposed to letting applying

0:17:15.240 --> 0:17:18.280
<v Speaker 3>direct heat from the heating element through the metal to

0:17:18.320 --> 0:17:22.520
<v Speaker 3>the food. And the source from the National Park Service

0:17:22.600 --> 0:17:25.399
<v Speaker 3>claims that in the case of these mudpots, what's usually

0:17:25.400 --> 0:17:28.159
<v Speaker 3>happening is that water from the surface collects in a

0:17:28.160 --> 0:17:31.760
<v Speaker 3>basin or a depression that is not actually connected to

0:17:31.880 --> 0:17:35.040
<v Speaker 3>the water flow from from the hydrothermal systems in the

0:17:35.040 --> 0:17:38.200
<v Speaker 3>ground instead. The bottom of the basin or the depression

0:17:38.240 --> 0:17:43.520
<v Speaker 3>is usually considered impermeable because of lining with fine particles

0:17:43.520 --> 0:17:45.919
<v Speaker 3>of clay, So that's sort of your bowl. The bottom

0:17:45.960 --> 0:17:49.840
<v Speaker 3>of the double boiler and the hydrothermal system below releases

0:17:49.880 --> 0:17:53.760
<v Speaker 3>steam and usually some hydrogen sulfide gas, which rises through

0:17:53.800 --> 0:17:57.360
<v Speaker 3>the bottom layers of clay and causes the mud puddle

0:17:57.400 --> 0:18:00.639
<v Speaker 3>to both heat up and bubble as the gas rises

0:18:00.640 --> 0:18:05.560
<v Speaker 3>to the top. Then you have again extremophile organisms microorganisms

0:18:05.600 --> 0:18:09.600
<v Speaker 3>in these pools that can use the hydrogen sulfide gas

0:18:09.640 --> 0:18:12.919
<v Speaker 3>to make energy, and in the process they create sulfuric acid,

0:18:13.280 --> 0:18:16.560
<v Speaker 3>which turns the mud pool extremely acidic, and then it

0:18:16.640 --> 0:18:21.040
<v Speaker 3>helps dissolve more rock in the surrounding basin and turns

0:18:21.119 --> 0:18:24.199
<v Speaker 3>that into clay, and so the mud just like you know,

0:18:24.520 --> 0:18:27.679
<v Speaker 3>you get continuous supply of new clay particles from that dissolution,

0:18:28.080 --> 0:18:30.960
<v Speaker 3>and it gets thicker and thicker. And this source also

0:18:31.000 --> 0:18:33.240
<v Speaker 3>says that mud pots can be affected by the season,

0:18:33.359 --> 0:18:35.640
<v Speaker 3>so like rain and melting snow can make the mud

0:18:35.640 --> 0:18:38.640
<v Speaker 3>and the pots cooler and thinner, and then hot, dry

0:18:38.680 --> 0:18:40.679
<v Speaker 3>weather in the summer it can cause them to thicken

0:18:40.840 --> 0:18:44.040
<v Speaker 3>or even dry up completely, which means that these are

0:18:44.080 --> 0:18:47.960
<v Speaker 3>ultimately somewhat transient and dynamic features. Like a mud pot

0:18:48.040 --> 0:18:51.040
<v Speaker 3>or a mud volcano of this variety might only be

0:18:51.119 --> 0:18:53.240
<v Speaker 3>active for a few months. It can also be active

0:18:53.320 --> 0:18:56.040
<v Speaker 3>much much longer, but it might just be a very brief,

0:18:56.320 --> 0:18:59.119
<v Speaker 3>shortly lived thing before maybe it just transforms into a

0:18:59.200 --> 0:19:01.439
<v Speaker 3>kind of fixed fume role where steam is coming out

0:19:01.440 --> 0:19:12.639
<v Speaker 3>of a hole in the ground. Now, there is another

0:19:12.800 --> 0:19:15.640
<v Speaker 3>use of the term mud volcano that can refer to

0:19:16.000 --> 0:19:19.359
<v Speaker 3>a different geological process that can in some cases be

0:19:19.600 --> 0:19:24.520
<v Speaker 3>extremely explosive and large in scale and violent. I was

0:19:24.560 --> 0:19:27.200
<v Speaker 3>reading about this in an article from December twenty twenty

0:19:27.200 --> 0:19:31.600
<v Speaker 3>by a ut Austin geologist named Michael R. Hudik that

0:19:31.920 --> 0:19:36.400
<v Speaker 3>is describing like it's it's a particular example of a

0:19:36.520 --> 0:19:40.080
<v Speaker 3>mud volcano that occurred in Indonesia in two thousand and

0:19:40.119 --> 0:19:44.840
<v Speaker 3>six in the Siduarjo regency that is known sometimes as

0:19:44.880 --> 0:19:48.880
<v Speaker 3>the Lumpur Siduarju. Lumpur is the word for mud And

0:19:49.240 --> 0:19:52.520
<v Speaker 3>there was this massive sudden eruption. There was like steam

0:19:52.600 --> 0:19:55.720
<v Speaker 3>releasing from a vent in the ground and rumbling, and

0:19:55.760 --> 0:19:58.680
<v Speaker 3>then it started just exploding with these huge amounts of

0:19:58.760 --> 0:20:04.200
<v Speaker 3>mud that ended completely engulfing villages in the surrounding area.

0:20:04.240 --> 0:20:06.280
<v Speaker 3>It was like many acres and people had to be

0:20:07.040 --> 0:20:10.480
<v Speaker 3>evacuated in order to get out of harm's way. These

0:20:10.640 --> 0:20:13.639
<v Speaker 3>villages were completely swallowed up in mud. They were like

0:20:13.680 --> 0:20:17.520
<v Speaker 3>these farming villages in the area. And so this is

0:20:17.520 --> 0:20:20.280
<v Speaker 3>not like a little mound of mud ejected by a puddle.

0:20:20.359 --> 0:20:24.760
<v Speaker 3>This was like a landscape destroying, violent ejection of mud.

0:20:25.200 --> 0:20:28.560
<v Speaker 3>And it seems like in many of these cases where

0:20:28.800 --> 0:20:33.640
<v Speaker 3>there is this large explosive kind of mud eruption, one

0:20:33.680 --> 0:20:36.439
<v Speaker 3>thing that might be going on is the interaction with

0:20:36.720 --> 0:20:40.920
<v Speaker 3>hydrocarbon gases, so for example, methane, and of course methane

0:20:41.240 --> 0:20:45.120
<v Speaker 3>being very flammable, can make these eruptions actually flaming eruptions,

0:20:45.160 --> 0:20:48.040
<v Speaker 3>where like when the hot methane comes into the atmosphere,

0:20:48.040 --> 0:20:51.880
<v Speaker 3>it can ignite. The cause of this particular mud volcano

0:20:52.000 --> 0:20:55.320
<v Speaker 3>eruption in two thousand and six is apparently controversial. It

0:20:55.320 --> 0:20:58.600
<v Speaker 3>seems like a lot of people have attributed it to

0:20:59.280 --> 0:21:02.400
<v Speaker 3>drilling of an app gas well in the area by

0:21:02.520 --> 0:21:04.919
<v Speaker 3>an oil and gas company. Of course, the oil and

0:21:04.960 --> 0:21:07.080
<v Speaker 3>gas company claims, no, it wasn't us. It was a

0:21:07.160 --> 0:21:10.480
<v Speaker 3>naturally occurring event. But it did seem to be significant

0:21:10.560 --> 0:21:15.040
<v Speaker 3>hydrocarbon gas involved in this kind of eruption. And this

0:21:15.119 --> 0:21:17.159
<v Speaker 3>kind of thing is scary because it's hard to imagine.

0:21:17.160 --> 0:21:19.320
<v Speaker 3>I mean, I guess we are familiar with the concept

0:21:19.359 --> 0:21:23.080
<v Speaker 3>of like an igneous volcanic eruption, you know, where it's

0:21:23.119 --> 0:21:26.199
<v Speaker 3>like a rock volcano erupting and it's releasing all of

0:21:26.240 --> 0:21:30.600
<v Speaker 3>this gas and rock and molten rock and pyroclastic flow

0:21:30.640 --> 0:21:34.400
<v Speaker 3>and all these things. And so I guess we are

0:21:34.440 --> 0:21:38.080
<v Speaker 3>already familiar with the concept of large destructive volcanoes. But

0:21:38.160 --> 0:21:40.720
<v Speaker 3>the idea that it could just like flood a landscape

0:21:40.720 --> 0:21:46.600
<v Speaker 3>with mud is another stranger and differently frightening version of

0:21:47.040 --> 0:21:47.960
<v Speaker 3>that kind of image.

0:21:48.200 --> 0:21:50.840
<v Speaker 1>Yeah. I mean, it's one thing to have vast quantities

0:21:50.840 --> 0:21:54.840
<v Speaker 1>of mud where you know, mud will be seasonally otherwise.

0:21:55.400 --> 0:21:58.160
<v Speaker 1>It's another thing for mud to just suddenly appear where

0:21:58.160 --> 0:22:00.080
<v Speaker 1>it's not expected. And this seems to be like one

0:22:00.080 --> 0:22:02.679
<v Speaker 1>of the more exaggerated cases of it, you know, whereas

0:22:02.840 --> 0:22:05.680
<v Speaker 1>the vast quantities of mud just emerging and taking over

0:22:05.720 --> 0:22:09.639
<v Speaker 1>people's homes and so forth. Now, on the subject of

0:22:09.720 --> 0:22:13.560
<v Speaker 1>mud volcanoes, I have also been reading a little bit

0:22:13.760 --> 0:22:16.560
<v Speaker 1>about this idea of mud volcanoes on Mars. I don't

0:22:16.600 --> 0:22:19.280
<v Speaker 1>know if you came across any of this. I was

0:22:19.320 --> 0:22:23.280
<v Speaker 1>looking at a paper from twenty twenty quoting Peter Burroughs,

0:22:23.720 --> 0:22:27.640
<v Speaker 1>a professor of geophysics of the Czech Academy of Sciences,

0:22:27.720 --> 0:22:33.800
<v Speaker 1>and basically he proposed that mud from mud volcanoes may

0:22:33.800 --> 0:22:37.159
<v Speaker 1>have flowed in Mars past, and therefore some of the

0:22:37.160 --> 0:22:40.480
<v Speaker 1>things we see in visuals from Mars that looks like

0:22:40.520 --> 0:22:43.960
<v Speaker 1>it could be the result of lava flows could perhaps

0:22:44.080 --> 0:22:47.800
<v Speaker 1>be the result of mud flows in the past. So

0:22:48.640 --> 0:22:50.760
<v Speaker 1>he and his team conducted experiments to see how this

0:22:50.800 --> 0:22:53.480
<v Speaker 1>would work, and found that while the mud eventually would

0:22:53.520 --> 0:22:57.439
<v Speaker 1>freeze under those Chili Martian conditions, there would be a

0:22:57.520 --> 0:23:00.680
<v Speaker 1>little time for it to flow, freezing and crusting over

0:23:00.760 --> 0:23:03.960
<v Speaker 1>at the surface, initially enabling it to move a bit

0:23:04.040 --> 0:23:08.240
<v Speaker 1>before the freeze firmly took hold. Because I guess that,

0:23:08.280 --> 0:23:10.359
<v Speaker 1>you know, it's one of the things about thinking about

0:23:10.480 --> 0:23:13.720
<v Speaker 1>mud elsewhere in the universe. We have plenty of sci

0:23:13.760 --> 0:23:17.920
<v Speaker 1>fi visions of muddy planets, but for mud to be there,

0:23:18.119 --> 0:23:22.520
<v Speaker 1>you need some sort of moisture to be there as well. Yeah,

0:23:22.600 --> 0:23:25.160
<v Speaker 1>but we do I think love the idea of mud planets.

0:23:25.160 --> 0:23:27.680
<v Speaker 1>You know, take any especially any kind of like exotic

0:23:28.880 --> 0:23:33.439
<v Speaker 1>terrestrial environment, and somebody somewhere has turned a whole planet

0:23:33.440 --> 0:23:35.359
<v Speaker 1>into that. You know, So you have jungle planets, you

0:23:35.359 --> 0:23:39.000
<v Speaker 1>have desert planets like Oracus. If you look at Star Wars,

0:23:39.080 --> 0:23:42.760
<v Speaker 1>you have planets like dagobas just a swamp world. Not

0:23:42.800 --> 0:23:44.119
<v Speaker 1>only does it have a lot of mud, like the

0:23:44.200 --> 0:23:46.880
<v Speaker 1>mud and the muck will just swallow up whole spaceships.

0:23:47.480 --> 0:23:50.160
<v Speaker 3>That's true, though, you know, it's interesting they never say

0:23:50.320 --> 0:23:53.080
<v Speaker 3>in the Star Wars movies that the entire planet Dagoba

0:23:53.160 --> 0:23:55.639
<v Speaker 3>is a swamp, but you just assume that's the case.

0:23:56.280 --> 0:24:00.479
<v Speaker 1>Yeah. I think I've seen some maps and these are

0:24:00.520 --> 0:24:02.800
<v Speaker 1>you know, like you know, artistic interpretations that kind of

0:24:03.040 --> 0:24:04.440
<v Speaker 1>run with that, and it's like, oh, yeah, the whole

0:24:04.480 --> 0:24:07.720
<v Speaker 1>planet just swamp. And that raises a lot of questions

0:24:07.760 --> 0:24:10.480
<v Speaker 1>like what how would that work? That would the entire

0:24:10.520 --> 0:24:12.679
<v Speaker 1>planet be a swamp? Does that mean it doesn't have oceans?

0:24:12.720 --> 0:24:16.800
<v Speaker 1>It just has swamp. I don't know. I should look

0:24:16.800 --> 0:24:18.800
<v Speaker 1>into this and say, I'm sure some people have written

0:24:18.840 --> 0:24:20.199
<v Speaker 1>some papers about this sort of thing.

0:24:20.840 --> 0:24:23.240
<v Speaker 3>Yeah, I wonder if like, could you have a swamp

0:24:23.240 --> 0:24:26.480
<v Speaker 3>if you didn't have other types of regions to support

0:24:26.520 --> 0:24:29.800
<v Speaker 3>the like the geological and atmospheric conditions that would create

0:24:29.840 --> 0:24:30.959
<v Speaker 3>a swamp. Yeah.

0:24:31.160 --> 0:24:33.399
<v Speaker 1>Now I'll come back to Star Wars in just a second,

0:24:33.440 --> 0:24:35.159
<v Speaker 1>but I want to hit another couple of sort of

0:24:35.200 --> 0:24:42.880
<v Speaker 1>cosmic mud examples. One concerns SMAP SMAP, which is also

0:24:42.960 --> 0:24:46.120
<v Speaker 1>a Japanese boy band. Apparently this this became obvious when

0:24:46.119 --> 0:24:48.960
<v Speaker 1>I was researching this, but in this case it stands

0:24:48.960 --> 0:24:55.879
<v Speaker 1>for Soil Moisture Active Passive. That's NASA's environmental monitoring satellite,

0:24:56.160 --> 0:24:59.280
<v Speaker 1>launched in twenty fifteen and still active as of this recording.

0:24:59.320 --> 0:25:01.240
<v Speaker 1>I think it's supposed to be active through at least

0:25:01.280 --> 0:25:04.119
<v Speaker 1>the end of twenty twenty three. But it can measure

0:25:04.200 --> 0:25:07.880
<v Speaker 1>land surface soil moisture up to a certain depth. So

0:25:07.920 --> 0:25:11.919
<v Speaker 1>it's an eye in the sky essentially on mud. And

0:25:12.160 --> 0:25:14.439
<v Speaker 1>the data that it collects is useful because it spills

0:25:14.480 --> 0:25:17.800
<v Speaker 1>over into better understandings of the carbon cycle, weather and

0:25:17.880 --> 0:25:22.199
<v Speaker 1>climate models, drought monitoring, and so much more. But of

0:25:22.200 --> 0:25:25.159
<v Speaker 1>course that's concerning Earth. We know there's mud on Earth.

0:25:26.080 --> 0:25:28.240
<v Speaker 1>This is another idea I ran across this, the idea

0:25:28.240 --> 0:25:32.240
<v Speaker 1>that you, at one point anyway had just cosmic mud

0:25:32.280 --> 0:25:33.919
<v Speaker 1>balls flying around through space.

0:25:35.160 --> 0:25:40.360
<v Speaker 3>Okay, so if you imagine like a comet as a

0:25:40.600 --> 0:25:45.399
<v Speaker 3>formation of ice and dust that's flying around in space,

0:25:45.480 --> 0:25:48.280
<v Speaker 3>of course all the ice is frozen, like what if

0:25:48.280 --> 0:25:49.479
<v Speaker 3>a comet was wet?

0:25:49.960 --> 0:25:53.720
<v Speaker 1>Yeah. I actually found some discussion of this in a

0:25:53.760 --> 0:25:57.520
<v Speaker 1>twenty seventeen article for New Scientists by Sam Wong. In

0:25:57.560 --> 0:26:01.719
<v Speaker 1>this it doesn't conserve comets, but it concerns asteroids, particularly

0:26:02.240 --> 0:26:07.080
<v Speaker 1>early asteroids or carbonaceous asteroids, that may have delivered water

0:26:07.200 --> 0:26:11.320
<v Speaker 1>and organic molecules to Earth, and apparently it can be

0:26:11.400 --> 0:26:15.679
<v Speaker 1>helpful to model them as just big old mudboss. So

0:26:15.760 --> 0:26:20.000
<v Speaker 1>the idea here is that ice, dust, and chondrules come

0:26:20.040 --> 0:26:24.040
<v Speaker 1>together and the pressure has not yet compacted it all

0:26:24.080 --> 0:26:27.639
<v Speaker 1>into rock right away. It will in time, but at

0:26:27.640 --> 0:26:30.440
<v Speaker 1>this point early on, it hasn't all been compacted into rock,

0:26:30.840 --> 0:26:34.240
<v Speaker 1>and the ice will end up melting due to decaying

0:26:34.359 --> 0:26:37.879
<v Speaker 1>radioactive atoms in the dust and gas, resulting in a

0:26:37.960 --> 0:26:42.560
<v Speaker 1>quote unquote schuldgi mud and this would eventually become rock again,

0:26:42.680 --> 0:26:46.480
<v Speaker 1>but for a time they would be muddy asteroids. According

0:26:46.560 --> 0:26:51.000
<v Speaker 1>to the modeling by Philip Bland at Curtin University in Perth, Australia,

0:26:51.040 --> 0:26:54.520
<v Speaker 1>and his collaborator, Brian Travis at the Planetary Science Institute

0:26:54.560 --> 0:26:55.600
<v Speaker 1>in Tucson, Arizona.

0:26:56.200 --> 0:27:00.119
<v Speaker 3>That is interesting. Okay, so they've got a pretty strong

0:27:00.160 --> 0:27:03.320
<v Speaker 3>internal heat source because they've got all these young radioactive

0:27:03.359 --> 0:27:06.240
<v Speaker 3>atoms in them that are still decaying at a pretty

0:27:06.320 --> 0:27:12.000
<v Speaker 3>rapid rate. So they're keeping the ice content like melted

0:27:12.040 --> 0:27:14.000
<v Speaker 3>and moist. And then of course they've got all like

0:27:14.040 --> 0:27:18.040
<v Speaker 3>the dust and rock soil content in them. And yeah, wow,

0:27:18.119 --> 0:27:20.439
<v Speaker 3>there's like big balls of mud flying through space.

0:27:20.920 --> 0:27:23.800
<v Speaker 1>Yeah. Yeah, so I before I ran across this, I

0:27:23.800 --> 0:27:25.800
<v Speaker 1>didn't even think this was possible. You know, you think

0:27:25.840 --> 0:27:29.000
<v Speaker 1>of mud as being something you're going to encounter, particularly

0:27:29.000 --> 0:27:32.280
<v Speaker 1>on an earth like world. Now, coming back to Earth

0:27:32.440 --> 0:27:35.479
<v Speaker 1>like worlds and mud. Another Star Wars planet of note,

0:27:36.440 --> 0:27:39.200
<v Speaker 1>especially if you've seen the movie Solo, which came out

0:27:39.200 --> 0:27:44.080
<v Speaker 1>several years back. There's a planet called Mimbon, and in

0:27:44.119 --> 0:27:47.720
<v Speaker 1>that movie we see Imperial mud troopers or swamp troopers

0:27:48.200 --> 0:27:51.520
<v Speaker 1>as they're sometimes called, engaged in some sort of drawn

0:27:51.560 --> 0:27:54.320
<v Speaker 1>out battle on this world. And Joe, in case you

0:27:54.359 --> 0:27:56.520
<v Speaker 1>haven't seen this, I included an image here of what

0:27:56.600 --> 0:28:00.119
<v Speaker 1>mud troopers look like as compared to just normal Imperial.

0:27:59.720 --> 0:28:02.879
<v Speaker 3>Storm troopers looks like a dirty job, looks like they

0:28:03.760 --> 0:28:06.480
<v Speaker 3>this may be like the last thing that, like all

0:28:06.520 --> 0:28:09.000
<v Speaker 3>the other troopers try to sign up for different detail

0:28:09.600 --> 0:28:12.560
<v Speaker 3>and you know, the last picks for all the other ones,

0:28:12.640 --> 0:28:14.679
<v Speaker 3>like Nope, you cannot go to Hawth and be a

0:28:14.680 --> 0:28:16.800
<v Speaker 3>snow trooper. You got to be a mud trooper.

0:28:17.400 --> 0:28:19.360
<v Speaker 1>Yeah, so, and I think that's the way it's presented

0:28:19.400 --> 0:28:21.680
<v Speaker 1>in the movie too, like Han Solo, a young Han

0:28:21.720 --> 0:28:24.879
<v Speaker 1>Solo is a mud trooper on this awful world. Then

0:28:24.920 --> 0:28:27.639
<v Speaker 1>of course they're also drawing in a lot of comparisons

0:28:27.680 --> 0:28:31.640
<v Speaker 1>to trench warfare and war's past and so forth, which

0:28:31.680 --> 0:28:34.360
<v Speaker 1>well we'll get back to in a bit. But one

0:28:34.400 --> 0:28:36.040
<v Speaker 1>of the interesting things, of course, this is kind of

0:28:36.080 --> 0:28:38.440
<v Speaker 1>across the board when you look at sci fi. Sci

0:28:38.520 --> 0:28:42.000
<v Speaker 1>fi often is looking backwards and taking things from the

0:28:42.040 --> 0:28:45.560
<v Speaker 1>past and putting this futuristic spin on them. Because I

0:28:45.640 --> 0:28:47.480
<v Speaker 1>don't recall, and I could be wrong, it's been a

0:28:47.480 --> 0:28:49.920
<v Speaker 1>while since I've seen Solo, but I don't think the

0:28:49.960 --> 0:28:53.320
<v Speaker 1>Imperial mud Troopers leveraged any kind of sci fi technology

0:28:53.360 --> 0:28:55.680
<v Speaker 1>to deal with the mud. It seems like they would

0:28:55.720 --> 0:28:58.440
<v Speaker 1>have leaned heavily on repulsor technology to kind of float

0:28:58.440 --> 0:29:01.760
<v Speaker 1>above it, or to use some sort of technology to

0:29:01.880 --> 0:29:06.560
<v Speaker 1>either rapidly dry out muddy conditions or to like flash

0:29:06.600 --> 0:29:09.080
<v Speaker 1>freeze them so that you wouldn't have to get slogged

0:29:09.080 --> 0:29:11.560
<v Speaker 1>down in them. It seems like that would be something

0:29:11.600 --> 0:29:15.120
<v Speaker 1>to try if the imperial budget allowed for it. I

0:29:15.120 --> 0:29:18.080
<v Speaker 1>guess they spent that all on big walking machines that

0:29:18.120 --> 0:29:21.200
<v Speaker 1>are gonna, I guess, in theory, not get bogged down

0:29:21.200 --> 0:29:24.400
<v Speaker 1>in the mud. Off the top of my head, I

0:29:24.440 --> 0:29:27.720
<v Speaker 1>don't think I can even think of another sci fi

0:29:27.840 --> 0:29:30.680
<v Speaker 1>vision where there's any kind of like sci fi treatment

0:29:30.720 --> 0:29:33.080
<v Speaker 1>of mud like this. I could be wrong, because I'm not.

0:29:33.120 --> 0:29:35.600
<v Speaker 1>I mean, there's a lot of military sci fi out there,

0:29:36.840 --> 0:29:39.880
<v Speaker 1>so someone might have looked at it. I do remember

0:29:39.880 --> 0:29:43.280
<v Speaker 1>a gadget in John Steekley's Armor that is like a

0:29:43.440 --> 0:29:47.320
<v Speaker 1>people in power armor versus insect aliens on a desert

0:29:47.400 --> 0:29:50.760
<v Speaker 1>world that involves sand clotters and a machine that would

0:29:50.840 --> 0:29:54.640
<v Speaker 1>turn the sand of the desert into solid walls of fortification.

0:29:55.080 --> 0:29:57.360
<v Speaker 1>So I imagine you'd want something like that, something that,

0:29:57.720 --> 0:30:00.959
<v Speaker 1>through sci fi shenanigans, can instantly eye out an area

0:30:01.440 --> 0:30:05.640
<v Speaker 1>or make it solid as opposed to shifting sand or

0:30:05.680 --> 0:30:07.760
<v Speaker 1>in this case like mud that's going to cling to

0:30:07.800 --> 0:30:10.560
<v Speaker 1>you and suck you down into the muck.

0:30:11.440 --> 0:30:13.200
<v Speaker 3>I don't know if sand is the best choice for that.

0:30:13.240 --> 0:30:15.760
<v Speaker 3>Wouldn't it be better to use a cohesive soil with

0:30:15.800 --> 0:30:17.720
<v Speaker 3>smaller particles like clay or silt.

0:30:18.360 --> 0:30:20.960
<v Speaker 1>Yeah? Yeah, So I don't know any of you out

0:30:20.960 --> 0:30:23.520
<v Speaker 1>there who certainly are more red and military sci fi

0:30:23.840 --> 0:30:25.760
<v Speaker 1>than me, there might be an example of this, So

0:30:25.800 --> 0:30:26.840
<v Speaker 1>write in and let us know.

0:30:27.280 --> 0:30:30.080
<v Speaker 3>Now. Of course you keep saying military sci fi in particular,

0:30:30.120 --> 0:30:32.120
<v Speaker 3>and it makes sense why you would do that because

0:30:32.160 --> 0:30:35.680
<v Speaker 3>of the significance of mud in combat and warfare in

0:30:35.760 --> 0:30:36.480
<v Speaker 3>human history.

0:30:36.920 --> 0:30:41.360
<v Speaker 1>That's right, Yeah, you know mud. I was thinking about

0:30:41.360 --> 0:30:44.440
<v Speaker 1>this a lot like mud is not only an environmental

0:30:44.440 --> 0:30:46.520
<v Speaker 1>condition that occurs naturally in the world, but it's often

0:30:46.560 --> 0:30:49.880
<v Speaker 1>this condition that is at an interaction point between the

0:30:49.960 --> 0:30:53.720
<v Speaker 1>natural world and human activity. You would think of muddy roads, right,

0:30:53.800 --> 0:30:57.480
<v Speaker 1>We think of paths that are not well maintained, that

0:30:57.600 --> 0:31:01.760
<v Speaker 1>get really muddy and sloppy in places. And then there

0:31:01.800 --> 0:31:06.120
<v Speaker 1>are several walks that my family does like this in

0:31:06.160 --> 0:31:08.400
<v Speaker 1>the area where you know, we know exactly where that

0:31:08.480 --> 0:31:11.160
<v Speaker 1>muddy stretch is, and there are often a lot of

0:31:11.440 --> 0:31:14.760
<v Speaker 1>slapdash efforts to mitigate it, you know, boards that are

0:31:14.800 --> 0:31:18.960
<v Speaker 1>thrown down the rockport. Yeah, and you know that works

0:31:19.000 --> 0:31:21.680
<v Speaker 1>for a little bit sort of. That also creates additional

0:31:21.720 --> 0:31:24.560
<v Speaker 1>splash hazards and new and exciting ways to slip and

0:31:24.600 --> 0:31:28.680
<v Speaker 1>fall in the mud. But yeah, mud is also a

0:31:28.720 --> 0:31:32.120
<v Speaker 1>big factor in human warfare and has been for a

0:31:32.160 --> 0:31:35.960
<v Speaker 1>long long time. You pointed this out to me, and

0:31:36.000 --> 0:31:39.560
<v Speaker 1>this is something that has been covered in various articles

0:31:39.560 --> 0:31:41.400
<v Speaker 1>over the last couple of years. But there is a

0:31:41.720 --> 0:31:47.000
<v Speaker 1>Russian term putitsa that refers to a season or seasons

0:31:47.040 --> 0:31:50.000
<v Speaker 1>of the year when unpaved roads become treacherous due to

0:31:50.040 --> 0:31:53.440
<v Speaker 1>the mud created by rain and or melting snow on

0:31:53.560 --> 0:31:56.960
<v Speaker 1>said roads. It's had a major impact on land wars

0:31:57.000 --> 0:32:01.200
<v Speaker 1>in Russia and Eastern Europe, for ages, impacting the Mongol invasion,

0:32:01.600 --> 0:32:05.719
<v Speaker 1>both World Wars, and also the Russo Ukrainian War that

0:32:05.760 --> 0:32:08.760
<v Speaker 1>as of this recording, is still ongoing. It's been observed

0:32:08.760 --> 0:32:11.880
<v Speaker 1>that among Russia's mistakes during the twenty twenty two invasion

0:32:11.880 --> 0:32:15.840
<v Speaker 1>of Ukraine, they underestimated the muddy road season that was

0:32:16.000 --> 0:32:18.720
<v Speaker 1>just kicking off at that time, right.

0:32:18.600 --> 0:32:21.040
<v Speaker 3>So this is sort of one of the factors affecting

0:32:21.200 --> 0:32:25.520
<v Speaker 3>the seasonal planning of offensives in conflict in Eastern Europe.

0:32:26.320 --> 0:32:31.120
<v Speaker 1>Yes. Yeah. And on the other hand, another major area

0:32:31.680 --> 0:32:35.440
<v Speaker 1>for mud and war is the First World War. And

0:32:36.320 --> 0:32:38.640
<v Speaker 1>I mean you can instantly picture this probably if you've

0:32:38.680 --> 0:32:46.240
<v Speaker 1>seen images, footage and fictional recreations of those trench warfare environments.

0:32:46.280 --> 0:32:48.880
<v Speaker 1>What do you think of You think of like blasted landscape,

0:32:48.920 --> 0:32:52.000
<v Speaker 1>You think of mud, You think of these just awful

0:32:52.040 --> 0:32:56.040
<v Speaker 1>conditions where like the natural world is just worn away

0:32:56.440 --> 0:32:59.960
<v Speaker 1>and all that remains is mud and fortifications and explosion

0:33:00.320 --> 0:33:01.240
<v Speaker 1>and death and pain.

0:33:01.800 --> 0:33:05.800
<v Speaker 3>Yeah, like in heavily shelled or trodden over areas where

0:33:05.960 --> 0:33:07.760
<v Speaker 3>it seems like a lot of the plant life has

0:33:07.800 --> 0:33:10.440
<v Speaker 3>been killed and stripped away, and now like the roots

0:33:10.440 --> 0:33:13.400
<v Speaker 3>are it's not really holding the soil together the way

0:33:13.400 --> 0:33:15.040
<v Speaker 3>it was, and now it's just mud.

0:33:15.640 --> 0:33:19.360
<v Speaker 1>Yeah. And if you've ever taken a poetry class, you

0:33:19.760 --> 0:33:21.560
<v Speaker 1>may have run across the fact that, Yeah, there's a

0:33:21.600 --> 0:33:25.800
<v Speaker 1>lot of great but depressing poetry and writings in general

0:33:25.840 --> 0:33:29.320
<v Speaker 1>that came out of this time period, people describing these conditions,

0:33:29.360 --> 0:33:32.040
<v Speaker 1>describing the horrors of war and the horrors of chemical

0:33:32.080 --> 0:33:37.560
<v Speaker 1>warfare and so forth. One of the best literary treatments

0:33:37.640 --> 0:33:40.800
<v Speaker 1>of war and mud, however, just has to be that

0:33:40.880 --> 0:33:45.000
<v Speaker 1>of American British war nurse turned novelist and poet Mary Borden.

0:33:45.640 --> 0:33:49.000
<v Speaker 1>In nineteen seventeen, she wrote a poem called The Song

0:33:49.240 --> 0:33:52.400
<v Speaker 1>of the Mud. You can find this in full on

0:33:52.520 --> 0:33:58.280
<v Speaker 1>Poetry Foundation dot org. But it's really really good. Joe,

0:33:58.320 --> 0:33:59.920
<v Speaker 1>were you familiar with this poem?

0:34:00.440 --> 0:34:01.120
<v Speaker 3>I don't think so.

0:34:01.720 --> 0:34:03.400
<v Speaker 1>Yeah, this one is a new one for me. I

0:34:03.720 --> 0:34:06.400
<v Speaker 1>this is not one that I remember covering in poetry classes.

0:34:06.400 --> 0:34:11.520
<v Speaker 1>But she writes of quote the frothing, squirting, spurting liquid

0:34:11.600 --> 0:34:15.439
<v Speaker 1>mud that gurgles along the road beds unquote, as well

0:34:15.480 --> 0:34:18.799
<v Speaker 1>as quote the thick, elastic mud that is kneaded and

0:34:18.880 --> 0:34:22.640
<v Speaker 1>pounded and squeezed under the hoofs of the horses. Though

0:34:22.680 --> 0:34:26.880
<v Speaker 1>she also juxtaposes this with more natural seeming aspects of mud,

0:34:27.160 --> 0:34:30.439
<v Speaker 1>even like mud as something that can be beautiful. From

0:34:30.480 --> 0:34:33.920
<v Speaker 1>afar m I'm gonna read the final stanza from the poem,

0:34:33.920 --> 0:34:35.799
<v Speaker 1>but again I encourage everyone to go out and read

0:34:35.840 --> 0:34:39.080
<v Speaker 1>it in full. Quote. This is the song of the mud,

0:34:39.560 --> 0:34:43.360
<v Speaker 1>The beautiful, glistening, golden mud that covers the hills like satin,

0:34:43.880 --> 0:34:48.400
<v Speaker 1>the mysterious, gleaming silvery mud that is spread like enamel

0:34:48.520 --> 0:34:52.880
<v Speaker 1>over the valleys. Mud, the disguise of the war zone. Mud,

0:34:53.040 --> 0:34:56.759
<v Speaker 1>the mantle of battles, mud, the smooth, fluid grave of

0:34:56.800 --> 0:34:59.680
<v Speaker 1>our soldiers. This is the song of the mud.

0:35:00.200 --> 0:35:04.560
<v Speaker 3>Well, that's interesting, and I don't know the connotations of

0:35:04.640 --> 0:35:07.400
<v Speaker 3>mud is used, and that stands at least are more

0:35:08.200 --> 0:35:10.320
<v Speaker 3>I don't know, more positive than I would have expected.

0:35:10.960 --> 0:35:13.600
<v Speaker 1>Yeah, I mean there's a lot of dark imagery in

0:35:13.640 --> 0:35:16.520
<v Speaker 1>there about it, like swallowing up guns and taking people

0:35:16.560 --> 0:35:20.480
<v Speaker 1>down into like not only like the physical power of

0:35:20.520 --> 0:35:23.520
<v Speaker 1>the mud, but also like the emotional toll of the mud,

0:35:23.880 --> 0:35:25.680
<v Speaker 1>which I'll come back to you in a bit as well.

0:35:26.440 --> 0:35:29.640
<v Speaker 3>When I was thinking of World War One poetry and

0:35:29.680 --> 0:35:32.279
<v Speaker 3>the concept of mud, I thought of the one of

0:35:32.280 --> 0:35:34.160
<v Speaker 3>the poems of Wilfrid Owen. I just had to look

0:35:34.200 --> 0:35:36.719
<v Speaker 3>it up because I didn't remember the name, but it's

0:35:36.760 --> 0:35:40.560
<v Speaker 3>the apology of pro poemate Mayo, which I think means

0:35:41.160 --> 0:35:44.520
<v Speaker 3>defense of my poetry. And this is by Wilfrid Owen,

0:35:44.520 --> 0:35:47.520
<v Speaker 3>who was a British poet who fought in World War One.

0:35:47.880 --> 0:35:50.440
<v Speaker 3>Wrote a lot of poetry associated with the war, like

0:35:50.480 --> 0:35:53.200
<v Speaker 3>anthem for Doomed Youth, you might have read. But the

0:35:53.239 --> 0:35:56.600
<v Speaker 3>opening stands of this poem was, I too saw God

0:35:56.680 --> 0:35:59.880
<v Speaker 3>through mud, the mud that cracked on cheeks when wretch's

0:36:00.120 --> 0:36:03.680
<v Speaker 3>mild war brought more glory to their eyes than blood,

0:36:04.000 --> 0:36:06.840
<v Speaker 3>and gave their laughs more glee than shakes a child.

0:36:07.400 --> 0:36:10.480
<v Speaker 1>Oh wow, Yeah, I don't remember that that bit, but

0:36:10.520 --> 0:36:13.120
<v Speaker 1>I remember Owen. He's definitely one of the names that

0:36:13.200 --> 0:36:17.640
<v Speaker 1>comes up when a poetry class steers sharply into the trenches.

0:36:18.080 --> 0:36:18.840
<v Speaker 3>Yeah.

0:36:18.920 --> 0:36:22.120
<v Speaker 1>Now, a book that I mentioned earlier in this series, Mud,

0:36:22.160 --> 0:36:26.320
<v Speaker 1>a Military History by ce Wood, is a full book

0:36:26.360 --> 0:36:28.400
<v Speaker 1>dealing with mud in war. And so if you if

0:36:28.440 --> 0:36:31.120
<v Speaker 1>you need more of this, I highly recommend you pick

0:36:31.200 --> 0:36:33.560
<v Speaker 1>up that book. It's it's it's very well written, it's

0:36:33.680 --> 0:36:37.560
<v Speaker 1>very you know, it's very absorbable. But in it would

0:36:37.600 --> 0:36:41.120
<v Speaker 1>stresses that while more permanent domains of mud are certainly

0:36:41.120 --> 0:36:44.120
<v Speaker 1>important in warfare, you need to know where the swamps, marshes,

0:36:44.120 --> 0:36:47.759
<v Speaker 1>and bogs are and how to either circumnavigate them or

0:36:47.920 --> 0:36:50.560
<v Speaker 1>utilize them, force the enemy to move through them, that

0:36:50.600 --> 0:36:53.239
<v Speaker 1>sort of thing. But the main area of interest in

0:36:53.280 --> 0:36:57.759
<v Speaker 1>the book is transitional mud, that is the kind that

0:36:57.920 --> 0:37:01.280
<v Speaker 1>arrives and departs without significant warning.

0:37:01.880 --> 0:37:06.239
<v Speaker 3>Okay, so this previously traversible landscape suddenly has mud in

0:37:06.280 --> 0:37:08.480
<v Speaker 3>it that is going to interfere with your progress.

0:37:09.120 --> 0:37:12.839
<v Speaker 1>Yeah, and this becomes key because I mean, this is

0:37:12.840 --> 0:37:16.719
<v Speaker 1>not something you can necessarily plan for, or planning can

0:37:16.760 --> 0:37:19.960
<v Speaker 1>fall short of taking it into account. And it's a

0:37:20.000 --> 0:37:22.080
<v Speaker 1>variety of mud that has played a crucial role in

0:37:22.080 --> 0:37:25.239
<v Speaker 1>the history of armed conflict. One of Wood's main focuses

0:37:25.239 --> 0:37:29.320
<v Speaker 1>in this is how mud hinders forward advancement in warfare,

0:37:29.680 --> 0:37:33.520
<v Speaker 1>so impacting combatants, animals, and machines of war, and of

0:37:33.560 --> 0:37:36.279
<v Speaker 1>course not just war machines and soldiers and tanks and

0:37:36.640 --> 0:37:38.560
<v Speaker 1>horses with knights on them and that sort of thing,

0:37:38.840 --> 0:37:42.279
<v Speaker 1>but of course everything that supports a war effort, that

0:37:42.360 --> 0:37:45.600
<v Speaker 1>supports an army and its advancement, you know, the vehicles

0:37:45.640 --> 0:37:51.279
<v Speaker 1>that are carrying food, any kind of medical support that

0:37:51.360 --> 0:37:53.320
<v Speaker 1>is in tow all of that sort of thing as well.

0:37:53.800 --> 0:37:56.480
<v Speaker 1>So generals have to contend with the impact of permanent mud,

0:37:56.680 --> 0:38:00.160
<v Speaker 1>seasonal mud, random transitional mud, in addition to all the

0:38:00.200 --> 0:38:03.880
<v Speaker 1>other threats and challenges of battle, all the other environmental

0:38:04.400 --> 0:38:07.880
<v Speaker 1>concerns that will come into play, and there are also

0:38:08.200 --> 0:38:12.080
<v Speaker 1>huge human health and mental health challenges with mud that

0:38:12.760 --> 0:38:15.960
<v Speaker 1>the author deals with in greater detail. There's a great

0:38:16.000 --> 0:38:19.080
<v Speaker 1>quote in the book though, about this, attributed to historian

0:38:19.400 --> 0:38:23.640
<v Speaker 1>Martin Gilbert. Quote at night, crouching in a shell hole

0:38:23.920 --> 0:38:27.560
<v Speaker 1>and filling it, the mud watches like an enormous octopus.

0:38:28.120 --> 0:38:32.040
<v Speaker 1>The victim arrives, it throws its poisonous slobber out at him,

0:38:32.320 --> 0:38:36.239
<v Speaker 1>blinds him, closes round him, buries him. For men die

0:38:36.280 --> 0:38:39.440
<v Speaker 1>of mud as they die of bullets. But more horribly,

0:38:39.920 --> 0:38:43.080
<v Speaker 1>mud is where men sink, and what is worse, where

0:38:43.120 --> 0:38:46.680
<v Speaker 1>their souls sink. Hell is not fire, That would not

0:38:46.840 --> 0:38:49.440
<v Speaker 1>be the ultimate in suffering. Hell is mud.

0:38:49.800 --> 0:38:52.520
<v Speaker 3>Wow, Well, there is something I think interesting there in

0:38:52.560 --> 0:38:57.680
<v Speaker 3>that mud in a way militates against people's ability to

0:38:57.880 --> 0:39:01.080
<v Speaker 3>see their own suffering as noble or to see it

0:39:01.120 --> 0:39:04.880
<v Speaker 3>in any grandiose terms. That there's something kind of humbling

0:39:04.960 --> 0:39:09.160
<v Speaker 3>and humiliating about suffering brought on by an environment of mud,

0:39:09.200 --> 0:39:13.560
<v Speaker 3>and thus, like death in mud is an image that

0:39:14.280 --> 0:39:17.200
<v Speaker 3>brings a lot more despair than the idea of a

0:39:17.280 --> 0:39:19.760
<v Speaker 3>sort of like violent death or death in fire.

0:39:20.560 --> 0:39:26.120
<v Speaker 1>Yeah, yeah, absolutely. Now on thinking about this though, hell

0:39:26.239 --> 0:39:29.960
<v Speaker 1>is mud, that of course made me think of Dante's Inferno,

0:39:30.040 --> 0:39:31.799
<v Speaker 1>and I was like I remember there being some mud

0:39:31.800 --> 0:39:34.960
<v Speaker 1>in Dante's Inferno. Somewhere. You have varied all the different

0:39:35.040 --> 0:39:40.520
<v Speaker 1>circles and bulgas, and in Inferno they have different characteristics,

0:39:40.520 --> 0:39:46.440
<v Speaker 1>different flavors. And indeed there is a circle in Dante's

0:39:46.480 --> 0:39:48.840
<v Speaker 1>Inferno where there is mud. It is the third Circle.

0:39:49.480 --> 0:39:50.880
<v Speaker 1>And I had to I had to look it back

0:39:50.920 --> 0:39:54.840
<v Speaker 1>up again. I was looking in my translation by Durling

0:39:54.880 --> 0:39:59.399
<v Speaker 1>and Martinez, and this is just a couple of lines

0:39:59.440 --> 0:40:01.920
<v Speaker 1>from it. Quote, I am in the third Circle with

0:40:02.000 --> 0:40:05.680
<v Speaker 1>the eternal cursed, cold and heavy rain. Its rule and

0:40:05.800 --> 0:40:11.120
<v Speaker 1>quality never change. Great hailstones, filthy water, and snow poured

0:40:11.160 --> 0:40:16.240
<v Speaker 1>down through the dark air. The earth stinks that received them.

0:40:16.280 --> 0:40:19.400
<v Speaker 1>It's also the realm of Cerberus. But when quote the

0:40:19.440 --> 0:40:22.560
<v Speaker 1>great worm opens his mouth to growl at Dante and Virgil,

0:40:22.880 --> 0:40:27.160
<v Speaker 1>Virgil throws dirt into the monster's three mouths, and the

0:40:27.200 --> 0:40:28.600
<v Speaker 1>monster gobbles it all down.

0:40:28.960 --> 0:40:30.480
<v Speaker 3>M delicious.

0:40:30.840 --> 0:40:35.880
<v Speaker 1>Yeah. Yeah. As Durling and Martinez explained in the notes

0:40:35.960 --> 0:40:40.160
<v Speaker 1>in my translation of Inferno, the mud of food connection

0:40:40.440 --> 0:40:43.480
<v Speaker 1>is key here. Quote. The rain, hail and snow and

0:40:43.560 --> 0:40:46.319
<v Speaker 1>resulting mud are versions of the food and drink to

0:40:46.320 --> 0:40:49.680
<v Speaker 1>which the gluttons were addicted in the last analysis, merely

0:40:49.800 --> 0:40:53.000
<v Speaker 1>visions of the elements earth and water.

0:40:54.080 --> 0:40:58.120
<v Speaker 3>Sort of portraying the like the worthlessness of the pleasures

0:40:58.160 --> 0:41:02.000
<v Speaker 3>of gluttony, that like you just sort of concerning yourself

0:41:02.040 --> 0:41:05.560
<v Speaker 3>with material rubbish rather than having your mind on heavenly things.

0:41:06.200 --> 0:41:09.000
<v Speaker 1>Yeah, and also like the sense that it's all mud anyway,

0:41:09.600 --> 0:41:13.080
<v Speaker 1>or even that it's it's all excrement. There's also a

0:41:13.120 --> 0:41:15.880
<v Speaker 1>lot of dog imagery here. Obviously we have Cerberus with

0:41:15.920 --> 0:41:18.279
<v Speaker 1>the three dog heads, and then we also have pig

0:41:18.320 --> 0:41:21.840
<v Speaker 1>imagery thrown in and also mud excrement comparisons as well.

0:41:22.320 --> 0:41:26.200
<v Speaker 3>Hey, pig imagery bringing us back to pig mud wallowing,

0:41:26.280 --> 0:41:29.880
<v Speaker 3>which actually turns out to be a quite clever adaptation

0:41:29.960 --> 0:41:30.480
<v Speaker 3>of nature.

0:41:31.000 --> 0:41:41.040
<v Speaker 4>Yeah.

0:41:41.080 --> 0:41:44.919
<v Speaker 1>Anyway, so brief, brief departure into hell, but coming back

0:41:44.920 --> 0:41:46.799
<v Speaker 1>to the surface world and the hell we make for

0:41:46.840 --> 0:41:51.319
<v Speaker 1>ourselves there. Coming back to war as what explains that

0:41:51.360 --> 0:41:54.919
<v Speaker 1>the mere challenge of moving around and mud can lead

0:41:54.960 --> 0:41:59.200
<v Speaker 1>to exhaustion for the individual soldier, and this exhaustion can

0:41:59.320 --> 0:42:02.280
<v Speaker 1>prove fatal. Can also hold true for pack animals as well.

0:42:02.760 --> 0:42:05.360
<v Speaker 1>So you know, if you're in a very muddy situation

0:42:05.440 --> 0:42:08.000
<v Speaker 1>and you're having to just move through mud, constantly or

0:42:08.040 --> 0:42:10.760
<v Speaker 1>for a lengthy period of time, like that's just making

0:42:10.840 --> 0:42:13.719
<v Speaker 1>every step so much harder. And there's a good chance

0:42:13.719 --> 0:42:17.799
<v Speaker 1>you're already doing something exhausting, that is mentally trying, that

0:42:17.800 --> 0:42:21.200
<v Speaker 1>you're already under a great deal of stress. And now

0:42:21.320 --> 0:42:24.960
<v Speaker 1>each each time you try and lift your boot your

0:42:25.000 --> 0:42:30.279
<v Speaker 1>foot out of the mud, more effort is required of you. Now.

0:42:30.280 --> 0:42:33.560
<v Speaker 1>There have been efforts to improve footwear for soldiers at

0:42:33.600 --> 0:42:37.160
<v Speaker 1>different time periods, such as having wider essentially kind of

0:42:37.200 --> 0:42:40.120
<v Speaker 1>like plank bottom shoes that the US Army experimented with

0:42:40.120 --> 0:42:42.640
<v Speaker 1>special mud boots and shoes in World War Two and

0:42:42.680 --> 0:42:47.279
<v Speaker 1>then again in Vietnam. Would include several prototype photos here.

0:42:47.360 --> 0:42:50.160
<v Speaker 1>Joe I included a screen cap here for you to

0:42:50.160 --> 0:42:52.279
<v Speaker 1>look at these. They're not much to look at, but

0:42:52.320 --> 0:42:56.640
<v Speaker 1>you can see they're like basically different designs of wide

0:42:57.160 --> 0:43:00.560
<v Speaker 1>flat surfaces that would be scrapped or somehow toach the

0:43:00.560 --> 0:43:01.480
<v Speaker 1>bottom of boots.

0:43:01.760 --> 0:43:03.719
<v Speaker 3>Some of them look like huge wooden hoofs.

0:43:04.560 --> 0:43:08.680
<v Speaker 1>Yeah, they do. And you know, I'm not certain because

0:43:09.040 --> 0:43:12.640
<v Speaker 1>it's just the subtitle. He was very brief, but I

0:43:12.640 --> 0:43:15.720
<v Speaker 1>guess it's possible that some of these could be for horses.

0:43:15.760 --> 0:43:18.040
<v Speaker 1>I don't know, maybe the round one that's kind of

0:43:18.080 --> 0:43:20.840
<v Speaker 1>hoof shaped is for a horse. I don't know, huh,

0:43:21.200 --> 0:43:24.760
<v Speaker 1>because certainly, you know, horses would be of concern. And well,

0:43:24.800 --> 0:43:28.000
<v Speaker 1>not all of these military engagements. Of some of them,

0:43:28.640 --> 0:43:33.200
<v Speaker 1>Tracked vehicles like tanks and half tracks can perform better

0:43:33.239 --> 0:43:36.160
<v Speaker 1>in some muddy situations, but a tract vehicles certainly can

0:43:36.239 --> 0:43:38.480
<v Speaker 1>get stuck in the mud. As Wood points out, they

0:43:38.520 --> 0:43:41.160
<v Speaker 1>can also slide out of control through the mud and

0:43:41.200 --> 0:43:45.680
<v Speaker 1>down muddy hillsides as well. Tracks can spread weight out

0:43:45.719 --> 0:43:50.000
<v Speaker 1>more evenly than tires, So that's one of the appeals

0:43:50.000 --> 0:43:53.720
<v Speaker 1>of having tracks or half tracked designs in these vehicles.

0:43:53.760 --> 0:43:56.239
<v Speaker 1>But yeah, they're still not perfect. And then if you

0:43:56.280 --> 0:44:00.799
<v Speaker 1>throw trenches into the mix, as it was encountered in

0:44:00.840 --> 0:44:02.920
<v Speaker 1>the First World War, especially, you know that one of

0:44:03.000 --> 0:44:06.160
<v Speaker 1>these big tanks can get stuck in the trench, and

0:44:06.200 --> 0:44:10.400
<v Speaker 1>therefore you need, like other vehicles to lay down temporary

0:44:10.440 --> 0:44:15.759
<v Speaker 1>bridges so that the tanks can make it across those trenches. Now,

0:44:15.800 --> 0:44:19.480
<v Speaker 1>coming back to health though human health and mud, Wood

0:44:19.520 --> 0:44:22.719
<v Speaker 1>also points out that extremely muddy conditions often lead to

0:44:23.120 --> 0:44:28.840
<v Speaker 1>deteriorating sanitary conditions. Wood points out that wounded soldiers rarely

0:44:28.880 --> 0:44:32.799
<v Speaker 1>reach medical facilities clean. So then this makes sense. You're

0:44:32.800 --> 0:44:37.120
<v Speaker 1>in muddy conditions, you're going to enter into the medical

0:44:37.160 --> 0:44:41.200
<v Speaker 1>facilities muddy and that. And also it means that oftentimes

0:44:41.280 --> 0:44:43.160
<v Speaker 1>it's not just like any kind of pure mud, that

0:44:43.239 --> 0:44:45.239
<v Speaker 1>mud is going to be mixed with all manner of

0:44:45.360 --> 0:44:49.719
<v Speaker 1>unhygienic ingredients from the war zone. Muddy conditions also severely

0:44:49.800 --> 0:44:53.600
<v Speaker 1>hinder the ability to just evacuate the wounded or to

0:44:53.760 --> 0:44:56.600
<v Speaker 1>have medical personnel come in to deal with people who

0:44:56.640 --> 0:44:57.200
<v Speaker 1>are wounded.

0:44:57.920 --> 0:45:01.040
<v Speaker 3>Yeah. Now, in addition to all these general concerns, it

0:45:01.080 --> 0:45:04.799
<v Speaker 3>seems like I have memories of reading about, at least

0:45:04.840 --> 0:45:09.600
<v Speaker 3>interpretations of some decisive battles in history where mud played

0:45:09.640 --> 0:45:12.160
<v Speaker 3>a role in how the battle turned out, or at

0:45:12.239 --> 0:45:15.160
<v Speaker 3>least some historians believed that it did. Like I seem

0:45:15.200 --> 0:45:17.920
<v Speaker 3>to recall the Battle of Agincore as one example.

0:45:18.320 --> 0:45:21.040
<v Speaker 1>Yeah, the Battle of Agincore is a big one. This

0:45:21.160 --> 0:45:24.600
<v Speaker 1>is from fourteen fifteen English victory over the French in

0:45:24.640 --> 0:45:27.880
<v Speaker 1>one Hundred Years War. The French had to advance heavily

0:45:27.960 --> 0:45:32.680
<v Speaker 1>armored knights through very muddy conditions. And the key to this,

0:45:32.800 --> 0:45:35.560
<v Speaker 1>too is that this was transient mud. I've read this

0:45:35.680 --> 0:45:38.480
<v Speaker 1>was these were not muddy conditions that were expected. This

0:45:38.680 --> 0:45:41.239
<v Speaker 1>was I believe there was like a huge storm, so

0:45:41.520 --> 0:45:44.239
<v Speaker 1>they weren't prepared for it. They marched anyway, and they

0:45:44.360 --> 0:45:46.600
<v Speaker 1>end up sinking in the mud, especially if they've been

0:45:46.680 --> 0:45:51.040
<v Speaker 1>knocked off their horse, easily immobilized once unhorsed in all

0:45:51.040 --> 0:45:53.560
<v Speaker 1>that heavy armor. And it's said that, you know, some

0:45:53.640 --> 0:45:56.839
<v Speaker 1>of the French knights drowned in the mud there.

0:45:57.280 --> 0:45:59.040
<v Speaker 3>And this seems to be kind of a pattern that

0:45:59.080 --> 0:46:02.920
<v Speaker 3>emerges in history, like it is bad to be caught

0:46:03.040 --> 0:46:05.799
<v Speaker 3>as the side in a battle that is trying to

0:46:05.880 --> 0:46:07.400
<v Speaker 3>advance through the mud.

0:46:08.000 --> 0:46:09.920
<v Speaker 1>Yeah, because I mean, all these factors are going to

0:46:09.960 --> 0:46:12.880
<v Speaker 1>come into play. It's going to slow you down, this

0:46:12.880 --> 0:46:15.800
<v Speaker 1>stuff's going to get stuck, and then when the battle

0:46:15.920 --> 0:46:18.160
<v Speaker 1>turns against you, it's going to turn even worse. A

0:46:18.200 --> 0:46:21.799
<v Speaker 1>couple of other examples that come up frequently. There's the

0:46:21.880 --> 0:46:24.960
<v Speaker 1>mud March from the Battle of Fredericksburg eighteen sixty two

0:46:25.000 --> 0:46:29.879
<v Speaker 1>in the American Civil War. This was on the Union side,

0:46:29.880 --> 0:46:34.359
<v Speaker 1>General Burnside's troops and it ended up having to go

0:46:34.400 --> 0:46:37.160
<v Speaker 1>through some really muddy conditions and a number of key

0:46:37.239 --> 0:46:40.920
<v Speaker 1>artillery pieces and wagons became trapped in the mud. Delaying

0:46:40.960 --> 0:46:44.320
<v Speaker 1>the Union advance, and this was due to like sudden

0:46:44.360 --> 0:46:47.760
<v Speaker 1>stormy conditions that were not expected that made it difficult

0:46:47.760 --> 0:46:50.560
<v Speaker 1>to move these key pieces. Now, the Battle of the

0:46:50.600 --> 0:46:54.960
<v Speaker 1>Son from nineteen sixteen, this is another example that comes

0:46:55.040 --> 0:46:57.239
<v Speaker 1>up now. This one, though, is an inconclusive battle of

0:46:57.280 --> 0:47:01.640
<v Speaker 1>the First World War between German forces and some British

0:47:01.640 --> 0:47:05.319
<v Speaker 1>and French forces. Entailed massive casualties on both sides in

0:47:05.520 --> 0:47:10.360
<v Speaker 1>very muddy trench warfare conditions. So not a situation where

0:47:10.400 --> 0:47:13.560
<v Speaker 1>like the mud gave either side an advantage, but just

0:47:13.600 --> 0:47:16.399
<v Speaker 1>made it seem to contribute it to it just being

0:47:16.480 --> 0:47:20.960
<v Speaker 1>like an awful, awful battle for both sides. Now, as

0:47:20.960 --> 0:47:24.600
<v Speaker 1>I mentioned already, like muddy conditions, muddy trench warfare, it's

0:47:24.640 --> 0:47:26.799
<v Speaker 1>like just kind of you instantly picture it when you're

0:47:26.840 --> 0:47:29.560
<v Speaker 1>thinking of World War One in particular, or perhaps like

0:47:29.640 --> 0:47:32.080
<v Speaker 1>Germany's in the Eastern Front and World War Two, and

0:47:32.160 --> 0:47:35.479
<v Speaker 1>both of these are theaters of war that have been

0:47:36.080 --> 0:47:39.960
<v Speaker 1>recreated in various films over the years and TV shows

0:47:39.960 --> 0:47:42.719
<v Speaker 1>and the like. But also you just tend to see

0:47:42.760 --> 0:47:47.640
<v Speaker 1>a lot of muddy war conditions and muddy battlefields and

0:47:47.880 --> 0:47:51.839
<v Speaker 1>especially muddy conditions after the battle. In other films and

0:47:51.880 --> 0:47:54.839
<v Speaker 1>also in video games. And I had never really thought

0:47:54.880 --> 0:47:58.000
<v Speaker 1>of this before, but I was reading a little bit

0:47:58.000 --> 0:48:00.880
<v Speaker 1>about this on the blog The Excellent Blog, a collection

0:48:01.000 --> 0:48:06.280
<v Speaker 1>of Unmitigated Pedantry by historian Brett Devereaux. I've referred to

0:48:06.400 --> 0:48:09.040
<v Speaker 1>this blog a few times because it's a great read.

0:48:10.320 --> 0:48:15.560
<v Speaker 1>He does things like, you know, analyze the warfare in

0:48:15.640 --> 0:48:18.160
<v Speaker 1>The Lord of the Rings, both the books and the

0:48:18.160 --> 0:48:21.640
<v Speaker 1>Peter Jackson movies and so forth, does a lot of

0:48:21.680 --> 0:48:24.080
<v Speaker 1>talking about Roman military, so.

0:48:24.040 --> 0:48:27.439
<v Speaker 3>It's like a military historian writing about topics nerds would

0:48:27.440 --> 0:48:28.160
<v Speaker 3>be interested in.

0:48:28.520 --> 0:48:30.920
<v Speaker 1>Yes, very much so. So if you're into a lot

0:48:30.920 --> 0:48:34.480
<v Speaker 1>of these nerdy settings, or you're into ancient warfare and

0:48:34.560 --> 0:48:38.120
<v Speaker 1>medieval warfare and so forth, I definitely recommend it. But

0:48:38.320 --> 0:48:40.480
<v Speaker 1>I was reading one of his posts where he points

0:48:40.520 --> 0:48:43.200
<v Speaker 1>out that that, yeah, you see a lot of films

0:48:43.239 --> 0:48:46.600
<v Speaker 1>and especially video games that depict the aftermath of pre

0:48:46.719 --> 0:48:50.600
<v Speaker 1>modern battles as being just muddy and bloody messes. And

0:48:51.120 --> 0:48:53.760
<v Speaker 1>he points out that this doesn't seem to be the norm,

0:48:54.200 --> 0:48:57.719
<v Speaker 1>you mean, in reality, In reality, yes, it was not.

0:48:57.760 --> 0:49:00.840
<v Speaker 3>Always just a muddy mess after a after an ancient

0:49:01.160 --> 0:49:02.879
<v Speaker 3>or medieval battle took place.

0:49:02.880 --> 0:49:05.120
<v Speaker 1>Right Now, that's not to say that you don't have

0:49:05.360 --> 0:49:08.560
<v Speaker 1>the examples we're discussing where you have definite muddy places

0:49:08.800 --> 0:49:11.560
<v Speaker 1>that either erupt because there's a great like it's a

0:49:11.600 --> 0:49:13.760
<v Speaker 1>road where there's a lot, a great deal of travel,

0:49:13.800 --> 0:49:16.520
<v Speaker 1>and then it becomes muddy, and then you have transient

0:49:16.600 --> 0:49:20.840
<v Speaker 1>mud in the mix. You have muddy conditions popping up

0:49:20.840 --> 0:49:25.320
<v Speaker 1>because of extreme storm activity that's taken place. But he

0:49:25.360 --> 0:49:28.000
<v Speaker 1>points out that if you just have like a normal

0:49:28.280 --> 0:49:31.920
<v Speaker 1>grassy environment field somewhere where there's a battle taking place,

0:49:32.760 --> 0:49:37.040
<v Speaker 1>it's not like a single battle taking place there over

0:49:37.080 --> 0:49:38.840
<v Speaker 1>the course of a day or even a couple of days,

0:49:39.080 --> 0:49:42.080
<v Speaker 1>is going to just wear down all the vegetation and

0:49:42.160 --> 0:49:45.759
<v Speaker 1>turn it into mud. In particular, he points to photographic

0:49:45.800 --> 0:49:49.680
<v Speaker 1>evidence from the American Civil War that shows that, yeah,

0:49:49.680 --> 0:49:52.360
<v Speaker 1>you can have a large army, say, moving through an area,

0:49:52.800 --> 0:49:54.719
<v Speaker 1>and it's not going to kill off the grass and

0:49:54.880 --> 0:49:57.000
<v Speaker 1>muddy things up over the course of a single day

0:49:57.080 --> 0:49:59.120
<v Speaker 1>or a couple of days. It's the sort of thing

0:49:59.160 --> 0:50:03.680
<v Speaker 1>that occurs due to longed traffic, prolonged activity, and also

0:50:03.800 --> 0:50:06.319
<v Speaker 1>environmental conditions thrown in there as well. So you know,

0:50:06.360 --> 0:50:08.280
<v Speaker 1>all of those things you see with like a trench

0:50:08.320 --> 0:50:11.520
<v Speaker 1>warfare environment. But it's not just going to pop up

0:50:11.560 --> 0:50:13.719
<v Speaker 1>over the course of a couple of days because an

0:50:13.840 --> 0:50:17.200
<v Speaker 1>army moved through a place, or even because two armies

0:50:17.239 --> 0:50:19.080
<v Speaker 1>clashed at a particular location.

0:50:19.480 --> 0:50:21.920
<v Speaker 3>Yeah, so maybe when when people are dug in and

0:50:22.040 --> 0:50:25.680
<v Speaker 3>there's there's frequent foot traffic or heavy machinery moving around,

0:50:25.760 --> 0:50:29.040
<v Speaker 3>or when an area is subject to prolonged shelling or

0:50:29.080 --> 0:50:29.839
<v Speaker 3>something like that.

0:50:30.320 --> 0:50:32.880
<v Speaker 1>Yeah, I mean, I see the appeal of it in

0:50:33.320 --> 0:50:37.399
<v Speaker 1>cinematic portrayals and dramatic portrayals of the aftermath of war,

0:50:37.520 --> 0:50:41.560
<v Speaker 1>because it's like, we have been bloodied, people are suffering

0:50:41.600 --> 0:50:44.640
<v Speaker 1>and wounded, and it makes sense that that you sort

0:50:44.640 --> 0:50:47.280
<v Speaker 1>of heighten that feeling that the earth itself, the world

0:50:47.440 --> 0:50:50.000
<v Speaker 1>is wounded by all of this, like the wrongness of

0:50:50.040 --> 0:50:54.720
<v Speaker 1>everything that has occurred here. So like, I like that connection,

0:50:54.840 --> 0:50:57.960
<v Speaker 1>and I think I think it certainly plays well. But

0:50:58.120 --> 0:51:03.080
<v Speaker 1>it's it's you know, a fun or an interesting commentary

0:51:03.120 --> 0:51:05.319
<v Speaker 1>on this to sort of put it in, you know,

0:51:05.480 --> 0:51:08.120
<v Speaker 1>look at it within the perspective of how battles seem

0:51:08.200 --> 0:51:11.840
<v Speaker 1>to have actually impacted or not impacted the environment.

0:51:12.040 --> 0:51:14.600
<v Speaker 3>So it's not necessarily the battle of a single day

0:51:14.600 --> 0:51:16.400
<v Speaker 3>that can turn a place muddy, but it's more like

0:51:16.440 --> 0:51:20.239
<v Speaker 3>the prolonged human presence, which maybe why you can see

0:51:20.239 --> 0:51:23.120
<v Speaker 3>places become very muddy if they're also like the site

0:51:23.200 --> 0:51:27.359
<v Speaker 3>of a festival or fair grounds. How muddy that can get.

0:51:27.920 --> 0:51:31.719
<v Speaker 1>Yeah, it gets very muddy very quickly. You see this

0:51:31.840 --> 0:51:36.200
<v Speaker 1>with places that even you know are more or less permanent.

0:51:36.280 --> 0:51:38.279
<v Speaker 1>You know that they're having to continually figure out how

0:51:38.360 --> 0:51:40.359
<v Speaker 1>figuring out how the water flows and how to keep

0:51:40.719 --> 0:51:43.640
<v Speaker 1>mud from becoming a problem. But yeah, it's it's you

0:51:43.640 --> 0:51:45.400
<v Speaker 1>do see it at festivals a lot. I guess that

0:51:45.480 --> 0:51:49.960
<v Speaker 1>what the nineties Woodstock oh an example of really muddy

0:51:49.960 --> 0:51:52.479
<v Speaker 1>conditions and people getting into the mud and it also

0:51:52.480 --> 0:51:55.840
<v Speaker 1>becoming sort of a hell escape in that particular encounter.

0:51:56.400 --> 0:51:58.440
<v Speaker 1>But there was also mud at the original Woodstock, and

0:51:58.920 --> 0:52:03.640
<v Speaker 1>you know, they're these scenes of sort of innocent, hippy

0:52:03.880 --> 0:52:07.600
<v Speaker 1>enjoyment of muddy conditions, you know, slattering yourself with mud.

0:52:08.320 --> 0:52:10.279
<v Speaker 1>So you know, being covered in mud and trapped in

0:52:10.360 --> 0:52:13.920
<v Speaker 1>mud is not necessarily a bad thing, but certainly, you know,

0:52:14.080 --> 0:52:18.000
<v Speaker 1>in if you're also engaging in a bloody battle, I

0:52:18.000 --> 0:52:20.480
<v Speaker 1>don't think anyone's going to be a fan. All Right,

0:52:20.520 --> 0:52:22.960
<v Speaker 1>we're looking at the clock here and we realize we

0:52:23.080 --> 0:52:26.160
<v Speaker 1>have to end Mud Part four, despite the fact that

0:52:26.200 --> 0:52:28.960
<v Speaker 1>we did want to get in a little bit at

0:52:29.040 --> 0:52:32.880
<v Speaker 1>least into the discussion of mud and religion. One of

0:52:33.360 --> 0:52:36.279
<v Speaker 1>one of the most obvious aspects of this being that

0:52:36.800 --> 0:52:42.560
<v Speaker 1>so many religions, especially ancient religions and mythologies, involves some

0:52:43.719 --> 0:52:47.880
<v Speaker 1>idea of humans being made for mud or clay or dirt,

0:52:48.640 --> 0:52:52.359
<v Speaker 1>but particularly clay and mud, you know, very much leaning

0:52:52.440 --> 0:52:55.359
<v Speaker 1>into the idea of a creator deity or deities as

0:52:55.400 --> 0:52:59.720
<v Speaker 1>being potters are that are molding us and perhaps baking

0:52:59.800 --> 0:53:02.759
<v Speaker 1>us in making us what we are. But then we

0:53:03.040 --> 0:53:05.879
<v Speaker 1>also had some other stuff to say about that, so well,

0:53:05.920 --> 0:53:07.520
<v Speaker 1>I don't know, we'll have to come back to this

0:53:07.800 --> 0:53:09.759
<v Speaker 1>in some form. I'm not saying we're gonna come back

0:53:09.800 --> 0:53:11.880
<v Speaker 1>and do Mud Part five, because we already said we

0:53:11.880 --> 0:53:15.560
<v Speaker 1>wouldn't do that, but we did leave the door open

0:53:15.719 --> 0:53:21.359
<v Speaker 1>for various mud creatures to slather in. So yeah, we'll

0:53:21.400 --> 0:53:24.319
<v Speaker 1>discuss it off Mike and come back. All right, Well,

0:53:24.320 --> 0:53:25.759
<v Speaker 1>we're going to go and close it up, but we'd

0:53:25.760 --> 0:53:27.600
<v Speaker 1>love to hear from everyone out there if you have

0:53:27.680 --> 0:53:31.360
<v Speaker 1>thoughts on just mud in general, experience with mud, experiences

0:53:31.360 --> 0:53:35.600
<v Speaker 1>with muddy conditions, mud, in military science fiction mud, and

0:53:35.600 --> 0:53:39.759
<v Speaker 1>in military history. All of it is fair game right in.

0:53:40.080 --> 0:53:42.359
<v Speaker 1>We would love to hear from your reminder that are

0:53:42.440 --> 0:53:44.600
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0:53:50.960 --> 0:53:53.560
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0:54:01.520 --> 0:54:03.080
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