Showing posts with label Treasure. Show all posts
Showing posts with label Treasure. Show all posts

Monday, 17 April 2017

Process as Item

"Old English fyr "fire, a fire," from Proto-Germanic *fur-i- (source also of Old Saxon fiur, Old Frisian fiur, Old Norse fürr, Middle Dutch and Dutch vuur, Old High German fiur, German Feuer "fire"), from PIE *perjos, from root *pa?wr- "fire" (source also of Armenian hur "fire, torch," Czech pyr "hot ashes," Greek pyr, Umbrian pir, Sanskrit pu, Hittite pahhur "fire"). Current spelling is attested as early as 1200, but did not fully displace Middle English fier (preserved in fiery) until c. 1600.

PIE apparently had two roots for fire: *paewr- and *egni- (source of Latin ignis). The former was "inanimate," referring to fire as a substance, and the latter was "animate," referring to it as a living force (compare water (n.1))."

- from etymology online, a really excellent site and useful resource.

The pleasing idea of a process as an item comes, perhaps, from its already half-magical or numinous state. A process bound is already a little bit more interesting than an inanimate thing. We can see this in magic items, to show their magic; they live. The sword burns like a brand the jewel glows like a lamp. The cloak moves in an unfelt wind. The picture talks.

But even without that, a process bound, carried and sustained is slightly magical, it exemplifies power over an ever-changing nature, not just tool-use but bound process control. The common bindings break down quite neatly by classical element;

Fire is the big one. The key thing here is that it's not a magic lantern or a magic torch, but a magic fire. It is the fire you carry and preserve, not the means of its propagation (though you will need that as well).

The nature of the thing puts hard limits on how you deal with it or transport it. Fire is hard to carry and keep going, all kinds of common circumstances and opponent action could put it out. You need to keep finding fuel for it. Perhaps a particular kind of fuel. Magical fires could feed on human hair, the bark of certain trees, polished coals or fossils. It's easy to imagine someone carrying one, in a lantern, a brazier or something, but hard to imagine them carrying two or more in anything other than special circumstances. The nature of fire means that you will tend to adopt a ritualistic attitude to taking care of it, which embeds a principal ritual from the human lifeworld into the game. Because its very hard to deal with you can make it situationaly very powerful, PC's have to invest resources and through into how to sustain this powerful but delicate tool.

As well as it already being useful, it does so many things, there's a whole range of extra stuff you can do with it, shine its light on someone, breath in its smoke, let it's smoke 'write' on a piece of paper, burn things in it, cook things with it, forge things with its heat, let it cast shadows, burn yourself with it, see things in it.

Fire likes to get out of control though so this is a big difference to any other kind of 'item', and a D&D PC is going to want to let EVERYTHING BURN so then you have SUPER-POWERFUL fire. So some limitation of this has to be built into the thing. Maybe as a fire gets bigger and more powerful it becomes more intelligent, starts developing it's own ideas like a runaway AI or a bound daemon, starts using its powers for itself rather than for the PC's. And of course, few fires really want to stop burning.

Perhaps the fires are ancient daemons or angels. It makes a neat sense that primal demiurgic beings would be incarnated as natural processes. The idea of God making kinetic and other kinds of energy from, essentially, minced-up angels, seems legit. If you could catch a fragment of that Pure Fire from before they got all mixed up, and keep it going and preserve it, then you might have a little piece of divine magic that did a particular thing.

Is there anything that relates to moving water the same way? I mean not just that it interacts with water but that it needs water to activate it, to make it live.

A mill-wheel might work, difficult to consider carrying it about, though the idea of an adventurer or NPC with a giant fucking wheel on their back is interesting, mendicant mill-monks.

A portable water-clock seems like an edge-case, too mechanical.

Rain, the water that drips from an umbrella having special qualities. It would have to be natural rain, not just stuff you poured on there because it is the process that brings it alive. Maybe it would tell you things about the rain, perhaps heal you of mental disorders, curses or shame or simply help you forget.

Those lantern-boats that float downstream might also work, carrying things away or summoning them back. Water ghosts, creatures from the past or those lost.

I think it was Keats (or maybe Shelly?) who's epitaph was that his name was writ in water. Perhaps writing someone’s name in water causes someone, somewhere in the world to forget that name. You can perform mass-attacks on someone’s fame and reputation by gathering hundreds of cultists by the shores of a still lake and having them all write the same name on its surface. The name attacks must inevitably affect the cultists as well as everyone else so every now and then some of them must forget the name they are writing and have to look over at the guy on the left and right to see what name they are erasing. If this carries on for long enough, everyone in the world might forget someone's name except for the people writing it on the surface of the lake, and even they don't really remember why they are writing it, only that they were really pissed off with whoever it was.

A Chinese Whispers effect could mean that even people with a similar name suffer some effects of the attack.

A brush that, if used to write on a waterfall or the surface of a river, or even on a wave in the ocean, you can summon or control the power of those things. Perhaps the symbol for 'Horse' on a waterfall creates a charging steed of white foam that can only race downhill and which ends each ride by diving and exploding into the river or the earth, writing it on a river creates a tireless horse, but one which can only ever move at the speed of the river itself, whether fast or slow and writing one on a wave creates a titanic and powerful horse that can charge along the coastline, but not beyond it, plus getting in position to write on a wave as it breaks effectively makes you a surfing wizard?

Between water and air we have the sailing ship. Perhaps a sail that when it runs directly before a headwind and pulls a ship to full speed, can breach the barriers between planes, like a sailing DeLorean. The precise direction of the wind affects which plane you go to and you have no way to control it other than to have it up or not.

This brings us into air. Kites are probably the closest equivalent to torches and lanterns. Maybe a kite that, once you get it flying, transforms you into a bird until you touch the ground. Perhaps if you land on water you can stay as a bird until you reach the shore so people passing through never know if the ducks and swans are kite-monks in disguise or what.

Pin-Wheels. Even breath could activate them but they are incredibly delicate and easily damaged and destroyed, hard to cart around for a long time without them being crushed, so that provides a nice limiting element. Perhaps they have to be activated by natural wind rather than breath, the idea of a brawny adventurer running about with a pin-wheel is a nice one. Perhaps the breath of certain creatures or type of person is needed to activate the rare ones, a virgin, a holy person, a seventh son, a blind man.

There is the lightning-charged device of course. We would have to work on ways to make it more interesting than just a lightning capacitor. Perhaps, at the moment you catch the lighting you gain the speed *of* lightning, you can race anywhere but as soon as you stop the lighting is grounded. You also have to be careful not to interact with anything touching the ground, you may be drawn towards metal objects and end up accidentally hurling yourself on a drawn sword 300 miles away at the speed of sound.

Monks who wait under trees in autumn with special brushes. They train until they are able to write upon a falling leaf before it hits the ground, touching it only with the tip of the brush. That would require huge study and skill to use. Perhaps you could use this to travel through time like a leaf falling.

Stone is a process too, but one so slow that I don’t think it could be contained into a pseudo-object by human beings.



Friday, 3 October 2014

HOARD OF THE THINGS

So, treasure in SAVAGES isn't treasure. None of the PC's (except Thieves and Human-Obsessed weirdos) really care about it in the same way Adventurers would. Treasure for Savages is food and days spent alive and maybe status and burning a village of elves or a sword that doesn't break.

But they have treasure, because the work in a dungeon. And their boss has treasure. So why do they care?

I wanted players to start the game with great heaps and piles of gold and then have to fight to keep it. What could be more pleasurable than having a hoard? What more satisfying than simply keeping it? Playing Midas, going into the cave and running your fingers through the piles of silver and jade and looking at all the statues and artifacts and scrolls and mysteries and knowing that all of this is yours. Yours forever.

And I wanted them to generate the hoards they guard as part of their character, like generating dungeons and the landscape around them. The hoards should be good and special in some way. Which lead me to ask, what is the poetry of a hoard?

It is the story that it tells, or hints at. Treasure is just history worth preserving. so the question we should ask of a mighty hoard should be 'how does it pierce through time?'

The weight of the gold pressing against time itself, so when you guard gold you are guarding slow time, preventing it from being employed, preventing entropy and change, preserving the world, time holds itself still around a great treasure.

You should get a heavy rep if you manage to stop anyone taking your treasure. Well, not a reputation, but an anti-reputation. You become the blank spot on the map. The part where it says 'here be monsters' that's you. The Place From Which No Man Returns.

And the more treasure you can accumulate and not spend, the more fully you can slow down the world, so the whole thing becomes about stasis, slowing down, preserving the long slow cycles of the world against the rage for order and organisation.

So another way treasure must be assessed is the danger of losing it, the extent to which it will accelerate human development and expansion. And visa versa, this is why you take treasure off humans. Not to own gold, but to cripple economies and cultures. The more you can steal from humans the more their economy slows down, the more cultural capital you can destroy, the harder it is for them to manage their disparate minds and the more fractured they become, obviously, the more magical items you can take off them, the less they can use against you.

So I jammed together these very awkward experimental tables to help generate hoards from the Monsters perspectives. These would be used in a game of SAVAGES where the PCs occupy the centre of a map and on the edges are numerous human cultures, all gradually pressing in, ejecting thieves and adventurers like spores.

Currently its really more of a sketch idea than a workable system. The tables should interrelate and feed off each other and there should be more options and more 'chunky' options for specific artifacts ways it relates to the overall system.

Ways to define a hoard.

1. How does it pierce through time?
2. How much time does it guard?
3. How will its loss accelerate human development and expansion?
    a. Financially.
    b. Culturally.
    c. Magically (reality altering)


1. How does it pierce through time?

1. Days.
2. Months.
3. Years.                                                            (Someones probably really pissed off that you have this.)
4. Decades.                                                      (Knights might still come after this)
5. Centuries.                                                     (Henry VIII's crown)
6. Origin of Current Culture.                               (Excalibur.)
7. Height of Ancestor Culture.                            (Roman, Greek)
8. Origin of current ethnicity/nation/racial group. (Probably Indo-European/Babylon for us.)
9. Forgotten Ancient Culture.                            (Example might be the briefly-imagined feminist Iron Age before horse-riding-swordsmen-ruined-it)
10. Age of Heroes/Origins of Gods                    (Zeus/Hercules/Typhon origins if-they-were-real)
11. Outer/Other/Aberrant/Should-Not-Exist        (Brainmelting Lovecraft stuff)   
12. Primordial or Elemental Origin                      (ie langauge of Fire, First Ice, Laws of Stone)


2. How much time does it guard?

This is the strangest one, I am not sure yet how this will actually work, or if it can actually work. I will keep chipping away at it.

Maybe nothing new is created around it or nothing is lost around it. Maybe it keeps the consequences of that distant time away and stop them compiling with the present. Or that the more Treasure you keep, the slower your turns go and the more time you have to react to stuff

1. Dreamlike Passing Of Days.
2. The Forests Refuse To Yield.
3. An Age Without Discovery
4. Wars But An Echo.
5. Slows Death To A Crawl.
6. Keeps Back A God.



3. How will its loss accelerate human development and expansion?


A. Financial

1. Live Fast, Die Young. Adventurers get rich, famous, more will come.
2. The Company. New Adventuring company set up. All further Adventurers better resourced, equipped and trained.
3. Thieves Ennobled. Adventurers promoted to nobility/elite. Each now heads small armed force based on speciality. Add new armies to the map.
4. National Rebirth. Base culture can renew all armies and settlements for free for a certain number of years.
5. To Big To Fail. banking system renewed, credit everywhere, all human factions get a boost.
6. A New Empire is Born. Introduce a new human faction with low population but full coffers. Base its culture on the Adventurers that survived.

B. Cultural Boost

(A load of the cultural change from the retrieval of ancient treasures will be broadly invisible to the SAVAGES players, the only way it effects them directly is how it changes the actions of the enemy, not their internal culture. But yeah, if someone brings Excalibur back from a dungeon, that's  a big fucking deal.)

1. Buccaneering Spirit. All base culture forces and settlements gain morale, lose fear of the Other (i.e. you), for limited period.
2. A String of Victories. Base culture inwardly unified, gains belief in manifest destiny of frontier, diverts more resources to settlement.
3. First Among Equals. Rival human factions a bit scared of base culture, will not fuck with it unless attacked.
4. The New Cesar. Rival human factions very scared of base culture, will seek alliance/appeasement.
5. Touch of the Divine. All human populations convinced some serious shit is going down with base culture. Other settlements start spontaneously converting.
6. The Power Of Gods. Base culture now wields unquestioned divine sanction. All other human cultures must test morale. If failed they become vassal states to the base culture, now operate as its limbs.

C. Reality Altering

1. By This Axe! Introduce single supercool magic weapon into setting in enemy hands.
2. The Affairs of Wizards. Base culture now has shitloads of Wizards everywhere.
3. The World Beyond. Base culture now aware of/has access to other realities/plains. Intelligence and mobility improved but resources diminished by the same extent as they gain ambitions in the Other Spheres.
4. Moving Mountains. Base culture can now forgo other actions to move lakes/mountains around on its turn.
5. Time and Space. Can rewind time/move capital/send agents to past.
6. Gone Melinbone Way. base culture effectively neutralises self as expansionist force as brainfractured/decadent/invading mars.

Wednesday, 5 March 2014

I Search The Body UNDERGROUND



*1.- 3 Climbing harness. Reduces fall damage from ropes. Helps with abseiling. With carabineers can be very handy when clamping things on and off quickly and safely. Makes you look like a tit.

*4 – 5  2d4 Functional Duergar carabineers. Can now clip on and off ropes easily.

*6-7 A fuel brick. (Easy light, 1 hr of flame.)

*8- 9 Dynamic spidersilk rope. Absorbs 50 hp falling damage then wears out.

*10-11 A climbing pick. No bonus but can be used to climb without any minus and also used as a weapon during climb. (d6 damage)

*12 -13 A Clock Bow. All-metal crossbow. 20ft range. Fires flechettes (d6) High tension clockwork auto loads from magazine holding ten flechettes. Wire string must be replaced every 50 shots. Must be wound pre-battle. Loud. On a fumble explodes in shower of clockwork. Can be fired one handed.

*14-16 A Lamp. See Lamps table.

17-46 This many Lumes.

47 - A ‘Miners Friend’. Little yellow canary in a bamboo cage. Imported a long way from Yoo-Suin. Warns of dangerous vapours by fainting , then dying.

48 – Aboleth Memory Key. Does d6 damage to you as you open your own head. Allows you to walk through all of your previous experience as an observer, observe as if you were there, recall anything. Memories of others are incomprehensible.

49 – Looserope, 50ft. Whisper a word to each know of this rope as you tie it. . If you speak that word aloud then that knot will spontaneously unknot.

50 – Insane diary describing the workings of a Derro mind-control machine. Can be used to find and destroy the machine but, the closer you get to it, the more fully it works on you..

61 – A Neolithic man-shape in clay that can take damage instead of the holder. If it ever breaks, all the damage suffered will be yours at once.

62 – A dart that works once. Casts ‘Flesh to Chrome’

63 – A wedding ring. If you put it on you immediately become aware of the psionic attention of the bodies spouse. A mental voice asks. “Who are you? What has happened to my husband/wife?”

64 – A can of spray paint (Duergar make)

65 – d6 demonic pacts. This may be the most evil person you have ever killed. Gain xd20 of the basic XP and the formal title ‘Slayer of (name of searched body). The d6 Daemons will now gate sequentially into the area. Starting at Type 1 and going up from there.

66 – Body has a list of names tattooed. All are crossed out. The penultimate uncrossed name is yours, the last is that of (Notable NPC opposed to the party)

67 – Grapple Spider. Iron grapple, spider shaped. Clings on when thrown. Must be fed blood.

68 – A Vampire Court subpoena for a random NPC.

69 – An unassigned slavehunters license, warrant and badge*.

70 – Instructions and countersigns for a secret rendezvous with a race totally opposed to the holder.

71 – Shifting Archean dagger that rusts blood. If it touches metal, both the metal and dagger rust to nothing.

72 – A myco-lucent necklace 2d6 jewels, produce spore-effects when crushed.

73 – d6 Yoo-Suin Smokerope cigarettes. When lit a strand of black smoke slowly reaches directly up. When it contacts a surface it adheres and transforms into a climbable black rope.

74- Book of Acid. The optical illusions in this book make you woozy when you look at them. You then vomit up a pin of strong acid.

75 – Pulsar Stone. Hand-sized crystal rock. Sighting through it allows you to see the flickers of distant pulsars. With time this can be used to tell direction underground.

76 – Set of silver blades for flensing precisely the skin of the human face.

77 – A baby brain in bottled brine. Illithid bugging and communication technology.

78 – d4 vials of Heroin with Drow syringes.

79 – d4 Myconid Mind Spores (Thumb sized, fractal, soft) casts ‘Speak With Mushrooms’ on consumer.

80 – Duergar mushroom vodka. Icy clear. Enhances any save against magical effects. Drinker cannot let any argument lie, pursuing every tiny detail with agonising relentlessness.

81 – Derro Conspiracy Pills. The character can hear the players and DM talking round the table. They must give no sign of this or save vs death.

*82 – Pair of dice.

83 –Loaded pair of dice.

84 – A Svirfneblin, gagged and tied up.

85 – A razor, mirror and soap.

86 – Steel mirror on extendable (4ft) brass pole. Mirror can be angled.

87 – Olm-carved slender short-sword made entirely of bone.

88 – A chunky brass cylindrical finger ring. Actually a silent and reliable clock that pricks the wearers finger each hour.

89 – 50 feet of nightingale chain. Slender, light as rope. Sings softly under pressure.

90 – A spoolable fishing line with elegant chemiluminescent lures.

91 – Elegant Meershaum miners pipe with lid. Holds tiny firel elemental and never goes out. Can only light small things (lamps, fuses) and complain.

92 – Drow SpiderClimb ring. Save vs spells at least once per every use, and once every minute after the first or vomit a torrent of poisonous spiders.

93 – Drow ‘Arak’. Must be allowed to settle. Top layer gives penetrating insight but curses player. Bottom layer removes curse, makes instantly violently drunk, wipes 2d6 hours of memory. Insight must be communicated during drink.

94 - Drow ‘manacles’ Syringe-thin interpenetrating bars, driven through forearms like hairpins. Linked by slender chains.

95 – d6 Duergar manacles. Gitmo-style plastic zip ties.

96 – Drow climbing harness. Like a normal climbing harness but doen’t make you look like a tit. Looks kind of cool actually. Slim fit only.

97 – Cloakersmoke. Pungent incense. Makes all Cloakers roll themselves up into cones and become piercers.

98 – Geophone. Delicate Duergar make. With practice, can hear sounds in 200 foot radius through the stone.

99 – The genes of a Cambriman. Like a helix of tiny wet pearls. If you fool around with them and stick them in a live Cambriman you could make a baby. Or a mutant.

00 – An Occultum coin.


*Pretty much the only legal right that Underdark civilisations think is truly universal is the right to recover slaves. This is as close to cops as the Underdark gets. Of course the slavehunters guild will track and horribly destroy anyone who makes free with their warrents.

Monday, 27 January 2014

96-100 FUCK YOU CIVILOPEDE, FUCK YOOOOOOUUUUUUU!



96# The Book of Insect Hours
Illustrated, bound in layered shells, smooth to the touch.
This book has daily prayers for household use on every page. Prayers to the Titan of Swarms for the gaze of his Faceted Eye. Images show a dweller of the deeps going about their daily tasks. Spearing blind fish above the black falls. Hanging red lamps to ward off Eigengrau in the dark. Unlocking the tongue of a mage-thrall. Pausing in randomised semi-cyclic silence to listen for a subterranean attack. Each task has its appointed time and a prayer for aid.


97# Scurrilous Lies
Sculpture in stained but unbaked clay.
This hand-made caricature has silly fine cheekbones, a delicate pursed mouth, half closed eyed and a dandyish bow. The artist made it for himself, of himself. The plump roughness of the clay contrasts amusingly with the delicacy and pretension of the figure. It whispers a single scurrilous lie whenever you lean in close.

98# Skeleton Cello
Not bone, but burnt and rotted wood. And not truly a cello
The remains of this angular instrument is haunted by the ghost of the woman who played it while it burnt. No-one knows her name or why she played. For the ghost to be released, all that must be done is for the rest of the cello to burn. The music she creates is so beautiful that even the brave have been unwilling to set her free. Only the cello’s part of the concerto can be clearly heard, other unknown instruments exist only on perceptions edge. Not just the music, but the scale and arrangement is alien and totally unknown. It may come from the fractured worlds, planets trapped inside a baffling knot of space and counter-turned time whose inhabitants, though human, perceive our reality as a maddening whirl and cannot even breath out air. If so, this is the only sign of those unearthly cultures that has ever been found

99# Bridge of Birds
Fine ceramic vase.
This vase is emblazoned with a beautiful flock of coloured birds of every kind forming a bridge across a sunset sky. Occasionally, a bird will hop out of the vase, stand on its lip, look around, then disappear back inside. When you look inside, the jar is full of birds, millions of them, calmly waiting.

Once, two lovers were separated by death. They begged death to let them meet again, but were unheard. The birds of the air were so sorry for the lovers that they offered to make themselves a bridge across the sky for the lovers to walk upon. Death saw this and grew angry. He could not harm the birds, as flying between heaven and earth, they were beyond his purview. So he took all the birds in the sky and forced them into his pot. The lovers fell. The August Personage in Jade, seeing this, commanded Death to open his jar, release the birds into the sky and allow the lovers to meet once more. But when Death looked for his jar, it was gone, disappeared into the earth. So the August Personage in Jade stripped death of his robes and commanded him to dwell in darkness and silence till the bride of birds was made once more. Death searches still.


100# Axel Whiteclay Mulqueen.
Naked human male in cage.
This man has pierced his flesh with gold and silver tines from ornamental forks and combs for noble hair. He has carefully tattooed his all his accessible skin with the story of his confinement. Mulqueen is a critic, a cannibal  and a criminal. (The last two are not always the same underground.) Mulqueen has really precise and insightful views on art.  He can value almost anything by looking at it (though he regards people who ask for values with distain.
He can spot provenance, deduce fakes and most importantly, has a firm grasp on aesthetic worth. (Mulqueen also spots the magical qualities of items, but only as it relates to their beauty or impression, not mechanical effects.) Mulqueen wants to escape, the Civilopede will not like this. He talks sometimes of ‘Blamphin’ and ‘Bon Clerk’, apparently tow frenemys, critics like him, their locations unknown.

Sunday, 26 January 2014

88 - 95



88# Parent and Child.
Hand-sized sculpture in unknown grey stone.
This almost-formless shape is exactly what it needs to be and no more. The natural shape of the rock has been carefully smoothed and shaped so that it looks and feels unlike a piece of work, but more like something found. Two simple faces rise out of the stone like faces pressed against a sheet. The eyes, nose and mouth only have been scratched as single lines. And the hair of the child cradled in the parents arms.

89# War on Shaft Five
Bright synthetics on rough silk.
The paints, or acrylics, are amazingly bright. They glow under even the palest light. Overwhelming, almost bleeding over the edges of the image. It represents, in primitive style, a scene of war. A tribal people in (what we must assume are) astonishing war masks and head dresses is in conflict with a mechanical thing served by stunted warriors. The thing advances with raised metallic arms, the warriors respond with tubes that shoot abstracted fire. The sympathies of the image-maker seem clearly with the masked tribe.

90# Copy of a Museum Guide
Scorched book in Unknown Tongue.
The book is half-burnt. The language of this book has no relation to any living language, making it almost impossible for anyone but an expert to decipher. Magic may reveal its meaning in part, but not whole. The book is itself a copy of a copy of an older book, transcribed multiple times by writers with no knowledge of the tongue they wrote. It seems to be a guide to a lost collection of un-assignable things. Things which have no place or relation to either each other or the world. Some look like technology.

91# Image of the City of Death.
Silver-Nitrate image on paper.
Held under darkened glass, players (not PC’s) will recognise this as a primitive photograph. It is a street scene of a vaulted township carved from white stone in an art-deco style. Everything still in the image is picked out perfectly. Everything moving is blurred into a kind of river of shapes. The crowds in the street are a torrent of shadows, the water in the fountains is a wash of grey light. Yet, in the crowd, are still figures. It looks like someone has poised corpses there for a joke. The dead are dressed in robes of state and carry silver needles through their tongues and eyes. Yet some see, and one turns towards the makers point of view, its hand is blurred, as if it moves to raise.

92# Magma Chamber Dreaming.
Sand, held in relation by some unknown art. 3x4 metres.
This living mandala of crow-wing black sand never stops moving. Dominated by four strong lateral lines which shift around each other, sometimes waving, sometimes straight, the space between them broken into changing shapes that shift and rearrange like bacteria in a dish. A dreaming of the magmatic flows within an elemental chamber deep beneath the earth, the action of the image is linked to the eventual eruptions of  a specific mountain chain. The link proceeds both ways, the magma changes the mandala, the mandala changes the magma flow. One cannot change without the other. Anyone with the deep skills required, and the unknowable black sand, could try to control the eruption of the volcano’s that make up the range.
The consequences of feedback are unknown.


93# Monkey Egg
Stone egg, acid-etched calligraphy.
This two metre high stone egg is rumoured to be a twin to that which birthed the monkey king. It’s black surface is cold and the egg is either lifeless or asleep. Scholars propose either a miscarried twin, or some other form of divine life, taking its time, maybe destined for another age. An anti-monkey, or unmonkey. Maybe a snail. The egg has passed back and forth between the ownership of different cults multiple times. At some point is was acid-etched in a form of ‘mad grass’ calligraphy.
The ‘monkey prayer’ looping round the surface of the egg is also an image of Monkey himself. Stained in violent spectra, Monkey is a near-abstract half-blur of living power surging up out of primal darkness. Everything is dying yet he lives.


94# Primum Mobile
Carving on bone.
This carving seems to show a royal or wealthy family eating a formal meal. Around them a massacre is taking place. Uniformed soldiers are destroying a less well-equipped force. This seems to happen on another level of reality to the main image. Nothing in the massacre affects the eating family to the smallest degree. Murder and fighting flow around them as they look on indifferently. A man is drowned in the soup. Blood splatters the walls. Nothing touches them


95# Fat Lights, No Hunger.
Book of Poetry, handwritten.
This long form poem follows a deer through an Autumn forest at night. Every form of life the deer encounters receives its own stanza, from plants to animals. Remarks on the wind, the darkness and the stars make a kind of chorus. The unusual element is that all of this is seen from the perspective of a visitor from the Underdark. The sights and smells are alien and strange to the poet. Nevertheless they are given in a state of rapture. The language is Gnollish and the ink is blood.