Gackling Moon
Gackling Moon
MOON
PATRICK STUART
TOM K KEMP
NAMES BY SCRAP PRINCESS
ORIGINAL MAP BY KYANA
ESSAY BY EMILE FRANKEL
CONTENTS:
V. YELLOW PLAINS
Other than being riddled with Goblins and the yellowness of its grass,
perhaps due to the Pigment River, the Yellow Plane is a relatively
safe and stable place, providing one stays away from the Collidor.
xii
PHASES OF THE
GACKLING MOON
THE MOONLANDS
2
Phases of the Gackling Moon
01. NARCISSOLIAN PARALUNE. Depicts the supposed faces of various Illusory Lords
of note.
3
THE GACKLING MOON ITSELF
MOON RULES
Even in madness, there is law. The following rules always apply to
the light of the Gackling Moon unless specifically stated otherwise.
+ The magical effects of the moon count only in direct moonlight.
+ Moon Effects last only as long as moonlight shines directly upon
the effected being.
+ Moon Effects only work at night. They end at dawn. The moon
is sometimes visible in the sky by day, this moon has no magical
properties.
+ Depending on the weather, clouds may occlude the moon. This
can be decided by the DM but for a random decision try this
method:
4
TABLE: WEATHER IN MOONLIGHT
Every subsequent hour the cloud cover has a one-third chance of changing.
02. MOON
PHASE CHART.
Antigoblin
Empire.
5
1. A FINE GACKLING MOON
Perhaps not the worst moon, but certainly the most powerful and
most feared.
LIGHT
The full, mad face of the Fine Gackling Moon is entirely visible,
staring down at reality with its wild eyes and crooked smile, its
face a mosaic of reflected sunlight from alien realms.
The colour of its light is an indescribable nullfire which veils
all beneath it with the texture of a dream.
POWERS
One: Anyone looking directly into the face of the Fine Gackling
Moon will go quite mad and not know who they are for as long is
its light shines.
Two: Anyone in direct moonlight can change shape with nothing
more than a silent thought.
+ Women may change into Animals.
+ Men may change into Stones.
+ Murderers may change into Weapons.
+ Goblins may change into Animals, Humans, Objects or Plants.
+ Animals may change into Humans.
+ And Children may change into Goblins.
SITUATIONS
+ A family looking for help moving and guarding a strange stone
which they say is a relative, they want to place it somewhere
where it will see the sun coming up.
+ A family, village or Kin-group likewise worried about a common
animal they think is their wife, mother or grandmother.
+ The discovery of a ‘Moon Blade’. These transformed murderers
always have magical or remarkable powers and possessions and
use of them always leads to discord, horror and strife.
+ A culture-group taking radical action in forcing someone to
transform under a Gackling Moon to prove they are not a murderer.
+ Someone falling in love only to discover that the object of
their affection is a transformed Goblin or Animal, and perhaps
attempting to make sure this is undiscovered, and that their loved
one does not turn back.
+ A family having to control and take care of a Goblin who they
say (and hope) is their transformed child.
+ Moon-Ruin, the results of someone wishing on a Gackling Moon
leading to people and places being swept up into the air and
re-distributed, people and things being transformed in strange
ways, outbreaks of particular madness and delusion and all
manner of other strangeness. 7
+ Someone depressed, angry or alienated actually wants to forget
themselves and transform into something else, permanently. In
the case of a self-assured adult it can be hard to work out if this is
something you should try to stop or not.
LIGHT
The Painted Moon is a mosaic of glimmering colours like the
fragments of a gem catching light.
Images seem to dance through the air like a procession of
bright people winding their way through the sky or like fireflies
travelling up, up, up to the surface of the Painted Moon.
POWERS
For those who sleep directly in the light of this moon, their dreams
will either migrate (5 in 6 chance) or, more rarely, become active
and tangible illusions around them (1 in 6 chance).
Migrated Dreams – those who experience this swap dreams with
someone else nearby having roughly the same dream.
Embodied Dreams – those who experience this have their dreams
become visible around them, like a projected image.
The only significant physical danger from such Embodied Dreams
is if very powerful or very scared people have nightmares, they
can effectively act as monsters.
If Magic-Users have spells memorised while they dream
beneath a Painted Moon, these will become active as fully-mobile
independent beings with forms and intentions shaped by their
natures. In any case, waking the individual, or any absence of
moonlight, ends the effect immediately.
LUNACULTURE
Almost all of the dangers of a Painted Moon can be avoided by simply
not sleeping under its light, and for those witnessing potentially
dangerous embodied dreams, any possible threat can be escaped
with nothing more than a moon-shade, or by waiting for day. The
main dangers of a Painted Moon are social and psychological. At
times, the inadvertent swapping or sharing of dreams between
community members can cause social ructions.
9
SITUATIONS
+ A pair of young lovers setting out to sleep under a Painted Moon
in the hopes that they will swap dreams.
+ An argument or fight between people due to information they
think they received while experiencing someone else’s dream (i.e.
someone does/does not love their spouse, is lying about something,
is subconsciously into some freaky stuff etc).
+ A monster or dangerous situation which has sprung up around
an unaware sleeper, and which may not be immediately obvious
as a dreamed illusion.
+ An encounter with a ‘living spell’ sprung from the mind of a
sleeping Magician, the spell has its own personality and knows it
will only ‘live’ for a short time, this can make them quite capri-
cious (though not necessarily evil). They may not reveal what they
are.
+ A group of edgy young men setting out to sleep under the light
of a Painted Moon because it’s very-slightly somewhat dangerous
and boundary breaking.
3. A SORROWING MOON
LIGHT
This sad moon casts all beneath it in a sombre pall. All colours fade,
the silver of the moonlight turns to grey. Black pools of shadow
hang from eves and branches like fuliginous cloaks.
POWERS
This moon presents no physical threats and at least one great
advantage. Nevertheless its extremely melancholic glow makes it
a significant danger for those suffering loss, or those of a naturally
gloomy temperament.
One – In the light of a Sorrowing Moon, all become deeply sad.
Grief can be dangerously intense
Two – It is impossible to joke or laugh beneath its light.
10 Three – Once you start crying it can be impossible to stop.
Even Goblins are made sombre by this moon. Unable to have fun
LUNACULTURE
The chief dangers of the Sorrowing Moon are psychological.
Anyone suffering grief or depression is strongly urged not to go
out in a Sorrowing Moon, as they may be stricken with terminal
gloom.
Likewise, sensitive carnivores are advised not to go beneath
its light as witnessing the sadness of the animals may turn them
into vegetarians.
Children are kept out of this moon as hearing farm animals
cry in the night, and witnessing them form words and make state-
ments in dreams or sad nightmares can be disturbing for them.
This can be a good time to question animals if they are
thought to possess needed information. Though talking through
their tiredness and sadness can be frustrating.
Conversely, a Sorrowing Moon is a great time to escape,
confound, oppose or defy Goblins as any under its light will be
stricken with a mental heaviness and lose utterly their maniacal
genius and deranged courage.
SITUATIONS
+ Investigators tracing a crime systemically drag every animal in
a village into the moonlight and interrogate it, but are gradually
worn down by the consuming sorrows of the beasts.
+ Dumb kids decide to fuck with some Goblins by hurling school
homework at them in the night, adults who realise the Goblins
will take revenge under the coming Ruinous moon try to stop
them.
+ The weeping and wailing of farm animals disturbs as you pass
in the night.
+ A favourite pet or animal has quite a lot to say, and is extremely
depressed.
+ Those taking suicide watch by the home of a grieving widower
are themselves crying.
+ A weeping housewife watches glum Goblins skilfully but
gloomily tend to her pumpkins in the night.
11
04. OWL CITY REPRODUCTION OF ‘WEEPING GOBLIN CHILD’. Infamous
painting by Pict exile Mauve Le Sin. Drafted on a Sorrowing Moon, it is said
this image will reduce any goblin to maudlin despair.
12
Phases of the Gackling Moon
4. A RUINOUS MOON
LIGHT
A classic silvery-white moonlight with a tinge of sapphire-blue.
Slightly brighter and more directional than ‘average’ moonlight.
Shadows are depthless pools.
POWERS
One – Under this moon the ghosts of those slain by mortal hands
seek out their killers.
Depending on the strength of the personality behind the
Ghost, it may simply follow its killer accusing them of the crime,
or it may pursue a more direct vengeance.
Two – Shadows cast by the light of this moon sometimes rebel
against their caster if offended.
They escape and run away into a great Parliament of Shadows.
If you can find this Parliament it can lift curses, deliver knowledge
or amend mistakes.
LUNACULTURE
A moon of revenge and the accounting of old wrongs, where
many lose their shadows and others are harrowed by ghosts. Still,
a Ruinous Moon is not particularly dangerous for most people,
providing they treat their shadows kindly, and are not killers.
Criminals, murderers, soldiers and executioners, will all try
to avoid this moon. As will anyone who has ever killed a Wizard or
Magic-User.
The possibility of exposing a murderer or discovering the
Parliament of Shadows provokes certain groups and people to
undertake unusual actions in the light of this moon.
SITUATIONS
+ A legal trial held out in the open, beneath moonlight. If the
accused is guilty, the ghost of their victim will arrive to accuse
them.
+ Knights or adventurers in combat with their own shadows 13
after offending them.
+ A potent warrior trapped beneath shade by fear of the numerous
ghosts who will seek them out should they step into the light of
the Ruinous Moon.
+ A battle between the ghost of a Magician and their killers, who
foolishly let themselves be caught under moonlight.
+ A pilgrim or group of adventurers who seek the Parliament of
Shadows, either to regain their own shadows, or to solve some
irresolvable mystery or danger.
+ The Parliament of Shadows itself.
5. A NEW MOON
14
05. REPRESENTATIONS OF THE NEW MOON. Used as a signifier of good fortune
across the Moonlands. An anthropomorphised New Moon is typically depicted with its
eyes closed. It is generally considered poor taste to even mention the Wasp Moon, and
so it is often excluded from a counting of the moon’s phases.
15
6. A WASP MOON
LIGHT
The light of the Wasp Moon is a virulent, violent red that washes
over bodies like crimson ink and stains reality like a charnel
house.
The Red Wasp Moon breeds, and feeds on anger, resentment
and wrath. Under its light people become their red, wounded
selves, all of the harms of their life visible as hacked flesh and
raw trauma.
POWERS
One – Meat rots in the red light and births red flies which swarm
in the night.
Two – Hatred breathes out like a caustic gas which cuts like a
knife.
Three – Bad thoughts squirm like red eggs under the skin, then
burst like buboes, releasing the poisonous red wasps of wrath.
These wasps buzz with a high-pitched keening sound like blades
on glass, they are aggressive and their sting is painful to the point
of being disabling. The pain only dies with dawn.
Four – Those who swear an oath of vengeance to this moon grow
buzzing wasp wings which burst from wounds in their back and
carry them towards the object of their hate at incredible speed.
LUNACULTURE
More even than the Gackling Moon, this selene should be avoided
at all costs. All pray for clouds to cover this most poisonous orb.
Since this moon is of aid only by those who wish to do harm, and
since it shows all under it in the most terrible light, travel under
it is abjured, regardless of circumstance.Culturally, it’s considered
reasonable to miss any appointment or meeting, to avoid any duty
or to break any oath or promise, if to meet or fulfil them requires
that you walk under a Wasp Moon. Doors and windows are locked.
Children are terrorised by tales to be sure they do not leave
16 the house. Cursed are those who choose openly to walk
under the Wasp Moon. They are villains all.
SITUATIONS
7. A GOBLIN MOON
LIGHT
The Goblin Moon is a crazy facepunching GREEEEEEN.
Moving bodies hop and skip. Faces look like carnival masks.
The green of leaves, grasses, and goblin faces, grows pale. Those
which match exactly the light of the moon look white.
Shadows are a dusky, dusty red.
POWERS
One – Lies are always believed.
SITUATIONS
18
06. CIRCUIT DIAGRAM FOR GOBLIN LUNAR BATTERY CELL.
Tattooed on, presumably, pig skin.
19
8. A FORGOTTEN MOON
LIGHT
A glistering crystalline gleam highlights every edge. The air hums
with a kind of static energy. Jewels and the edges of blades sparkle.
Shadows are a lambent blue, like lantern-lit velvet. Moths fill
the air like stars and land like snowfields in its light. Huge moths
seem to orbit around the moon itself.
Storms and high winds blow them away like hurricanes of
tumbling leaves, but they always return.
POWERS
One – Any secret whispered under the light of a Forgotten Moon
will be overheard by a moth. The moth will then carry this secret
to another and whisper it into their ear.
Two – Those who sacrifice an Owl to the Forgotten moon may
summon one of the huge, Moon-Circling Moths from the upper
air. This Moth will carry them to any place beneath the moon’s
light where they have already been.
Three – Rumours say that, very occasionally, a large moth will
arrive from the deep past and whisper into an ear, requesting a
single drop of blood. If this is given, they will relate a secret from
ancient history.
LUNACULTURE
Obviously, a Forgotten Moon is a bad time to conspire, as any secret
could easily escape. Because of this, in many cultures, some rituals,
contracts and agreements can only take place under a Forgotten
Moon.
The ease of transport via giant moth means people are accus-
tomed to both receiving visitors from their past, and to visiting old
places known to them, during these nights. But sometimes dark
things live in the past as well, and the Moths of the Forgotten
Moon can both deliver, and bring people to, black forgotten fates.
Most actual conspirators are careful not to speak secrets
under the Forgotten Moon and the majority of secrets lost
20 and found are those of children. But, people being what
they are, you never know…
SITUATIONS
+ A Moon Marriage taking place beneath the Forgotten Moon.
+ A village full of people; distant family members are visiting each
other.
+ An empty village where almost everyone has gone off to visit
somewhere else.
+ The return of a long-thought-lost son or daughter has erupted
into social drama.
+ Someone claims to have received a secret from the ancient past
and is looking for help in exploiting it.
+ A dark secret heard by a child leaves a village in uproar as
everyone tries to work out who’s secret it is.
With the end of the Forgotten Moon, we return again to the Fine
Gackling Moon as the cycle of the month repeats.
21
NARCISSOLIS
1.NARCISSOLIS
South of Owl City, between the Umber Woods and the Incoherent
Isles, pressed against the great Reach itself, is Narcissolis, would-be
Capital of the Moonlands, the city with a wall of glass. Narcissolis
is like no other city. Bound within its wall and behind its glass
gates lies a riot of form and colour more alike to an ever-evolving
painting, or a collage of buildings, each torn from different
pictures at a different time.
Even the ‘ordinary’ people of Narcissolis are costumed and
made up in the most vibrant colours and starkest lines, so that they
seem more like people from an image, or images of people. This
makes them hard to distinguish from the Picts who walk the city’s
streets; painted people from the Painted Plane or traders from the
Pigment River. Amongst them walk Goblins from Goblin Town or
the Large Goblin Collider, Men; Ridgedwellers from the peaks
of the Crazed Theigns, with perhaps a few hidden Cryomaniacs
amongst them, Asbestos Bedouin riding Yellow Clinkerskippers
and Blurred tribesmen from the Incoherent Isles. Here also are
found Matte-Black Penumbeetles and translucent Invisibeetles,
AntiGoblins, labouring in Goblin-Proof encounter suits and
Opal-winged Bat-Men from the City of Visible Grief. The Bat-Men
may have Invisible assistants with them, it is hard to tell.
Pressed against the glass wall (the city needs to be seen), are
the eyeburning colours and incoherent shapes of the Clashing
Slums. Beyond these rise gradually-more-sane and beautiful
constructions in styles ranging from Goblin-Gothic to Alien-Mod-
ernist, Hive Style, NeoVictorian, Generican, Pseudo-Ottoman,
Sinochure, Cyclopean, Hypnagogic, Ethereal and Fae. Its people
claim Narcissolis has at least one example of every style of archi-
tecture which reality can hold.
Eventually come the Harmonious Rue, some of the most
beautiful built environments in any cosmos, and rising above
these, the peaks of the Great Imaginings.
At the centre of Narcissolis, visible from everywhere, is The
Lathe, a huge art-deco shard and Palace of the Illusory Lords,
flashing either fiery red beneath the rising sun, or pale white as
it sets.
24
Narcissolis
25
THE CITY IS A NARCISSIST
A CITY OF INFORMATION
Since the city itself is a performance, new parts can only be
constructed by a kind of mass-persuasion.
Building sites are cubes of big black sheets over the ‘buildings’
being created or demolished. The builders are performers elabo-
rately staging the process of construction. Materials are brought
in in vast quantities (actually invisibly cycled out in the night and
brought in again). Shouts and gusts of smoke and dust spout forth
from under the sheet. Burly workmen file out on lunch breaks
and take up space in nearby cafes, making noise.
Major new buildings have staged controversies in which
Nimbys object to the architecture, aesthetic, placement or some
other element, causing protests and arguments. Sometimes these
cross over with real, actual protests. Financial and political scandals
can be performed, sending feigned shockwaves through the city
as embezzlement or corruption is exposed or denied.
Every building has some kind of human interest story behind
it: a lost dog; someone allegedly buried in the foundations by
mistake; a strange fetish of the architect; or some other factoid
which a local can inform you of as you pass.
All of these things act as a lock on the communal memory of
the place. It is easy to believe that something large is being
26 made.
There is nothing happening behind the sheet. But if
people believe in the building, whether they hate it or love it,
Narcissolis
when the sheet comes down, it will be there.
So does Narcissolis sustain, and expand, on the bases of shared
memory and belief.
28
Narcissolis
29
TABLE: ORDERS FROM LORD SOUTH-BARING-DOG
1 Delivered verbally by Minah bird. Find the ‘Sorcerer of Eggs’ on Rue Zuh and
steal his face.
2 Skreech Owls vomit up parchments. Assassinate ‘Glass Jack’, Mirror King of the
Chromatic Slums (pg. 32).
3 Reverse-pickpocketed origami animals. Uncover the conspiracy on Iridescent Lane
before the next moon.
4 Hidden in, or made of, food and drink. Infiltrate the Pict-club on the Rue Supreme
and discover its secret.
5 Stapled to your bill for goods or services. Destroy the child-derived mind-hole (pg. 32)
hidden in the Rue Azul, quickly.
6 Etched microscopically into spectacle Steal the notes of ‘Zig-Zag’ the fugitive
lenses. Cryomaniac (pg. 124), without detection.
7 A network of shadows cast from moving Shadow the Goblin ‘Ratspike’ and invisibly
sources. disrupt their schemes.
8 Words scrawled on passers-by form Investigate and expose the Dark Memory
order in crowds. Formation (pg. 32) Ring at the Theatre Bile.
9 Code-knotted floss hidden in hair while Deliver this Bristly Pig (pg. 125) back to its
asleep. home village on the Whetstone Ridge.
10 Note stuck to bottom of shoe like toilet Frame yourselves for the murder of your ally,
paper. then expose the true threat.
11 Delivered verbally by Minah bird. Find the Apple Smugglers on the Rue Jardin
and bring them to justice, publicly.
12 Etched on falling leaf that drifts into An Apocalypse Wasp (pg. 88) has been frozen in
your hand. ice, you must transport it to Pitville for study.
13 Carved into cannonball rolling slowly A Despiser of Ash (pg. 101) has smuggled a
towards you. spark of the Anaesthetic Fire (pg. 94) into
Narcissolis, get that spark.
14 Found stitched into uncomfortable seam Investigate a schizophrenic Mind Hole (pg. 32)
in clothes. in the Street of Flesh and Bone, bring back
the spider inside.
15 Scrawled on your pillow in crayon, Protect ‘Argun Shoal’ visiting headsman of the
found when waking. SkienWeaver Tribe (pg. 41), from assassination,
but do it in disguise.
16 High-velocity pneumatic darts. Painful, Find the secret room in the Great Imagining
codes within.. of The Pearlescent Dream (pg. 34), record (but
do not touch) its contents.
17 Spoken separately by three, each knows The abstract sinister Pict Goya VanJoy
only one third. is visiting Narcissolis, make sure they
experience a remarkable event..
18 Brutally inserted into recent memory Explore one of the Utopian Ruins on the
with psychic might. Painted Plane, learn what you can and make a
show of it back in Narcissolis.
19 On the inside-wrapping of a chance- Invent, or discover a way to repair the great
encountered consumable. cracked Guardian Lenses which bracket the
Reach (pg. 195) outside the cities wall.
20 Found jammed in wall crack when Soon, invisible assassins from the City of
investigating weird sound. Visible Grief (pg. 158), will attack a simple
house on the Street of Gleams, defend it.
30
9. NARCISSOLIAN VAUDEVILLE-SAFETY GLOVE. Required by all day labourers
in the city.
31
CRIME MIMES, DARK MEMORY FORMATION AND THE
MIRROR MASTERS
Like every city, Narcissolis has a dark side. Unlike others, it has
some elements unique to its particular nature.
‘Crime Mimes’ perform specific acts in a convincing manner
in order to subtly or strongly alter Narcissolis so they might gain
access to private places, or perform stranger and more abstruse
alterations of reality.
Miming and acting are heavily controlled within the city
limits.
Looked down on by bourgeoise society but tacitly allowed, is a
parallel subculture of Dark Memory Formation. Nothing seals in
the memory of a place like death and trauma, and in Narcissolis,
attention and memory are the strongest currency there is.
Those transgressive but semi-public elements include grand
guignol, murder stories, ghost tours and fake snuff performance
provocations.
These semi-legal, but officially unpoliced, events are intended
to act as a safety-valve.The population can express its less pro-social
urges and the most effective dark performers can be siphoned
away from invisible networks of power.
Beneath this are rumours, currents of darkness and death.
There are dark suspicions that serial killers who commit the most
graphic, exceptional and memorable crimes are allowed to get
away with it, or at least, not chased quite as fervently as they
could be, to the extent that the police force sometimes is forced to
publish its accounts just to prove it is funding overtime to catch
particular killers.
Narcissolis, like every city, has its more traditional crimes.
Theft, extortion, bribery, corruption, drugs, fraud and every other
kind of vice are engaged in. The criminal networks of Narcissolis
spread all over the Moonlands and beyond.
The heads of these networks are called the Mirror Masters.
These are individuals who were caught in mirrors while illegally
invading the Necropolis of Glass. Though this is dangerous and
forbidden in Narcissolis (no-one wants a ‘deceased’ Illusory Lord
getting out), nevertheless, meeting a Mirror Master, or being
involved with a crime or conspiracy, is a deeply memorable event.
And the Masters themselves, being trapped in the mirrors, can do
nothing other than observe Narcissolis. Not only that, but they must
investigate and memorise and explore its darker and less-visited
corners, and absorb themselves deeply in its built geography and
processes, something of great use to the city.
MIND HOLES
Building belief is complex and involved, building communal belief
almost as difficult as designing a real thing.
You can’t just imagine whatever you like and make it
exist, you have to believe it, and the strength of your belief
32 has to strongly outweigh the beliefs of anyone else about
the same space.
Narcissolis
But some types of people have a great surfeit of belief: children,
fanatics, the unwise and the insane. If one of those people gains
access to an ignored, forgotten or un-shaped part of the Imaginary
City, things can go completely to shit.
Minds alone can collapse consensus reality and open recursive
burrow-holes in the world.
Sincere, but fervent beliefs, like those of schizophrenic
conspiracy theorists, the more pleasing but still-dangerous
imaginings of children, or the musty, unreal, or hyper-bright
memory-realms of the abandoned old, can open the way to
halls of paranoid imaginings – the vast conspiracies contained
in terrified minds boil into existence behind cupboard doors or
under manholes. This is very dangerous, and very rare.
‘Popping’ childish sub-realms is a common parenting skill in
the Imaginary City. Invading and shutting down schizophrenic or
dementia-bored mind-labyrinths and alter-realms a more serious
and often more dangerous business.
35
TABLE: BUILDINGS BEHIND THE CURTAIN
36
Narcissolis
BUILDING STYLE CONFLICTING HOOK
ELEMENT
12 Grand Tundral Khagan Shaped like female PC’s hired to invalidate
Bath-house. Style. sexual characteristic. the buildings style in the
public eye. No specifics
given.
13 Public Helical Driftwood Also an aviary. PC’s hired to validate and
Sculpture Style. acclaim buildings style in
public eye. No specifics
given.
14 Library. Incandescent Will block view of, Paid to have the
Shipwreck and by, higher-status showdown or culmination
Style. buildings. of their current
adventure around the
building.
15 Trading Waste Fissure Built to lean in an Paid to create and
House. Fortification agonising way. publicise an aggressively
Style. “outsider” take on the
building which
shocks the city.
37
THE INCOHERENT ISLES
2. THE INCOHERENT ISLES
THE REACH
Beyond Narcissolis is The Reach, a lilac ocean shifting to deep
purple out where the high waves endlessly turn. Such is its nature
that no organised polity may successfully cross. Or if they do, they
do not come back. Only savages in oceanic canoes can reach the
mythical Dark Continent on the other side, and even that may be
a lie.
Bordering on the Reach, close to the city, are the Incoherent
Isles.
The Isles are blurred, as if by distance and will not resolve their
form. Nothing comes into focus, seeming always as if perceived
through an old man’s eyes. For those raised outside the Isles being
there is a little like being old, or being blind; frightening and
indistinct.
They are colder than surrounding lands. The ocean of the
Isles grows wider and deeper the further within one goes. It
can be circled in a few days, but to cross across its centre would
take Infinite Time. (It’s rumoured the Isles have an Antipole and
opposite on the worlds other side; the City of Infinite Ruin.)
Those few who have penetrated deep into the isles and
returned alive say that, in time, the sea becomes a flat plane
perfectly mirroring the cloudless un-blurred stars, refusing
even a ripple. The temperature sinks below freezing but the
ocean remains liquid; super-cooled. Those who fall in are dead in
a second, pulled out a moment later as solid as a lollipop while
the wake of their death spreads endlessly from the scene like an
infinite shadow of kinetic time, sinking into nothing.
42
THE CULTURE OF BLURRING
44
12. WHISTLE NECKLACE. A tonal reminder of members of a Singing Tribe. My theories
vary as to whether the necklace belonged to an islander leaving for the mainland who
wanted to remember their family, or if it details the quarry of a Narcissolian Lense
Hunter.
45
THE THREE WORLDS
THE SKY WORLD
Cold and wind-scoured, this land can be found across a Gulls
Wing. It is a world of endless white bridges, leading into further
bridges upon bridges lacing through cumulo nimbus towers.
The birds rule here as Nomad Kings and the longest-flying,
the Terns and Geese, are the most powerful, though all fear the
shining Falcon.
The treasures of the Sky are lightning bars, coins like
snowflakes and necklaces like storms.
47
13. INSECT SAINT. Preserved in amber. All evidence points to it being
genuine, but it remains completely unresponsive to me.
48
14. HAPTIC RUG MAP. Sealskin. Used to guide infant Islanders into the Three
Worlds.
49
TABLE – ENCOUNTERS AND ADVENTURES IN
THE ISLES
ENCOUNTER TREASURE SECONDARY COMPLICATION/
ELEMENT OPPOSITION
1 Narcissan Lens- An object “guilty” A tribes’ shifting The freezing ghosts of
Hunter (pg. 52). of murder. identity structure. betrayed travellers.
2 An expert A “heroic” A hidden and A pod of disturbingly
blurrer (pg. 41). fortune-associated permanently-dark intelligent orca (pg. 40).
object. sacred tent.
3 Blurred Giant Wolfskins. Wisdom from an A Goblin Crime Clan in
raiders (pg. 41). Insect-Saint (pg. 48), in tin boats.
a Pine-Riddle.
4 The Salmon A Wolf-Tooth Knife A frozen-isle deep in The White Wolf – a
Pope (trans- of the Giant Aquatic the extra-solar cold. Moby-Dick style Aquatic
formed). Wolves (pg. 40). Megawolf.
5 Asbestos- The Silver Root, A war between Blurred Mercenaries of a
Trader (after prime treasure of recently separated Narcissolis Mirror Master
clams) (pg. 44). the Earth-World tribes. (pg. 32).
(pg. 46).
6 Crazed Hunter White Horses, a A map scarified onto a Pine-Witch whose skin
of the Giant treasure of the Tribesperson’s back. has been stolen – she
Aquatic Wolves River World (pg. steals others, uses them
(pg. 40). 46). up or goes skinless.
7 Apple-Knight- A cache of stolen An evil song-thief (pg. A dark Shaman who must
Errant (pg. 126). ‘Apples’ (pg. 126) (the 42) who can ‘steal’ the be defeated once in each
coin) from a Crazed identities of others. of the Three Worlds.
Theign (pg. 128).
8 Lonely Merge- Blurred Honey The ‘chain-letter’ curse Clam-Thieves (pg. 44)
Refugee (pg. (pg. 44). of an Insect Saint (pg. wired on Amphetamine
143). Only they 48). Cat Glands (pg. 12).
now remember
their culture.
9 Invisible Silver Scales, a The Cave-Palace of the A night-travelling
Ambassadors treasure of the King of Bears (pg. 44). cult whose canoes are
(pg. 160) from River World (pg. 46). empowered by blood
the Maw. sacrifice.
10 Surreal Pict (pg. Blurred Carvings Deep-tribes massing A lodge of Blurred
140) surviving (pg. 44) of great for a great attack on Assassins (pg. 41) who
on Pigment haptic beauty. the Moonlands. perform their work for
River water. honourable reasons.
11 Goblin Explorers Coins of Bone, a A mercurial A tribe resulting from a
in pig-powered treasure of the woodcarver who can Nightmare Merge. Real
re-fitted River World (pg. bring their carvings Cormac McCarthy stuff.
submersibles. 46). temporarily to life.
12 Decayed A Treasure trove A ‘living tomb’ canoe A militia from Narcissolis
Owl-City of Black-Clam which cannot sink on strange and surreal
Academic of Asbestos (pg. 44). but must never stop orders from the Illusory
the Singing moving. Lord (pg. 27) which they
Tribes (pg. 41). fear to disobey.
13 Escaped Amberised Golden A palace of Amber A gang made up of the
half-adapted Bugs (pg. 44). accessed by sleeping in embodied spells of an
Narcissan (pg. a cold and dangerous Owl City Magician who
27) captive place. they keep with them,
of the Deep drugged, sleeping and
Tribes. secret.
50
The Incoherent Isles
ENCOUNTER TREASURE SECONDARY COMPLICATION/
ELEMENT OPPOSITION
14 A Shaman An Insect Saint The Mask of a Tribal A Crazed Theign (pg. 128)
of the Three (pg. 48). Shaman which can of the Whetstone ridge
Worlds. possess the wearer. and their retainers.
15 Penumbeetle An Idol of the A persistent dream of An enemy wind allied to
Pilgrims (pg. Dark Continent. a woman trapped and the King of Birds (pg. 44),
60) in a Beetle freezing in a cave of who only that king can
Boat. ice. appease.
16 “Deodand” Lightning bars, a Weather-slinging A ruthless tribe and
Singing treasure of the Sky shaman hurling storms Orca Pod (pg. 40) working
Tribesperson World (pg. 46). at one another. together in symbiosis.
(pg. 41) guilty
by association.
17 Narcissan (pg. Snowflake Coins, a A flock of cursed and Narcissolis militia on
27) Tabloid treasure of the Sky immortal sea-birds. ill-advised punitive
Journalist (pg. World (pg. 46). expedition, drunk, racist
161). & heavily armed.
18 Migrating Storm necklace, a Rogue Pict Surreal Maddened explorers of
Singing Tribe treasure of the Sky (pg. 144) carrying a the Deep Isles who have
(pg. 41). World (pg. 46). Conceptual Weapon “gone a bit Wendigo”.
(pg. 146).
19 Order of Stone-leaf Blades, A cave system in Extremely powerful and
the Peach a treasure of the two part-merged evil magical spider which
Chaos-Wasp Earth-World (pg. islands which must lives in a web between
Hunter (pg. 90) 46). be navigated in the horns of a giant elk,
(undercover). dual-space. leader of its herd.
20 Ruthless Gem Animals, a Unknown marine The Chaos Wasps! (pg. 88)
singing-Tribe treasure of the hyperpredator (an
Orca-Hunters. Earth-World (pg. ‘Alteration Tear’,
46). pg. 145).
51
NARCISSAN MAP OF THE INCOHERENT ISLES
52
ANNOTATIONS & EXPLANATION TO THE
NARCISSAN MAP OF THE INCOHERENT ISLES
53
THE UMBER WOODS
3. THE UMBER WOODS
Between Narcissolis and the shore of the Vermillion Sea are the
Umber Woods. A void in the culture and memory of the Moonlands.
No-one remembers going there, but many people leave.
Travellers are encountered moving directly away from the
woods at high speed. If questioned, these frantic, disorientated,
but driven people recall nothing of the woods themselves. They
are embarked on adventures; chasing old memories and desires,
memories that will take them a long way from the Umber Woods.
They do not wish to be questioned. They will not stop. They fear
beetles, though they do not know why.
This back-scattered radiation of memory-damaged minds is
one of few clues as to the content of the woods themselves.
THE SILENCE
The woods are quiet. Tidal waves of silence surge from their
borders and flow across neighbouring lands before ebbing away.
The silence comes in stages.
First: a wariness or a hunting of the eyes, a perturbation; “we’ll
wait and see.”
Secondly: a grim inward turning; thoughts are ammonites curling
into themselves. An unwillingness to speak and an intolerance of
chat.
Third: suppression of sound, a scream becomes a shout, a shout
becomes speech, speech becomes a whisper and whispers die.
Finally: the mute weight of annihilating silence presses down like
a euthanizing pillow.
These silences are loathed by the Goblins of the Large Goblin
Collider who set up sound cataclysm machines and start garage
bands, pointing their dog-powered amplifiers at the distant trees
just to drive the silence back.
The border-spaces between the Umber Woods and the noise
patrols of the Large Goblin Collider are truly a no-mans-land of
damaged sound.
56
The Umber Woods
57
THE ENVIRONMENT
Above the woodlands, silent flocks of birds spill into the sky like
the flint tips of invisible arrows before looping like vines and
falling back into the insect-haunted, orchid-spattered, fig-rich
trees.
Within, the earth smells rich, like dried compost. Roots curl
around gloom-pale bone. With rain, the ground splits and fumes
like a burst loaf.
Umber moths and glimmering silent bees flit between
branches where it seems Autumn is always about to arrive. Black
flying squirrels leap between oozing fig trees. Hidden under roots
and soft moss are the tunnels of the sleepy mega-sloths. Easy to
fall into; the sloths do not take well to this.
Strung between some trunks are nets of woven grass. The
shape and weave of the dense spiderwebs further dampens
decibels amidst the trees.
Streams run silently over utterly smooth stones. Beneath the
surface, impudent Tapirs lie in wait, ready to blast wanderers with
nasal jets before dashing back into the bush.
Arrow-straight moss-strewn paths follow radial geomantic
lines. Where they encounter streams, drystone bridges form a
span.
Hidden beneath the bridges are Whispering Trolls.
Monochrome, deep black with white teeth, nails and hair, they
murmur impossible questions:
“What am I thinking of?”
“Is the Blue I see the same as yours?”
“What did I do yesterday?”
Of course such queries are easily answered by those with the
power to read minds, and it is just such power that the rulers
of this forest, the PenumBeetles, possess, and which forms their
passport to this, their land.
58
The Umber Woods
59
THE PENUMBEETLES
Matte black in sunlight. Iridescent in shade. Milk white in darkness,
Green beneath a Gackling Moon. By night they seem like ghosts,
pale and threatening. By day they are looming silhouettes.
The Penumbeetles are large, over man-sized, intelligent insect
men; most mysterious of their kind. Considered ‘cousins’ of the
InvisiBeetles of the Vermillion Sea, they are sculptors, builders,
architects and gardeners. What little is known of them is here
described.
The Plains of Anaesthetic Fire were once their home, when
that land was verdant. Hidden beneath the ash and clinker are
ruins of PenumBeetle temples and the ghosts of the shapes of
their geomantic radial roads.
PENUMBEETLE CULTURE
Here in the Umber Woods they grow house-sized gourds, slowly
over decades.
The PenumBeetles assemble and dis-assemble greenhouses
around the gourds as they grow, expanding like shining chrysalids.
(Glass is one of the few things they will trade to obtain).
Once the gourd hits a maximum size, the PenumBeetles break
into bursts of melon madness, burrowing inside the vegetables,
eating them away from within then collapsing flat on their backs,
limbs spread out, rocking and sleeping.
It is a rare, and private, berserk moment for this conservative
and inward-turning people.
For protein, PenumBeetles farm Aye-Ayes. The meat of these
is poor but the creatures are quiet. The Aye Ayes eat the pale
fig-moths that flit about like snow. They are trained and guided
by the tunes of bone-carved flutes. This might be the only sound
within the woods at night; the unearthly airs of a Herder’s infra-
flute, guiding their slow flock through the dark and sticky trees
in pursuit of pearl-white moths drawn by the Aye-Aye Herder’s
lamp.
Some PenumBeetles raise hives of rare silent bees – their
iridescent wings shining in the beams of light. Others create
exquisite geometric scent gardens. The PenumBeetles are ruled
by the Big Beetle Thing – the Parliament of Thoughts. This place
is like a silent masque. Instead of shouts, wings vibrate inside the
case. During arguments psychic backdraft freaks stuff out for
miles around.
The factions and ideals of PenumBeetle Politics are based
around subtleties of silence, Interaction with the Outside, The
Morality of Mind alteration, The Necessity of murder, Hopefulness/
Nihilism about keeping the Moonlands from decaying to nothing
and the virtues of Writing vs Memory.
They learn these things in a mind-palace university
where they share knowledge across generations.
60 The primary architectural effort of the Penumbeetle
culture is the creation and maintenance of vast, labyrinthine
PENUMBEETLE RUINS
The reason for the ruins, the radial paths and the purpose of
PenumBeetle culture, is to keep the Moonlands sane.
This land is fractured with multiple varieties of reality decay
and teeters daily on the brim of ontological collapse.
The terrors beneath the Vermillion sea, the wind from the
Maw, the abstracting corruption of the Painted Plane, the exper-
iments of the Large Goblin Collider or the strange light of the
Gackling Moon itself could tear the fragile remaining reality of
the Moonlands like wet paper.
And then what future for the world as a whole, with its fragile
membrane of coherence blasted wide?
The Reality-Intensifying temples of the PenumBeetles
draw their power from the thronging of inhabited parallel 61
worlds. They are empty in multiple dimensions and the inten-
sification and compression of silence emanates from them.
Great chambers of stillness, they harmonise the silent power
of monumental, amplified emptiness. This spreads across the
Moonlands, channelled by the radial roads, forming a fragile
counter-lock on its decaying reality, like a spiderweb over
shattered porcelain.
18. RUIN MAQUETTES. Carved into troll’s molars in a style reminiscent of Abacus, the
architect beetle.
62
19. PENUMBEETLE GROMA .Able to determine mathematically precise straight lines
and angles regardless of ground, weather or incline. Requires at least four hands to
operate.
63
TABLE – ENCOUNTERS IN THE UMBER WOODS
ENCOUNTER TREASURE SECONDARY COMPLICATION/
ELEMENT OPPOSITION
1 Mindwiped Backpack Dog- Damaged Sound from An Amphetamine-Based
Narcissan Powered Goblin- the Goblin Hinter- (pg. 12) Goblin Invasion
Tourists (pg. 27). Built Sound lands is infesting and force.
Amplifier, with crackling between the
Sonic Dog (pg. 27). trees.
2 Mindwiped A net of woven Wild memories batter A trio of pompous,
Goblins. grass which like moths against domineering AntiGoblins
utterly silences glass, trying to get in. (pg. 110) served by a team
what it covers or of Malakaj Kudroj (pg.
interrupts. 117)– the Joke Police.
3 Apple Knight Dice carved from An invisible maze of A ruthless Narcissolis
(pg. 126) the teeth of a Fears. Mirror-Master (pg. 32),
seeking the Monochrome their team of thieves and
apples of the Troll (pg. 58) – can murderers each carries
Umber Woods. divine the answer a mirror through which
to one question they may move.
per day, if the
answer is a number
between 2 and 12.
4 InvisiBeetle Iridescent A vast black ruin A Gackling-Moon
Knight (pg. 85) Dream Shield of Ultimate Silence transformed murder
on their way to – immaterial, containing condensed sword (pg. 6) that has
the Big Beetle merely the idea avatars of mute, persuaded others that you
Thing. of a shield but if suffocating eons which are the true villains.
the user pictures wish to escape and
themselves cover the earth with
wielding it they silence forever.
can defend
themselves from
mental attacks.
5 A Brother The bone-carved A half-surreal Pict (pg. Extremely edgy, secretive
of the Egg infra-flute of an 140) Aye-Aye painted at and dangerous Agents of
(pg. 101) with Aye-Aye herder. enormous scale which the P.O.G.R.A.P (pg. 74),
an artefact feeds on living souls. they know Parkour and
found beneath have surveillance Owls
the Plain of (pg. 173).
Anaesthetic
fire (pg. 94).
6 Ontomorphic A tame Tapir. A beast which cannot Glass smugglers (pg.
Manticore (pg. A friendly see or be seen, but 174) trying to shift some
133), moving as yet ridiculous which hunts by its own good-quality glass stolen
an irresolute creature. echoes. from the Necropolis of
tapping sound. Glass.
7 An Inter- Barrel of Ultra- A huge, walled, Bee-Thieves – they want
Object Tear (pg. slick fig grease visually unappealing the Silent Honey (pg. 56)
145). (pg. 60). scent garden and a living hive.
containing a riddle of
overwhelming smells.
8 Curious Tapir Load of Fine A secret Peach Pit of An evil and sadistic
Herd. Trading Glass (pg. the Apocalypse Peach PenumBeetle (pg. 60)
174). (pg. 88) has grown into deliberately goes too far
a gigatree. with intruders – a bad
cop on the force.
64
The Umber Woods
ENCOUNTER TREASURE SECONDARY COMPLICATION/
ELEMENT OPPOSITION
9 Curious Honey of the Psychic storm waves Nihilistic PenumBeetle
or angry Silent Bees (pg. from the Big Beetle Radical (pg. 60) actively
Megasloth. 56) – causes Thing radiate, filling wants reality to decay
temporary people with factional further, just to see what
deafness & opinions on Writing vs happens.
muteness but the Memory.
eater makes no
sound of any kind.
10 A Monochrome Moonproof Cloak A silent, smokeless fire A Psychic War between
Troll (pg. 58). of Black Flying- burns in the forest and PenumBeetle authorities
Squirrel Fur. silently, it spreads. and PenumBeetle compound
survivalists (pg. 60).
11 Aggressively Sanity Pills (pg. 90). A rambunctious herd Dangerous maniacs
loud Goblin of Wild Pixilated searching for their stolen
Calamity Band. Hippos (pg. 85). memories.
12 PenumBeetle Badge of the Geomantic Distur- Someone who believes
(pg. 60) on the Order of the Peach bance causes directions they are you and that you
verge of Melon (pg. 90). to flip. are the fake them.
Madness.
13 PenumBeetle Surrealist Pict A cracked Geomantic Narcissolis cultists of the
Aye-Aye tool with one road must be rapidly Chaos Wasps, undercover
Herder (pg. hyper-specific repaired. as something else.
60) (sleeping if use, impossible to
day). define until it is
encountered.
14 PenumBeetle Low slow silence- Moth Storm – blinding Stealth Goblin Crime
Glass-Trader bells of Geomantic and choking. Crew fixated on Aye-Aye
desperate for Pilgrims. Theft.
glass.
15 PenumBeetle Broadsword-sized Cyclopean Ruin (pg. 61) A ruthless ‘Old Master’
Geomantic ceremonial gilded half-sunk in the black Pict Inquisitor (pg. 140) of
Pilgrims (pg. melon-knife. soil. the Dexter faction who
60). suspects you of being
hidden Picts.
16 PenumBeetle High-Denomi- Heavy rain and Blurred Raiders (pg. 41) of
Noise-Hunter nation Gold Coins, fuming, pungent the Singing Tribes from
and Forest each sewn into a soporific earth. the Deep Interior, armed
Guard (pg. 60). tiny soundproof with unlikely Goblin
bag. Guns (pg. 98).
17 PenumBeetles Goblin Moon-Idol. The Impossible Riddle A group of Anaesthetic
moving giant of a Monochrome Troll Thugees (pg. 102) planning
stone block (pg. (pg. 58). to spread the Anaesthetic
60). Fire (pg. 94).
18 PenumBeetle An Amber Wand A huge Melon-Green- An utterly evil black
Geomantic which restores house Labyrinth. psychic egg carried on
Road repair memories, but a palanquin by reali-
crew (pg. 60). which must be fed ty-decay antipilgrims.
memories of equal
weight.
19 A Riddle-Cult AntiGravity Cider Creepy thieving Apocalypse Wasps! (pg. 88)
of Monochrome (pg. 112). Aye-Ayes (pg. 59).
Trolls (pg. 58).
20 MINDWIPE – YOU FIND YOURSELF HEADING OUTWARDS FROM THE UMBER
WOODS ON A MISSION OF VITAL IMPORTANCE TO YOU AND NO MEMORY OF WHAT
LIES WITHIN
65
THE YELLOW PLAIN AND THE LARGE
GOBLIN COLLIDER
4. THE YELLOW PLAIN AND THE LARGE GOBLIN
COLLIDER
In the Yellow Plain between the Umber Woods and the Plain
of Anaesthetic Fire, on the path that links Narcissolis and the
Vermillion Sea, and within sight of palette-coloured banks of the
Pigment River, is the Ruling Cube of the Large Goblin Collider.
The Cube Rules, but the Collider itself is a huge subterranean
loop buried beneath the waving yellow grass.
To understand, investigate, and exploit the nature of their own
Goblin Genius, Goblins created the Large Goblin Collider where
they smash up Goblins at supersonic speed and transform them
into Pure Incandescent Goblin Galvanising Yield (or P.I.G.G.Y);
The Prime Goblin Power.
The Cube itself is a library, a laboratory, a dada-ist religious
site and a nerve centre for the League of United Goblins, the
para-reality Goblin Government and its High Executive Head, the
President of Goblins Representing All Parallels (or P.O.G.R.A.P),
Lord of Goblins anywhere, or anywhen.
The answer to any Goblin Problem can be found within, as
can an infinite number of further Goblin Problems.
Anyone wishing to attack, exploit or evade Goblins, and anyone
wishing to effect or alter the Grand Goblin Strategy, must come
here and all Goblins everywhere are expected to, at least once
in their existence make a pilgrimage to the Cube to experiment,
and/or be experimented upon.
GETTING INSIDE
The Cube is Huge. Tiled with cracked glass and ceramic in an
off-kilter modernist style, at night it crackles from within, the
mosaic of its windows lit up with bright flashes of Green-White
Goblin Galvanising Energy
The only legal way for any non-Goblin to enter the Large
Goblin Collider is to sneak in, goblin-style. However, if they do
succeed in sneaking inside then it will be assumed that they are
meant to be there. The sneakiness itself is sufficient passport, and
proof of Goblinish intent.
The area directly around the Cube is patrolled by Goblin
Guards, (new versions and types are spewed out by the Cube every
day), and huge near-feral watchtower golems.
Surrounding this is the security fence and beyond that are
lines to enter and the huge crowd of Goblin pilgrims.
THE QUEUE
The crowd breaks into two lines, one for Goblin Philosophers, the
other for Experimental Goblins.
Goblin Philosophers must be able to present a work of goblin
science or advanced goblin thinking that proves their right to
enter.
Experimental Goblins need only sign a waiver.
As soon as Goblins pass the main gate, the two lines merge
and mix as if they forgot that they were different.
THE FENCE
The long, irregular fence is always a random height and made from
random stuff. Some parts are like long slender fingers sticking up
as if there were giant gracile goblin hands just beneath the ground.
Some are made of crumbling concrete sprayed with Goblin graffiti.
Some parts are chain link collapsed like wet socks. Others are fine
green-hued Victorian fretwork with cast iron Goblin faces. Some
are dense and deadly Goblin hedge. Some are crackling electrical
wire. Some parts are marked with flayed Goblin faces that wink.
Some are hung with bells or tied up Autistic Goblins that go
REEEEEEE if disturbed.
Between the fence and the cube are the huge Predatory
Watchtowers and the varied guards. 69
THE WATCHTOWERS
Constructions of black splintery wood which lumber about on
timber spider legs.
At their tops are Goblin lookouts and spotlights whose bulbs
are screaming incandescent Goblins fully charged with P.I.G.G.Y
- PURE INCANDESCENT GOBLIN GALVANISING YIELD.
The Watchtowers occasionally get confused and attack each
other like big dogs in the night. The winner will cannibalise the
loser and get taller, hooting out its dominance.
Too tall – eventually the Alpha-Watchtower becomes unstable
and falls, spilling Goblin Watchmen and howling spotlights,
shattering into splinters and being consumed by the herd.
THE GUARDS
These vary enormously but can include:
+ Goblins riding baskets using lighter-than-air hydrocephalic
goblins as huge balloons. Their bulging eyes turn.
+ Goblin Mecha, large copper steam-bots that go AWOOGA and
often explode.
+ Necro-goblins meditating on huge floating skulls and firing
death-energy from their occipital lobes.
+ Thieving counter insurgency stealth goblins like Aye-Ayes with
long fingers and large eyes.
+ Goblins driving a bound Antigoblin as a suicide bomb.
+ Goblins hang-gliding on big crows and dropping from above.
+ Goblins in spitting biplanes powered by refined P.I.G.G.Y.
+ Attack-Goblin cavalry on Penny Farthings with scythes on the
wheel hubs - big hussar hats, fur capes and swinging sabres.
20. MECHANICAL CALCULATOR. Stolen from the Goblin Collidor. Useful in solving
complex mathematical problems, and breaking mechanical locks, but whatever
calculations are written down, X will always be returned as ‘goblin’.
71
SCENES IN THE GOBLIN CUBE
1. Glass-walled Hannibal Lecter cells full of normal reasonable
rational goblins undergoing Psychotherapy.
2. Captain America-style transformational radiation machines.
3. Goblins putting on a Harold Pinter play but they have disinte-
gration rays and disintegrate each other at random before freezing
into an expressionist tableau.
4. Goblins wearing human papier-mâché heads in an otherwise
normal laboratory.
5. Goblins miniaturised and injected into things, then further
miniaturised and set to ride beams of green light.
6. Goblins with a jet stream test tube apparatus strapping Goblins
in and testing Goblin aerodynamics.
7. Dangerous Goblin surgery taking place. Drugged ocelots being
implanted into grateful patient, thumbs up at the end.
8. Dogs playing an octopus at cards, one Goblin furiously paints the
scene, others measure the artist’s brainwave output with torrents
of paper, but the tongues of paper infiltrate the scene, causing the
artist to paint them and setting off a cascade response. The octopus
is becoming aggressive.
9. Goblins gathered round a barely controlled pocket universe
which rolls around like a big lead ball sucking Goblins into it. They
push it with carbon rods like curlers.
10. Goblin Cybernetic Snail jousts.
11. Goblins fed into a consuming extradimensional spiral like
charity coins.
12. One Goblin experimenting with paired mirrors to create infinite
Goblins but the Goblin reflections will not stay still and several
have staged a revolt. (There is also a Mirror Master amongst them).
MEGAWEAPON DEVELOPMENT
Goblin society as a whole fully supports the concept of Mutually,
or even Accidentally, Assured Destruction and all Goblins believe
that the only thing holding back the next Apocalypse is the possi-
bility of a worse Apocalypse. The Cube itself is directly in the path
of the Apocalypse Peaches which rise from the Vermillion Sea and
inevitably roll to attack Owl City and Narcissolis. Here, deadly
arms are created to use against the next Apocalypse Peach if/
when it comes, and also just for fun. These include:
+ Bionic Wasps; These go horribly wrong always.
+ The Supermurder Cannon; Deadly, but too large to move, also 73
now sentient and paranoid.
+ Postmodernism Bomb; Too terrible for even Goblins to contem-
plate.
+ Autism Ray; May have no effect on Chaos Wasps.
+ Mega-Monkey Super-Cyber-Suit; Potentially very potent but any
Goblin that puts it on instantly goes Mad With Power.
+ Engine of Infinite Blades; Theorised to simply be an un-closable
portal to the plane of Edge. Now used for dicing by cooking goblins.
Blade elementals sometimes escape.
+ Ultra-Maggot Cannon; Distressing to use. Should the Ultra-
Maggot survive it can hatch into a Mega-Fly.
+ Ultra Maggot-Cannon; Similar problem to above but smaller, and
on a much wider scale.
+ Self-Replicating Peachivorous High Speed Bioweapon; The
Goblins have simply reverse-engineered rabbits. They seem
unaware that Rabbits already exist and keep these ones under
exacting control and paranoid hyper-observance.
+ Fungal Destructor; Has also attained sentience, currently barely
confined. Is also party leader of Goblin Minority Cordyceps Faction.
+ Primordial Annihilator Device; Will definitely destroy the
next Apocalypse Peach. Will also release the Chaos Gods upon an
unwitting cosmos.
77
22. GOBLIN JABS, TRICKS AND CRIMES. I have yet to see two Goblin coins alike, and
each attempt at rendering this image of their money produces a different configu-
ration.
78
23. PORTABLE CALOTYPE MACHINE. My only successful attempt at using the machine
resulted in a strange effect - as the captured image developed, all physical forms contained
therein began to develop the uncanny aspect of looking back at the machine’s lense -
regardless what life, animisim or optical instruments they contained in reality.
79
LIST - GOBLIN PHILOSOPHERS
1. Bachelor in Fallaciloquency
2. Associate of Applied Stinks
3. Madam of Arggotecture
4. Super-Doctor of Prodding
5. Ascended Master of Gussetry
6. Greater Haired Lecturor in Practical Disagreeability
7. Associate in Applied Foppotee
8. Magister of General Whining
9. Cordial Associate of Despair
10. Abrupt Fellow
11. Muse-Nurse Attending Boreism
12. Hemidoctor of Abject Panic
13. Masters In Applied Venality
14. Casual Cagastric Anomaly
15. Brochity Companion
16. Over-Doctor of Mystery
17. Masters in Everything
18. Demiurge of Pottery
19. Sagious-fellow of Theoritical Snake-chasing
20. Unilateral Bachelor in Brephophagy
21. Associate in Cacatory
22. Graduate in Bumposophery
23. Lauded Siren of Buccellation
24. Sub-Bachelor of Harming
25. Obrumpent Regent
26. Fellow of Orgiophancy
27. Begrudged Companion of Panchymagogy
28. Duchess of Mindings
29. Disassociate in Unbelongings
30. Masters in Ingordigious Numbers
80
LIST – EXPERIMENTAL GOBLINS
81
THE VERMILLION SEA
5. THE VERMILLION SEA
Even before the Master Masons fall and the creation of the Painted
Plane, it was never clear what lay beneath the surface of this sea
or against what other shores it washed.
The sea is red for the world below it, and for its flowers, which
grow upside down, their translucent stems forming a liquid glass
Sargasso on its surface. Beneath the translucent roots, poking
down into the water, are the red heads of carmine lotus-poppies,
and beyond them is the crimson of the Red-Sun World.
The sea itself is not a sea, but an envelope, like transparent
plastic wrap over a bowl of toxic goo. Those who plunge beneath its
slow translucent waves usually drown, but survivors have gasped
out garbled tales of a world lit by a Red Sun in which the envelope
of our reality curls around the diver like a sheath, choking and
suffocating like oil as the drowner drifts upwards, weightless and
helpless, into a Red Sky above red petals on a blue sea, beneath
which lies our Golden Sun and Gackling Moon.
Under that blue sea, like pulsing blood beneath translucent
skin, is the heavy air and sombre light of our reality, now falling
away from the flailing diver as the ground casts back from a kite
lost to the storm.
At night the sea glows with the Red Light of the Red Sun of
the Red World which lies beyond, rosy fingers thrusting upwards
through its strange tides, the sea itself unnavigable, beating upon
unknown shores and unchartable fjords and masking silent access
to an unreachable world.
So it is, and has been, that the Vermillion Sea, like the Reach,
marks a border to the Moonlands beyond which few will pass, and
makes this truly the Edge of the World, and the beginning of its
end.
VERMILLION APPROACHES
NORTH
Across the Plains of Anaesthetic Fire, a fool might clamber down
cracked black fjords with the hopes of drinkable water, or at least,
safety from the invisible fires of the plain.
They will find only beaches of black sand filled with the
transparent wrack and decaying poppy heads which clump into
huge, wet, corroding piles in the time of a Sorrowing Moon.
A particular mixture of this liminal compost makes a perfume
of rare piquancy. A scent unknown elsewhere in our world, and
so gunfire crackles in the fjordlands as the Bedouin battle amidst
themselves for poppy-mining rights in the black-crevasse jags.
84
EAST
SOUTH
Here the sea and the Pigment river mix and merge into a
marshland of poppy heads nosed about by Photographic Dolphins
from the Pigment River. Though even these cannot survive the
True Sea beyond the marsh.
Beyond are the inaccessible Far Southerlies, watched over by
the Penumbeetles and Invisibeetle Knights, if by anyone.
Perhaps it is here where the Reach and the Vermillion Sea
meet, mix and merge, though how it happens, or if it happens at
all, is a speculating thought to mortal minds.
THE INVISIBEETLES
One thinking species alone dares to make its living place on the
murderous surface of the Vermillion Sea. Glass knights in glass
castles. Beetles with a dignified sense.
The Invisibeetles, cousins to the Penumbeetles of the Umber
Woods and rumoured distant clan-line of the legendary Trilobite
Knights, are glistening translucent isopod-men. On the surface
of the sea, far out from shore, they build palaces of bubblewrack
on opalescent islands of coagulated poppy roots. Since they are as
transparent as their homes, the wrack does give them privacy of
a sort.
The Invisibeetles are known for their dignity, rectitude
and mannerly conduct. Of course the terrifying dangers of the
Vermillion Sea mean that privacy is barely required.
The chief prey, and predator of the Invisibeetles is a form
of demonic Pteranodon which flies in the inverse sky of the Red
Sun World and dives down into that Sea, bursting up from the
surface of ours, swimming in great bounding leaps, as if our air
were water, hunting for translucent knights.
85
24. DIPLOMATIC DIVING HELMET. Worn by members of the Order of the Peach, used
for their formal interactions with Invisibeetles and therefore designed in their aspect.
86
25. BRACE OF WASP EGGS. A smuggler’s dozen, wrapped in wrack. Germination would be
catastrophic.
87
GOBLIN ORIGINS
It is from the Red-Sun Sea the Goblins came.
Perhaps there were always Goblins in the Moonlands. They do
get everywhere, regardless of border or wall, and Histories of the
Moonlands are as fractured, recursive and liminal as the lands
themselves, but most cultures remember that at one point, there
were some Goblins, and then, there were MAXIMUM GOBLINS.
Most chroniclers locate the Great Goblin Migration to the
Master Masons fall and the creation of the Painted Plane. It was
in that time of chaos that the Goblin Moon glowed greatly green
indeed.
Then came submersible cans.
Ramshackle copper-green submarines full of loud noises and
sharp-featured and suspicious pigs, crammed with Goblins like
cans of bad sardines. Up they came, breaching the liquid surface
and bursting translucent strands of poppy root like glass tagli-
atelle. Up they came, coming to build their Cube of Genius, their
Large Goblin Collider, to infest Owl City, ride bicycles and deal in
terrible herbs under the light of the Gackling Moon.
Whether the Goblins came from the Red-World itself,
beneath the sea, or from some unbidden shore, they have neither
spoke nor told. All we know and all they will say is that they came
“goblinwise”. Whether this refers to the building of the Copper
Submarines, the employment of their anarchic Goblin genius in
some way or, as some have theorised, to a direction and dimension
that only Goblins can access or understand, none know.
Within a year the shores of the Vermillion Sea were crammed
with decaying copper submarines (some wrecks can still be seen)
and feral pigs. And after that, the first of the Apocalypse Peaches
rose up from the Red Sun World and brought with it the Chaos
Wasps.
8 Psychic Pro‐ Poisonous The Translucent The Chaos Wasps! (pg. 88)
jection of a Wasp-Musk (pg. Wrack Palace of an
Punumbeetle. 88). Invisibeetle Lord (pg.
85).
91
THE PLAIN OF ANEASTHETIC FIRE
6. THE PLAIN OF ANAESTHETIC FIRE
96
TABLE – GOVERNMENTS OF THE GOBLIN ISLANDS
ASBESTOS BEDOUIN
The Bedouin wear thick robes of natural Asbestos harvested from
black clams in the cold waters of the Eastern Reach by the Singing
Tribes of the Incoherent isles.
This inflammable raiment is costly, handed down through
families and fought over in bequests. Most Bedouin will only own
one set over their entire life.
To be stripped of your Asbestos Robes is to be cast from the free
life of the Bedouin and from the Plain, out into the settled and,
(to the Bedouin), slavish hierarchies of the Moonlands. As a people,
they know neither safety nor rest, except for the madness of the
Goblin Isles but, at least politically, they are free, since no-one can
be bothered oppressing them and probably couldn’t anyway, even
if they wanted to. For only the Bedouin know the secrets of the
Anaesthetic Fire and how to safely cross the Plain. Though some
say that there is no secret and that, like most living things on
the plains, they survive primarily through luck and speed. 97
CLINKERSKIPPERS
Other than their defining robes, what the Bedouin value most
is their Xanthic Nictitating Clinkerskippers. They tame and ride
these big lizards which dash across the ash with sinuous speed,
and which can never be still. Even when they sleep one half of
their body and the whole of their tail, twitches and patters, fearful
of the Anaesthetic Fire.
A Bedouins chest wrap may carry children too young to ride,
or any un-hatched Clinkerskipper eggs, both having the same
essential value to them.
VIOLENCE
Though the Bedouin have a reputation for ruthlessness and rapid
recourse to arms, this is surely the product of prejudice. Life
on the Plains is hard, though free, and very resource-poor. The
Bedouin must by necessity stay twitchy from fear of the fire, and
many are seriously strung out on the glands of the Amphetamine
Cat, which keeps them quick, but are regrettably non-optimal for
mental health.
An Asbestos Bedouin is rarely unarmed. Most carry small
hunting bows, used for catching game and testing the boundaries
of the Anaesthetic Fire, and slender lances for hunting or duelling
in hand to hand combat.
Some wield the feared Goblin Guns, acquired via trade with
the Goblin Islands.
GOBLIN GUNS
An unreliable and sometimes ineffectual weapon, but one so
terrifying in its consequences that fear of it plays a major part in
ensuring the Asbestos Bedouin never get fucked with.
A kind of long musket with a green-tinged steel octagonal
barrel, and a stock of un-cured wood which continually leaks mild
sap, giving the Bedouin green fingertips. “Beware a green-fingered
man” the Plains-saying goes.
The gun goes off with a flash of blue fire and shoots a metal
projectile like a tiny sculpture of a goblin curled up.
The balls scream and cackle in the air as they fly. If they
embed in flesh, the Goblin-Round uncurls and capers about,
causing terrible harm
98
ON A HIT, ROLL A D4.
1. Goblin ricochet. Counts as a miss.
2. Goblin-ball expands too soon. d4 damage and all within 6 feet of
target save or take 1hp damage from shrapnel.
3. Entry/exit - d6 damage.
4. Embedded Impact. 1st round, take d6 damage. 2nd round Goblin
screams and cackles from inside body. 3rd round, Goblin bursts
out (take 2d6 damage) and climbs over body trying to pull out
target’s teeth.
99
IGNITION PILGRIMS
The strangest, and perhaps noblest of creatures encountered on
the plains. These wanderers dedicate themselves to tracing, and
trying to understand the Anaesthetic Fire, to track its movements
and know its heart.
They are also called ‘Magnesium Pilgrims’ for the huge rolls
of magnesium paper they often carry beneath their worn robes.
DESPISERS OF ASH
That same faith has a radical faction that believes the Anaesthetic
Fire to be a direct representation of the Demiurge, the creator of
the physical universe and the being responsible for all evil.
They also send monks and seekers to the plains to study the
fire, in this case to test themselves against it, discover its nature
and perhaps even destroy it.
From the perspective of the ordinary traveller, they seem to
do pretty much exactly what the Adorers of the Flame do, yet
their intent is quite different.
There are regular sectarian conflicts between the two groups
on doctrinal matters that no-one else can understand. Sometimes
a Despiser of Ash will experience a Spiritual Crisis and become an
Adorer of Flame, or vice versa.
101
ENTROPIC PHILOSOPHERS
These ‘natural philosophers’ eschew all spiritual reasons for
running about on the plains.They are sometimes former, or current
thaumaturges, scientists, poets or explorers. All are obsessed with
tracking and understanding the Anaesthetic Fire for what they
call “rational reasons”.
They all carry extensive papers and when two meet they will
exhaustively compare notes and argue with each other.
All regard the religious fire-chasers with some condescension,
though their behaviour around the fire is exactly as hypnotically
adoring and potentially self-destructive. Most are certain they
will be done within a year. Few ever leave.
ANAESTHETIC THUGEES
A tribe, or a cult, or a conspiracy, or a family, or a secret gang, or
something of all of those.
The Thugees are murderers who pose as some more-gentle
Pilgrim group to deliberately lead travellers to their death.
Why they choose to do that here is not clear, as almost every
other place that exists is better suited to doing crimes in.
No-one is absolutely certain the Thugees are really real
though everyone is secretly afraid they are. Legend says they seek
a way to control, and even spread the fire. That they have been
spared by it, but changed by the experience, and now serve it, or
believe they do.
AMPHETAMINE CATS
A grey-black cat like a knobbly strung-out Cheetah.
The apex of the food chain on the Plains of Anaesthetic Fire, the
Amphetamine Cat processes unknown herbs which it eats secretly
into black amphetamine glands that cluster around its lips and
genitals.
They are not a pleasing sight.
The cats can activate the glands, driving themselves to insane
levels of rage and acceleration. This can have a number of negative
side effects, including running so fast they break their own limbs,
running into a rock, trying to attack and kill a rock, running right
into the Anaesthetic Fire, biting off their own legs by mistake or
just having a heart attack.
The glands of the Amphetamine Cat are valuable, and can
be harvested from a dead specimen, (so long as the glands are
plump). If eaten unprocessed by a human (or fed to a nictitating
Clinkerskipper) they provide a massive adrenaline boost,
102 and The also possibly kill the user.
dried glands are a valuable trade good and even a
kind of currency amongst the Bedouin.
MELANCHOLIC CONDORS
The Condors are too sad to fly. They lair in cracks and caverns
high up in the Whetstone Ridge and send their gloomy shadows
skidding out over the AntiGoblin Empire (who praise them, as the
Condors not only eat Goblins, but make them sad), and across the
Plain of Anaesthetic Fire.
The Condors and huge and their shadows likewise so. Looking
up from below it is impossible to tell if the Condor is present, or
its shadow only.
When they find a likely target; something solitary and
separated from its group, the shadow gusts down and settles over,
wreathing them in sadness and twilight.
These poor damned individuals then wander the Plain,
growing ever more morose and distraught, surrounded by gloom
and avoided by all, until they collapse to the cold earth weeping
dry tears.
The Condor, sensing this, will set out from its lair, gloomily
flapping its way across the AntiGoblin Empire (to the cheers of
any AntiGoblins who see it), zeroing in on the shadow-caul’d
individual, descending, circling, cloaking them a second time
with its enormous cinereous wings, and crouching down to tear
open the softer elements of its now-suicidal prey. Pausing to sigh
in long wheezing moans and, in some cases, temporarily collapsing
out of ennui before struggling back to its feet and continuing its
horrible work.
Fear of the Condors shadow, and its terrible taste, keep most
creatures from attacking it. Nothing wants to be the next victim of
its umbral shroud, all except for some of the larger Male Amphet-
amine Cats who will simply attack it out of rage, because it has
trespassed their territory, and Goblins, who will attack and eat
anything.
103
TO ESCAPE THE CONDORS CURSE
Kill the Condor – If the bird dies its shade will perish.
Night-Time Bait and Switch – In the worlds shadow, shadows lose
their shape and power.
Close to pitch dark it becomes possible for a clever thief to
‘steal’ the original victim from the Cinerous shroud and replace
them with something of equivalent size and mass.
Often this involves dressing a Pronghorn, young Clinker-
skipper or a pair of anaesthetised Goblins in the victim’s clothes.
When daylight comes, the shadow (hopefully) clings to the new
target.
Amphetamine Overload – Dangerous but it can drive the shadow
off.
Party Animals – The Condors loathe crowds, noise, music and jollity
and any sufficiently loud and long celebration around the victim
might drive off the Shroud.
It can be difficult to attain the resources, guests or jollity
on the Plains of Anaesthetic Fire, and the whole thing will be a
nightmare for the depressed victim.
Goblin Blood Transfusion – this always works but does usually
result in some Goblinification. And getting the blood and/or
Goblin can be an issue.
104
28. IGNITION PILGRIM IDOL. Animal Bone. Pilgrims will often collect blackened bones
after the Fire passes, paint them and give them to Beduoin tribes in exchange for favours.
These are later used to establish relations with other passing Pilgrims.
105
TABLE – SITUATIONS ON THE PLAIN OF
ANAESTHETIC FIRE
ENCOUNTER TREASURE SECONDARY ELEMENT COMPLICATION/
OPPOSITION
1 Asbestos Bedouin Goblin The bone-strewn A manipulative
(pg. 97). ‘Magnificence’ temple-lair of the and very wealthy
Governmental Anaesthetic Thugee Narcissan trader (pg.
This person or hat (pg. 120). (pg. 102). 27), along with their
group is; thugs and dupes.
2 Goblin Moon Idol. The Anaesthetic Fire! A lone beggar.
1-2. Weaker (pg. 94) Actually an extremely
than the PCs. powerful and evil
Cryomaniac (pg.
124). Perhaps strong
enough to defy the
Anaesthetic Fire (pg.
94) itself.
3 Cache or Cargo Gang of completely An Ontomorphic
3-4. As Powerful.
of deadly Goblin blitzed heatstruck Manticore (pg. 133)
Guns (pg. 98). Goblins who are has crossed the
convinced whatever AntiGoblin Empire
you are doing is their to hunt. Currently
business. a passing sense of
5-6. More
Ennui.
Powerful than
4 the PCs. Clinkerskipper A Penumbeetle Goblin Penny-Fathing
Eggs (pg. 98). Pilgramage (pg. 60) and Deaths Head cavalry
its psychic backwash brigade under orders
from the P.O.G.R.A.P.
but seems; (pg. 74).
5 1-2. Much Cache or cargo Heavy rains causing Crazed AntiGoblin
weaker than of Black Clam dangerous flash-floods (pg. 110) crusade
they are. Asbestos (pg. but, paradoxically, seeking hidden
44) from the highlighting the PosiGoblins (pg. 110).
3-4. As they are. Incoherent Isles position of the Anaes- Headed by Scythe-
(pg. 40). thetic Fire (pg. 94). Wileding AntiGoblin
5-6. More Esploradoj Inquisitor
powerful than (pg. 118) in a Safety-
they really are. Dome-Palanquin,
accompanied by elite
Malakaj Kudroj (pg.
117) and hired bandits.
6 Desperate Victim Magic whistle Escaped slaves from the The Seven Deadly
of the Melancholic which tames the AntiGoblin Empire in Bedouin (pg. 97), a
Condor (pg. 102). Clinker‐skipper need of help. mercenary group,
(pg. 98). each expert in one
of the following:
tracking, the gun, the
bow, the lance, the
sword, the Anaes-
thetic Fire (pg. 94) and
detecting lies.
7 Crazed Theign (pg. Bedouin Weapons, A Plains-War between Caravan of Wealthy
128) and retainers. lances, bows, and Bedouin Tribes! Narcissan Tourists (in
robes. fact a Mirror Master
(pg. 32) and their
servants in disguise).
106
The Plain of Aneasthetic Fire
8 Extremely civil A huge stash of Wandering Invis‐ Alpha Male Amphet-
Goblins on Sanity Magnesium Flags ibeetle, a Lone amine Cat (pg. 12).
Pills. (pg. 110). Blade against the
Darkness.
8 Anaesthetic
Thugee (secret)
(pg. 102)
107
THE ANTIGOBLIN EMPIRE
7. THE ANTIGOBLIN EMPIRE
THE ANTIGOBLINS
The AntiGoblins are big, fat, red Ogre-Babies who perambulate
unsteadily on ripe little legs. They have round, stubby little party-
sausage fingers and plump palms, warm and wet with drops of
sweat. The face of an AntiGoblin is old, shrivelled and small like a
plastic bag found behind a shelf.
All AntiGoblins carry Long-Tongs, their primary culture-tool
and last line of defence against PosiGoblins. These are strong, long,
iron tongs the length of a man which they use to grab and grasp
things which trouble or interest them like giant chopsticks. These
are of great utility to the AntiGoblins because their sweaty, fat
hands are so poor at picking things up.
The AntiGoblins are hideously strong creatures. Their
Long-Tongs can crush a skull. They can snatch a grown man right
off the ground at full extension and carry him around indefinitely
at arm’s-length. They can squash a human till they crack and
burst. AntiGoblins wear cloaks and tall cylindrical hats.
Hat size is all in the AntiGoblin Empire; a hats length, radius
and magnificence shows each AntiGoblins relative logic-domi-
nance and progression towards ego-death.
Pedantic, intelligent, unimaginative materialistic reduc-
tionists, they believe that the ‘self’ does not exist. Their only other
clothes are big nappies and thick yellow wellingtons. They are
EXTREMELY SERIOUS BEINGS. Do not MOCK them. They will
kill you with tongs.
110
ADDRESSING ANTIGOBLINS
112
The Antigoblin Empire
Things are But then.. And there’s an Not to mention
PRETTY SERIOUS CATASTROPHE!! ADDITIONAL this SECRET
PROBLEM! ELEMENT!!
3 Bandit attack! Shoebill Stampede!! Burst Reactor! – A Secret Pict
Bobbin Ten-Goblins The (formerly) cider-fumes leak out infiltrator!
(pg. 115) is here for tame(ish) Giant invisibly filling all Underneath their
the Pears! And he Shoebills of the slave around with strange makeup is paint!
has brought his elite worker control corps AntiGravity Dreams! They want the
Goblin-Armoured have got loose and are secrets of the Juice
Procoptodon-Riding stampeding through and have a supply
Cavalry Corps with the factory! They are of Pigment-River
him (pg. 114)! extremely violent water and a deadly
creatures!! Tear in a jar (pg.
144) bound to their
command!
4 The Factory foreman It’s the Anti-Gravity JUICERS have Several workers are
(an AntiGoblin Invaders! Translucent infiltrated the in fact human-
(pg. 110) with a Sky-Dwelling Factory! Deadly shaped automata
three-tiered hat) BALOON PEOPLE (pg. POSIGOBLINS (pg. piloted by pairs
is escorting the 112)! They are real and 110) disguised as of Goblins from
Factory Owner climbing down to get ANTIGOBLINS (pg. the Large Goblin
(Six-Tiered Hat, back their pears!! 110) via the imbibing Collider! The
ABSOLUTE Logic of a SECRET JUICE! perfect spies!
Dominance (pg. 120))
on a viewing. I hope
nothing goes wrong!
113
29. ISOLATION PALANQUIN. Believed to have once been used by the great Antigoblin
cartographer, Concept Grasper, who traversed and mapped the Moonlands without
ever leaving his chair.
114
SOUTH – THE LOLLIPOP HILLS
THE GATES
These are guarded by the Malakaj Kudroj – the Joke Police.
These expert human absurdists perform ridiculous antics
and strange performance art with deep intensity before everyone
seeking entry to Place Prime.
Truly, no hidden Goblin, or even anyone with Goblinish blood,
can stand easily beneath the ridiculous inquisition of the Malakaj
Kudroj. They are utterly ruthless in their absurdism.
Within the Azure City, at the square centre of its extreme-
ly-exactly-square central square, is the Fortress of the Grand
Catalyst. A Cubical Palace wherein dwells the unquestioned ruler
of all AntiGoblins.
117
LEVEL TWO – THE BEASTLY DISQUISITION
To progress further each individual entrant must step inside one
of a series of rooms, totally alone.
Within is an angry monkey. They must calm the monkey using
only Pure Reason. If the monkey dies, another will be added. Only
once the monkey has reached a reasonable level of calm will it
cough up the ceramic key needed to pass on to Level Three.
118
LEVEL SIX – THE THRONES OF EGO DEATH
119
31. ANTIGOBLIN ADJUSTABLE HATS. It is important to have as high a hat as possible
in Antigoblin society, but unseemly to have a larger hat than someone of higher status
- therefore there are constant processes of measuring and adjusting one’s hat height to
the appropriate social context.
120
THE WHETSTONE RIDGE
8.THE WHETSTONE RIDGE
124
RIDGE VILLAGES AND THE SETTLED BAND
BRISTLY PIGS
The other main source of village selfhood is their Bristly Pig.
The pride taken in these creatures has led to an arms-race
breeding programme and resulted in some dangerously large,
nigh un-controllable Bristly Pigs which exist as a kind of porcine
nuke at the centre of each settlement. Everyone is quietly terrified
of what happens if the Pig gets out or accesses the fermenting
apples.
125
APPLES AND RITUALISED APPLE THEFT
While the pigs, though dangerous, are civic business, at the state
level the pride and power of each ‘Barony’ is shown in the quality,
number and defensibility of its apples.
Most crops can only be grown on the Ridge through terracing
and building-up flat areas of ground with drystone walling and
moving earth. Arable land of this kind is a rare and treasured
resource, built over generations. This is probably what initially
began the fortification of valuable crops. All that was required
was extending the supporting wall above the level of the plough.
Though the Crazed Theigns would prefer more noble, glorious,
violent and continual warfare between the Ridge-Dwellers, they
have been persuaded to forgo this (essentially the Intelligent
Shepherds refused to engage in organised intra-human violence
of any kind), for a culture of ritualised apple-theft.
127
THE CRAZED THEIGNS
Known in other lands for their lun(e)atic embassies carrying
irrational gifts and making impossible demands, the Theigns are
largely tolerated by the people of the Whetstone Ridge since, in
their insanity, they have relatively little to do with them compared
to any other ruler, as well as for their usefulness in combatting
the Manticores.
Once these families of the lost Lunar Aristocracy served the
Moon Throne and ruled Owl City (then Moon City) with a mad
hand, keeping it in feudal ruin. Eventually, however, they were
driven off and displaced by the covert cults of the Mystery Masons,
who worshipped Reason.
After the revolution they retreated to the ridge, to gaze
impotently down on the developing lands, now freed from their
lunatic rule, and to plan mad plans about re-taking a nation that
did not want them back.
From the Whetstone Ridge they watched the Master Masons
fall, the creation of the Painted Plane, the Rise of the Goblins from
the Vermillion Sea and the advancing terror of the Chaos Wasps.
They watched the collapse of the Moonlands into a mess of
fractured realities as crazed as the surface of the Gackling Moon
itself and the mass-addiction to Goblin Weed, smoked in the
Goblin Pipes.
At night, there are a handful of places on the ridge where
a traveller can look down onto Owl City and the Yellow Plain
beneath the light of a broken moon, and where the blaze of Narcis-
solis through its wall of glass seems to merge with the guttering
lamps of Owl City, and where the Painted Plane and the Maw are
near-invisible in the dark, and the watcher can imagine what the
greatness of that past time might have been.
These mad lords now look down upon a rubbished land, almost
as disordered as their own minds. Yet none have made any move to
return to their, much obsessed-over, former country.
Though each of the Crazed Theigns is rarely more powerful
than a small Knight or Village Squire, they refer to their domains
as Baronies or Dukedoms and each has a store of ancient items,
relics, tales, death-masks, heraldic devices and general expatriate
sorrows. They affect a high mien and a tragic aspect which lends
them impressive gravitas.
Most of their clothes and heraldry involve apples, goats, Bristly
Pigs, Goblins (being crushed and killed), Manticores, Foxes, Gold
and Silver apples, strange furs, large conical hats, silver-bound
pseudo-books, harps, rich manticore hides, Bristle-Pig coats, apple
pies, cider jugs, ceremonial pig-goads, and apples.
Rather than a jester, most retain a dour psychotherapist as a
close adviser.
128
The Whetstone Ridge
33. MOONSHADE THEIGHN CROWN. Once belonging to the Crazed Theign entitled
‘The Judge’. Considered unpredictable enough already by her costumier, the crown
incorporates a permanent moonshade to avoid any acceleration of her chaotic dictums.
129
LIST - MADNESS’S OF THE CRAZED THEIGNS
1. Paranoid about specific natural phenomena.
2. Thinks surrounded by replacements.
3. Thinks you are they and they are you.
4. Hides in corners.
5. Melancholia.
6. Hysteria.
7. Fulminates.
8. Cryomania.
9. Quadromania (Everything in fours, can develop into Octomania).
10. Deceives in speech but communicates truth through hand-signs.
11. Only calm while music plays.
12. Believes self to be gigantic, acts huge, ponderous and careful.
13. Compulsively and continually swaps clothes with all near.
14. Believes is seven to fifteen seconds in the future, they respond
first and you have to fill in.
15. Trusts no-one who speaks their language, only happy around
those they cannot understand.
16. Obsessively plays board games with small dozing animals as
pieces. i.e. chess with sleeping black and white mice, backgammon
with drugged snails.
17. Disguises self as member of own staff. takes messages to ‘her
Ladyship’. Rapidly changes disguise if found out.
18. Can’t eat unless food represented in art. Sketches snacks, paints
meals.
19. Lives as a ‘prisoner of self’. Plays stern tyrant who will not
release self and also rots in dungeon below (accessible through
secret passage), checks with staff continually about security of
‘prisoner’, suspects escape attempts.
20. Communicates exclusively through life-sized puppets of self.
130
The Whetstone Ridge
34. MYSTERY PLAY PANTOMIME MASK. In the third act of all Mystery Plays, a minor
character is revealed to be the Metafox in disguise and will don this mask, recieving
hisses from the audience. Typically the stupidest character in the play will be a Mason,
who is fed to the Fox.Mason, who is fed to the Fox.
131
MONSTERS OF THE RIDGE
MELANCHOLIC CONDORS.
The Condors prey on the Plains of Anaesthetic Fire to the East and
rarely bother locals so their nests are usually undisturbed.
The Condors themselves are bedraggled, downhearted but
vicious creatures, rarely responding to anything other than the
most extreme provocation, but insanely and suicidally violent
once fully enraged.
THE META-FOX
A very large fox with the proportions of a long wolf and with hairy
apelike hands instead of paws, the Meta-Fox is a cunning creature
that prefers to eat idiots. (Though, unlike the Manticore, it has no
supernatural restrictions and can subsist on intelligent prey).
The Fox can crawl inside the skin of anything it has eaten and
impersonate its behaviour, voice and form. It will use this ability,
in either animal or human shape, to test the intelligence of those
it targets, hoping to find someone or something stupid (relative to
its species as a whole) to eat.
For this reason, it is common practice on the Ridge to appear as
intelligent as possible before strangers, especially lone strangers
in the wilderness.
The Intelligent Shepherds (and Pig-herds and Goat-herds,
but the name is commonly applied to all) of the Ridge, as well as
lone travellers, carry with them books of Philosophy and
132 Mathematics and when two meet they will often begin
their conversation by talking about the ideas in the book
they are currently reading.
ONTOMORPHIC MANTICORES
The intelligent and extremely evil Manticores of the Whetstone
Ridge lair in the walls of the Arrow Valleys but creep anywhere
they can in search of food or the means to do harm.
Though they are few, each is formidable, with the body of
a gigantic lion, the head of an ancient, evil and intelligent man,
steel teeth, bat wings which provide (presumably magical) flight
and the tail of a huge scorpion.
The Manticores are cursed so that they can only eat those who
give incorrect answers to their questions, though they can simply
kill those who give correct answers (they just can’t swallow them)
and can sting to death or drop from heights those who give no
answers. But, in every case, a question must be asked.
They can also Ontomorph themselves into shadows, subtle
sounds, snatches of song or strange moods, and thereby pass
near-invisibly amongst mankind before emerging into their true
form to feed. All of these aspects will leave a particular kind of
sting in the tail of their expression and wise Ridge-dwellers have
learnt well the particular tenor of experience that shows a Manti-
coral phenomena is passing through.
The necessity of giving an incoherent answer to a Manticore,
one neither true nor false, is one of the reasons that the rule of the
Crazed Theigns is still permitted on the Ridge. The Theigns are
expected to don armour and face any Manticores that threaten
their Dukedoms, baffling them with insanity so that they can be
killed.
In most cases the Theigns are happy to fulfil their ancestral
duty and in some instances they actually succeed and carry back
the severed heads of giant, evil, glaring old men to deck their
Pig-Halls.
133
TABLE – ENCOUNTERS ON THE WHETSTONE RIDGE
134
The Whetstone Ridge
ENCOUNTER TREASURE SECONDARY COMPLICATION /
ELEMENT OPPOSITION
7 A sadly-sane Crazed Melancholic Tunnels foolishly The Ontomoprhic
Theign (pg. 128) Condor (pg. 102) melted into the Manticore (pg.
looking for some Eggs. Hyperblue Ice (pg. 124). 133) hunting as a
way to restore their mysterious fugue.
madness so they may
re-take their throne.
8 A dour Psychother- A baroque A HIGHLY fortified A dangerous and
apist advisor of a a glorious Orchard (pg. 126). predatory Tear (pg.
Crazed Theign (pg. ceremonial Pig 144) escaped from
128) looking for some Goad (pg. 125), the Painted Plane.
way to moderate priceless for its
their madness. historical value.
9 The Meta-Fox (pg. A Silver Harp – A Scree-Sided Arrow An invisible killer,
132) in disguise as ancient relic of Valley (pg. 124) with a rare citizen of the
a useful idiot but the Moon Throne its drystone gates City of Visible Grief
looking for a greater (pg. 164) and near intermittently (pg. 158) turned to
idiot to eat. worshipped as a guarded. evil.
living memory of a
more-pure past. Its
music incredibly sad.
10 Someone looking An imperishable Squad of the The Deniable black-ops
for a travelling fragment of the Esploradoj – the Apple bandits (pg.
companion more HyperBlue Ice AntiGoblin Inquisition 126). They leave no
stupid than they, (pg. 124). (Possibly (pg. 118), seeking witnesses.
but hustling by insanely evil, but illegal smugglers of
pretending that they also useful for its Goblin Hentai into the
are the stupid one. Utter Cold). Empire.
11 A Chariot of Invisible Small chest full An irregular rain The Men-at-Arms
Ambassadors (pg. of seeds for “Satin of corpses dropped of a Dark Theign
160) from the City of Derangement” by an Ontomorphic armoured in thick
Visible Grief (pg. 158) the ultra-rare Manticore (pg. 133) Bristly-Pig (pg. 125)
within the Maw. and hard to grow screaming “WRONG!” coats and armed
Black Apple with dangerous
Tree favoured goads.
by Emperors and
Kings!
12 A Crazed Theign (pg. It’s a Magic Apple A dangerous but THE CHAOS
128) on a Manticore (see list). unavoidable crossroads WASPS!! (pg. 88)
Hunt! (It’s a classic where thermic vents
for a reason). They evaporate meltwater,
are also seeking producing dangerous
non-answers for the Cryomaniacal visions
Manticore showdown. (pg. 124).
135
THE PAINTED PLANE
9. THE PAINTED PLANE
Between the eastern border of the Whetstone Ridge and the
Wasteland of the Gothic Forest a wedge of land expands like
a pie-slice from the Drops of Ink and stretches north-east to
who-knows where.
In its centre is a hyperbright river shining like a painted sun.
Around the river; crop fields like a fractured mosaic of amber
and gold, forests like scattered beads of jade, river tributaries like
the tails of fireworks and neat, manageably-sized mountains, all
of them mere hills, but with the crags and geological drama of a
romantic epic.
Reality on the Plane is broken, or improved, depending on
your taste.
At some point in the ever-fluctuating history of the Moonlands,
after the expulsion of the Lunar Aristocracy from Moon City, the
Master Mason of the Mystery Cults went upriver, to the plains.
Reality was saner then and the Plains beyond the waterfalls
had often been the toybox of the rulers of Moon City, a place for
them to build monuments, follies and utopian communities.
It was here that the Master-Mason plunged their hands into
the Real, and began to change “what-is” into a more-perfect form.
Thankfully, (or disastrously), they were stopped. Or maybe
just blew up. Or possibly they succeeded and this is what they
wanted? Or maybe they just transcended somewhere else and
don’t give a fig about what they left behind.
They are gone now, the Cults are fallen, Goblins run Moon
City (now Owl City) and the Painted Plane, and Pigment River,
are what remains.
THE PICTS
Those born on the Plain are born Painted. These are the Picts.
There is no prejudice amongst Picts between gender, race or
social position. Instead they discriminate based on style and school.
Those from more representational, classical schools regard
themselves as being above those from modernist, abstract, futurist
or surreal schools.
Deep Surreals or those whose form cannot be understood are
seen as little better than monsters.
Picts usually group themselves into clans, tribes, villages and
organisations made up of a range of schools or styles. Larger
polities, like Pict Villages, almost always have some complex
factions within them. 139
PICT FACTIONS – DEXTERS AND SINISTERS
The Picts have one other form of prejudice and identity, one
which they often hold to with mad fanaticism, but which is largely
incomprehensible to anyone for beyond the Painted Plane; Right-
Handers and Left-Handers.
The origins of this divide are complex. They seem to have
something to do with the Hands of the Master Mason and their
relative dominance or combination in the creation of the Plane.
As well as this, there is a pair of Giant Stone Hands on the
Plane, which make up the centre of Pict government. The Right-
handers live in the huge Right Hand, and Left-Handers in the big
Left Hand.
No-one knows whether the “Master Masons Hands” have
always existed, and are therefore at the root of the divide (as the
Dexters claim), or whether the Picts themselves built them to
symbolise the divide (as claimed by the Sinisters).
Right-Handers, or Dexters, tend to be Classical and represen-
tative; oil paintings and watercolours. Left-Handers, or Sinisters,
are more commonly abstract, expressionist or surreal and are
often acrylics or other synthetics.
But there is no absolute stability between, or within, the
factions. Groups change sides often and complex political, racial
and aesthetic arguments and conflicts rage continually, sending
schools and individuals from one side to the other.
Though the Picts are in a continual state of low-level civil
conflict, only about one in four is deeply loyal to their Hand, the
rest being various shades of ambivalent and tired of the whole
thing. Belligerent Picts continually berate the less active Handers,
pointing out that if they would only pull themselves together, they
would have fucking won by now.
So it is that, on encountering any particular group or settlement
of Picts, you can never be sure of exactly who or what they are
loyal to, what their political situation is (it will be complex) or
how they will respond to you. Things can change in an instant if
the only truly belligerent member of a group hares off to the Big
Hands for Important Reasons, or if an Inquisitor arrives.
PICT BIOLOGY
Many people born on the Painted Plane will never leave.
On removal they may change slowly to their non-painted
selves, this happens more or less quickly depending on the
complexity and coherence of the being in question with the
simplest lasting longest and suffering least.
Complex intelligent beings, even if they are painted skilfully
enough to survive the translation, can undergo massive identity
reorganisation as they pale to their ‘real’ selves. Some part of them
always remains painted, even after transformation, perhaps a
single painted eye, a painted foot or brush-marks on one
limb. Because of this, few willingly leave.
140
Surreals and Impossibles can simply ‘die’ away from the
141
35. PICTISH TRAPPER CLOAK. Made from furs collected across the Painted Plain,
displaying the skill and versitility of their trapper.
142
36. PICTISH ARROWS. As the weight, behaviour and path of flight of arrows in the
Painted Plane vary wildly depending on their visual style, Pictish marksmen require
a mathematical imagination of such virtuocity that they are in high demand as
engineers in the rest of the Moonlands.engineers in the rest of the moonlands.
143
MONSTERS AND TEARS
Though there are few monsters on the Plane in total, the variety
of strange, inhuman, dangerous and Monster-like beings which
may be encountered is staggering.
Absolute codification is impossible but a few general types are
below.
‘NATURALS’
A painting of a perfectly normal monster, like a picture of a
Manticore for instance. This will generally act like something
close to its outer-plane version and is one of the simplest and most
predictable dangers of the Plane
VIOLENT SURREALS
Some surreal Picts can become predatory and dangerous. Perhaps
because it is simply their painted nature, or because of the alien-
ation and prejudice of Pict society.
Some of the most horrific-seeming surreals are simply bandits
with strange forms.
STAINS
A stain is a Pict creature the form of which is blurred and smudged.
A Stain is often assumed to be some kind of Tear (see below),
which, if intelligent, they will always deny.
Stains will often claim to be a modernist or post-modern
interpretation of a known form and not a stain at all. Though this
may be true they are rarely believed and form a sad underclass
of Pict Society.
UNKNOWABLES
A category used when no-one has any goddamn idea what
something or someone is. They could be really radical art, a freaky
imported ‘natural’ monster, a para-reality interruption, a Goblin
in a Suit, an hallucination or some strange kind of Tear.
If you have no idea what it is, then it is an “unknowable”.
TEARS
Tears are creatures born from the Plane and are the most feared
of all its dangers, especially by Picts.
A Tear is an area or volume of inexpressible anti-reality. In
a world heavy like ink-wet paper, reality can sometimes
144 ‘give’ and reveal an awful absence which seems to act with
a terrifying anti-sentience.
The Painted Plane
Tears attack the Plane in a variety of ways:
By Savaging – blurring and permanently shifting lines.
By Removal – deleting or removing from existence entire limbs,
bodies, beings or objects.
By Tearing – like leprosy or cancer which can sometimes create
new Tears or ‘infect’ with a slow-burning inner Tear.
And by Annihilation – complete removal from reality, and
communal memory.
It’s always possible that someone you know has been Annihilated,
it’s always possible that everyone you know has been Annihilated.
Sadly, a handful of Tears, perhaps due to their very strangeness,
are able to leave the Painted Plane and survive in the more-real
world beyond and are sometimes encountered as inexplicable,
even inconceivable, monsters.
There are various types:
KINDS OF TEAR
INTER-OBJECT TEARS
Made from the reality between objects and things – often sessile,
angular, infiltrating, growing but thankfully usually slow or
environmentally related.
INTENSITY TEARS
One thing being ‘over painted’ often in the shape of the thing that
was represented. Sometimes animal or person shaped. Ragged,
‘pulled apart’ rather than angular.
ALTERATION TEARS
From a thing altered or re-drawn too much. Too many corrections.
Most like a Chimerae in ‘form’. May act something like a Monster.
SELF-TORN TEARS
Mythical, nightmarish, demonic, unspoken, greatly feared and
often denied to exist.
145
FIGHTING TEARS
A few methods work but making use of many of them, either
culturally (to cross a Pict ‘race’ line) or practically, requires the
intervention of outsiders. Battling Tears is one reason that Adven-
turers are often welcomed on the Plane despite its prejudiced
culture and fractious politics.
MAGIC.
This can work against Tears sometimes.
PIGMENT.
Taken directly from the Pigment River. If enough can be trans-
ported and thrown on the Tear it can be ‘coloured in’.
NON-PICT BODIES OR TOOLS.
Non-pict, or Visitor flesh and materials can damage Tears more
than the local Pseudo-matter. Either in battle, or simply from the
Tear choking on their still-real intestines.
MODERNIST, SURREALIST OR ABSTRACT TOOLS & WEAPONS.
The fact that these typically Sinister and low-status cultures can
create useful and lifesaving elements has in no way altered the
prejudice against them
CONCEPTUAL WEAPONS FROM THE UTOPIAN RUINS.
These are very powerful, but can create new tears, are generally
feared and are looped in time so they appear back in their own
path after a while, appearing in the ruins from where they were
retrieved, having been there undisturbed for centuries.
DEXTER/DEXTRIX SINISTER/SINITRIX
Pollex Minister for Security. Ultimate War Tool.
Manus Executive. Thinkmaster General.
Medius Chancellor. Cashgrabber Prime.
Annularis Foreign Secretary. Blazing Effulgence.
Minimus Manus Minority Affairs. Schemedreamer.
148
TABLE- UTOPIAN RUIN GENERATOR
149
37. MOON TEAR. Painted Depictions of the Gackling Moon inevitably corrupt,
becoming destructive and wildly unpredictable Tears. Only removal from the Painted
Plane renders them relatively stable.
150
38. PICTISH TORCH, Casts a linear representation of light on nearby surfaces.
Unquenchable, but also indelible.
151
GATE-TOWN
Another bizarre relic of the Masons at the height of their pre-di-
saster powers, the Gate is insanely high, taller than most built
things should ever rationally be.
The Gate is accepted by all Picts as the political boundary of
the Painted Plane, though the effect of the Painted Unreality goes
on much further.
It is here that escapees, exiles (who swap over at each regime
change), visitors, low-status Picts, petitioners, ambassadors from
the Antigoblin Empire, Narcissolis, Owl City, the Whetstone Ridge,
and wherever else all come, forming ‘Gate-Town’, a hive of crime,
radicalism and equality.
There are less explicit racial divisions here, more cross-school
relationships (the classic Masterwork/Cartoon romance), along
with Visitors, outsiders, and the usual freaks who can’t get along
in the system but who won’t go live in the woods.
152
The Painted Plane
FIRST AGENT SECOND AGENT THE MAGUFFIN THE SCENE
9 Embassy from the A near photo-re- A possible alliance A pict bordello visited by
City of Visible Grief, alistic pict between a Singing Narcissans and those of
invisible people with obsessed with the Tribe and the Owl city, (the only place
Puppets. possibility of life barbarians of the Hentai Picts can work
beyond the Plain. Gothic Forest. safely.)
10 An embassy from a A dignified 'Old A ceramic key to A Pigment-River
Crazed Theign, they Master' with a access the Beastly Gambling boat (the
can speak only in mysterious smile Disquisition in steering breaks half-way
impossibilities. (actually quite the Fortress of the through, and its heading
young and gauche). Grand Catalyst. for the Drops of Ink!).
11 An Owl-City Goblin An extremely A moth-whispered A shared memory palace
inferring they are didactic Propa- secret from the inside the mind of an
"an agent" though ganda Poster Pict Forgotten moon, exiled Penumbeetle,
for whom, none with no actually hidden in a mind populated with the
know. strong political not its own by memories of its visitors.
views. They just Penumbeetle
want to go home. scheming.
Everyone assumes
this is a front.
12 The Ambassador An engraving of A potential new Backstage at a radical
from the Illusory an archway held trade route from theatre during the
Lord South-Barking up by Caryatid the Incoherent performance of a Goblin
Dog, (who's nature is sisters, they isles through Noise band; no-one will
unknown). demand their the Whetstone overhear (or possibly
rights as true Picts ridge, avoiding hear in the first place).
but are considered Narcissolis.
mere architecture
by many.
THE WIND
The storms of black and neon pulsing wind that blast out from the
Maw turn the visible invisible.
A neon, angular wind lashing through the invisible streets
like geometric lightning, spotted with rain in streaks of burning
gold like a god’s tears.
A wind that makes the plates of the Pangolins glow and the
Night-Geese cry out. A wind that feels as if it comes from a 5th
direction, yet you can sense it, feel its pressing fingertips upon you
from a place your nerves can’t define. Like a magnetic wave that
burns the backs of your teeth with acid reflux.
Some do come here specifically to stand in the wind. Stay here
long enough, lashed by the rain and the electric-bright spasms,
and be transformed as it hammers away your corporeal form and
projects you into another world.
156
The Maw
39. MAW WEATHERVANE, Working to an inverse logic, the vane’s arrow points in the
only direction where the wind of the Maw is not currently blowing, allowing the user
a brief respite.
157
THE CITY OF VISIBLE GRIEF
The City of Visible Grief has been blasted into almost-total invisi-
bility by the wind rushing through it for eons. As if it were made
of glass. It hurts the eye to be there.
Around the Maw, the city would seem a great gouge in the
earth, plated and covered over with translucent glass.
The scouring of dust-storms, the chips and abrasions of daily
use and graffiti made by generations have all left their mark. The
city is highlighted like a wireframe model, marked by textures,
covered by tags. In most cases there is enough to make out general
stuff.
The circular iron doors of the city do not fade but lodge in
invisible walls like carved dead eyes.
At night, lamps burn visibly within invisible rooms. Columns
of scratched signs highlight monuments.
In the centre of the city; a black iron harp, imperishable, too
large for any mortal hand. The wind keens sharply though its iron
strands. The Gift of Night, to one beloved by the Dawn.
The Maw slowly draws the City of Visible Grief into itself,
fragment by fragment, inch by inch the invisible buildings slip
between the great glass teeth and tumble into its darkness. It
has been eating for a thousand years and will be eating for ten
thousand more before the end.
PREDATORS
VANTABLACK GEESE
Nothing could be blacker, they hunt in huge and silent pairs. Yes,
the Geese will encircle you in sleep, waddling ever closer before
cloaking you in black wings and beginning their black work.
158 The Geese guard the grim tarns that lie slackly hereabouts.
PREDATORY TARNS
The Maw
Sadly symbiotic, these pools live and move, but only at plant-speed.
Their black water oozes through cracks in the earth and looks for
things to strangle and drown. Most escape it, but the combination
of black, intelligent water, and hunting Vantablack Geese floating
blackly on it, can be deadly.
The Tarns digest all flesh but that of the Geese and leave
treasure glittering in their black translucent guts as a lure to the
foolish or poor.
BAT-PEOPLE
The Bat-People all have Opal wings which, when folded, protect
them from the invisible wind. The City of Visible Grief is easy for
them to navigate, they curl around its tumbled and translucent
spires by echolocation while others bump, crawl and doodle maps
on disappearing paper with glass pens. This is why they came, they
say, the environment is to their advantage.
The Bat-Men can be chill, but paranoid; they say that people
hunt them for their opal wings. They live within the glass teeth
of the Maw. At night they come out and smoke cigars in invisible
saloons with molemen and poets. You can see the burning tips of
their cigars in the irregular cuboids of moon-lit smoke, and hear
their coughing; smoke is bad for bat-lungs but these creatures are
nicotine fiends.
They hunt the dull, droning Stag-Beetles which crawl in the
fissures of the invisible city in big invisible bass-note swarms.
The Bat-People claim to have come from the Maw, they say
it leads to the Dreamlands, some of the time, and at others to the
Parliament of Orphan Moons, which are moons without worlds,
orbiting only each other, these are their homes, so they claim, to
which they may not return for reasons not-given, yet they mutter
darkly of “imperialism” between coughs.
They speak little of the Dark Continent, to which the Maw is
also said to lead, only that it has Other stars and no sun, but how
would they know?
160
MOLE-MEN
The Maw
The final and most reasonable inhabitants of the City of Visible
Grief, the Mole-Men tunnelled up from somewhere, up through
the invisible earth (its visibility making little difference to them).
They make up the maws labouring classes (such as they are) and
read braille tabloids, hot off the Goblin Presses of Owl City, which
outrage them every day.
161
OWL CITY,
THE GREAT GOBLIN MARKET &
THE NECROPOLIS OF GLASS
11. OWL CITY, THE GREAT GOBLIN MARKET AND
THE NECROPOLIS OF GLASS
OWL CITY, THE GREAT GOBLIN MARKET & THE NECROPOLIS OF GLASS
The city is accessed via hidden paths; routes through fences
and walls. Paint splattered ladders leaning against crumbling
brick walls form part of the unspoken thoroughfare. Doors to
ordinary homes are left half-open and those who know can walk
in and climb a chair to a kitchen window. Trash alleys are guarded
toll-roads. Hidden trails sneak through sculpture dumping
grounds from varying ages of censorship and monumental pride.
These streets are serious. There are things on fire in the night
and shadows move against the flames. There are Goblin ghosts in
bottles and bins. Everyone is an addict.
At the centre is the terrible Necropolis of Glass.
BAD BIRDS
Perhaps there was always something deeply wrong with the birds
of Owl City. Since its collapse their mendacious evil has only
spread and intensified. It’s not for nothing that a savvy citizen
carries an Owl strapped to their wrist like a Navy Colt.
CROW ZONES
The crows of Owl City are as intelligent as Tax Inspectors and can
change their size at-will, becoming as large as a man or as small
as a mouse.
Murderous and thieving creatures whose nests are full of
golden teeth and stolen I.O.U’s, the Crows have no sense of right or
wrong and effectively control large areas of the city, the so-called
‘Crow Zones’.
Anyone entering a Crow-Zone does so at their own risk. To lure
in innocents the cunning crows sometimes put up signs reading
‘No-Crow Zone’, scrawled by stolen crayon held in cackling beaks.
GULL GANGS
The Gulls of Owl City fly over from the Reach to roost. (Avoiding
Narcissolis, where they are relentlessly hunted for being ugly,
nasty and dull.)
Thankfully they are intensely stupid creatures and cannot
change size. They will compulsively harass and attack anyone
who seems weak enough, following them until they escape or are
pecked to death.
Children and the Old should carry weapons or defensive
shields. The war between the children of Owl City and its Gulls
is attritional and permanent, lives are lost each day on either side.
165
STOOL PIGEONS
Just as some rare birds have learned to lead hunters to honey,
forming a kind of symbiosis in which human craft will crack open
a hive and expose its golden crypt to robbing flocks, so the Pigeons
of Owl City have adapted to lead predators to prey of every kind.
The Stool Pigeons have evolved a complex awareness of the
relative strength and vulnerability of moving urban entities and
have learned to guess which groups or individuals might wish to
predate on others.
Once a likely victim is spotted, they will separate off and look
for potential muggers, garden-gangs, Murders of Crows or political
enemies. Then they will lead these predatory agents to the ‘prey’.
Once the situation has resolved itself, they swoop in to feed
off what remains.
So it is that survival in Owl City means not only avoiding your
enemies, but dodging the Pigeons as well.
41. EGG PIPE. Used to smoke crack eggs. Normally a trivially common item amongst
Owl City and beyond, this specimen is unusually adorned.
166
OWL CITY, THE GREAT GOBLIN MARKET & THE NECROPOLIS OF GLASS
42. BIRD REARING PUPPETS. Once belonging to the notorious outlaw ornithologist
Wendy Bastard. Attempting to breed any birds (other than owls) is highly dangerous
and illegal and will have you ostracised.
167
43. BIRD REARING PUPPETS.
168
44. BIRD REARING PUPPETS.
169
OWL CITY CULTURE
CRACK SHOPS
Sweatshops powered by cracked-up Goblins and anyone else they
can squeeze in.
Owl City is full of these cramped, boiling, pop-up microfac-
tories spewing out steam and high volumes of terrible goods.
Outside the Great Goblin Market, Crack Shops are the chief,
and really the only, remaining economic engine of Owl City. They
make good things badly and bad things well.
Tools, cakes, pipes, pies, books, handy items and household
objects all are made at incredible speed, sold cheap and break
within months, or minutes.
Crack pipes, lockpicks, shanking daggers, voodoo dolls, lava
lamps, face masks, syringes, cheese graters, strappy sandals,
fedora hats, granny glasses, graphic Tees, acid, slime, poisons,
political pamphlets, commemorative coins, novelty aprons, pointed
shoes, cravats, pleather trousers and certain cheeses, are all made
surprisingly well by specific drugged-out artisans.
Any bad object can be found in the Great Goblin Market for a
reasonable price. It is one of the few good reasons to come.
SHOUTING MATCHES
A street that isn’t empty, patrolled by birds or unseen gangs or
cleared for a Penny Farthing race will contain a shouting match.
These are either Window-to-Street arguments, Intra-Street or
Window-to-Window arguments.
Intra-Street screamathons are usually the heralds to violence.
Window to Street arguments are less likely to break into violence
but will go on much longer. Window-to-Window shouting matches
can be quite familiar and ritualistic, but sometimes blossom into
foul slaughters when a tipping point is crossed.
Beyond that arguments can be either Group on Individual,
in which case the Individual will probably end up running for
it. Group on Group, in which case a gang fight may be about to
break out. Or Individual to Individual, which has a wide range of
possible results.
Most arguments are about drugs, money or varied opinions
and dissenting views on a complex network of interpersonal
relationships.
It has been said that if you cannot hear an argument in the next
street then you are not in Owl City.
170
GARDEN GANGS
OWL CITY, THE GREAT GOBLIN MARKET & THE NECROPOLIS OF GLASS
In the rule of the Lunar Aristocracy, when Owl City was Moon
City, the Gardening Gangs were simply aggressive guilds fighting
for contracts with the aristocrats who loved to splash cash on
display-lawns and pointless bushes.
As the Aristocracy fell into madness and the economy began
to tank, highly aggressive gardening was one of the few routes to
wealth for the working classes.
The Guilds became more violent and controlling, launching
raids on each other’s gardens and sometimes even composting
each other.
After the Revolution the Masonic Regime attempted to force
the cities competitive gardening culture underground. They were
never entirely successful. The association of gardening with crime
and violence had already been made and the Guilds were hard
to break. And the Masons wanted gardens too, albeit made in
depressingly regular geometric mandalas.
After the Masons fall, slow Goblin infiltration consumed
many of the Guilds and the rest were forced to match them in
cruelty and tricksyness in order to survive.
Any area of carefully maintained greenery is the territory of
a violent herbaceous gang and the precision and extravagance of
the Garden is an indicator of the power of that gang.
Sculpted Topiary, a well-maintained lawn, floral clocks and
water-features are all indicators that you have crossed a line. Even
entering the area may be considered an offence, especially if you
are already associated with another gang. Damaging greenery
will be considered an attack. Do not step on the grass.
172
OWL CITY, THE GREAT GOBLIN MARKET & THE NECROPOLIS OF GLASS
THE BELLIGERENTS THE AGGRESSORS POINT OF CONTENTION (IF
REQUIRED)
7 Ruined Humans. Those ‘Dulls’. Narcissolis is a hard Food Riot. Forced to feast
people left behind by place for those who are on Cubist bread and rapid-
every change in world fundamentally uninteresting. ly-decaying surreal meats,
or regime. To poor or Those unattractive, with no wit the population is raging and
conservative to go or imagination often leave and hungry! They want food!
elsewhere. Often with end up sucked into the vortex of
a decayed Gerontocracy failure that is Owl City. There
family structure & is not much to say about them.
wielding rusty ancestral They are just.. there.
weapons.
8 Penny-Farthing Biker Penny-Farthing Biker Gang. This Boredom. There was nothing
Gang. Maybe the ‘Dandy time the ‘Quick Nicks’, rolling else to do. Its Owl City.
Jacks’ pimped out in with leather jackets, pompa-
tweed with pipes and dours and flick knives. Wielding
weaponised clay-Pidgeon iron chains, they wouldn’t
launchers. They rev be seen dead with a pipe.
their engines on street Cigarettes only baby. If both are
corners both looking, rolled, this is a Drag Race.
and waiting, for trouble.
GOBLIN BUBONKONERS
While most potent individuals in Owl City will habitually carry an
Owl, especially while out and about, the largest and most dominant
Owls, held in greatest profusion, are commanded by the Goblin
Bubonkoners.
Most birds of prey will not tolerate a Goblin, only the Great
Horned Owl will stand their presence. This is because both share an
unreasonable attitude to life and have very long claws whose points
are so sharp they cannot be easily seen, being mere blurs against the
air. Nevertheless most Goblin Bubonkoners are very badly scarred
around the head and brain, even by Goblin standards, and have
fingers and face fragments missing.
The Bubonkoners come forth in the evening and compete for
space with the Drug Dealers, Bikers and Badger Addicts. The noise
of these activities always bothers the Owls so the Bubonkoners are
obsessive about preventing excess sound. Unlike most Goblins they
go quietly on rag-padded feet and slide slim knives invisibly into
lungs to let out the sounds before they form.
The Bubonkoners are tolerated because the Owls kill Crows,
Gulls and Pigeons and so reduce the numbers of Terrible and
Harassing Birds in Owl City, something desired by all.
GOBLIN DOGS
Green, long-jawed snaggley-toothed creatures that could easily be
deformed hairy Goblins going on all fours. They may be the final
evolution of the Goblin form, a strange mutation or a freaky exper-
iment from the Goblin Cube. The dogs are sneaky carnivores. Though
they cannot speak or use tools, their intelligence is roughly double
that of a Goblin.
They like to hide in long grass. 173
THE GREAT GOBLIN MARKET AND THE
NECROPOLIS OF GLASS
At the centre of Owl City is a single crime-free zone.The Necropolis
of Glass.
It is here (in daylight only) that the people of the Moonlands
come to exchange Goods and Services in the Great Goblin Market.
During the Rise of Narcissolis, in those periods when regime
change became necessary, that city faced the challenge of disposing
of its Imaginary, and therefore, unkillable, Illusory Lords.
Like old ideas, they could not quite be forgotten, neither could
they be allowed to return to mind.
A solution was found in the absent and decaying heart of the
Old Regime, that goblin-haunted economic wasteland now called
‘Owl City’. Here would be built a Necropolis to house the spirits of
these undead tyrants.
Hidden in the crystal hills are mirrored labyrinths, antiseptic
mazes full of reflected shadows wrapped around the hidden
Krystaphagi of the Illusory Lords whose tombs these are.
The enormous, perhaps incalculable, danger of the imprisoned
Illusory Lords makes the Necropolis a near crime-free and neutral
trading place.
The horror and certainly terminal death of leaving as much
as a handprint or stain on the surface of a Pyramid, equalises all.
Even tricksy Goblins are forced to behave themselves (somewhat)
in the clean rows.
The stalls of the Great Goblin Market are set well back from
the glass walls, narrowing the walkable space between. No-one
litters, out of fear. Trading opens at noon (on bright days) and
as the evening begins to fall, stalls shutter, traders flee and the
Necropolis empties once more.
By night the place is dead.
OWL CITY, THE GREAT GOBLIN MARKET & THE NECROPOLIS OF GLASS
Hidden Cryomaniacal killers offering Cold Fusion trades,
Manticore Bards claiming to have trapped a Manticore in song
and the Meta Fox.
From the AntiGoblin Empire; the rare and terrified pompous
AntiGoblin kept safe within a Popemobile bathysphere, guarded
by the elite performance artists of the Malakaj Kudroj, hawking
anti-gravity cider, strange equations or topiary art.
From the Plains of Anaesthetic Fire; Goblin-Gun-armed
Asbestos Bedouin leading egg-laden Xanthic Clinkerskippers,
seeking an asbestos trade connection, magnesium merchants and
dealer in Amphetamine Cat glands, sketchy Goblins claiming to
have boxed Anaesthetic fire – they say it’s too dangerous to open
and check. Or an Ignition Pilgrim on a strange quest of their own.
From the shores of the Vermillion Sea; Goblins trading copper
scrap from old submarines, red-sun opium from Vermillion Sea
poppies, wild blue sugar cane, the meat of Photographic Dolphins
or a whole baby pixilated Hippo. A disgraced but still proud Invisi-
beetle offering services as a duellist or bodyguard. A scholar of the
Apocalypse Wasps from secret Pitville, hiding their identity and
tracing a lead on a Wasp-Culture Cult. Illegal Peach Merchants or
Wasp Egg sellers – highly perverse.
From the Large Goblin Collider, a Goblin Scientist, or the
result of their experiments (often the same thing) selling amber
batteries full of Cackle Waves or Green Energy, or an agent of
the P.O.G.R.A.P wielding a P.I.G.G.Y.-powered raygun, on a secret
mission for the President.
From the Umber Woods, a Psychic Penumbeetle on a sombre
reality-sustaining pilgrimage, or perhaps a Glass-Hunter, maybe
trading Aye-Ayes, fig moths, figs grease, fig jam, raw figs, tinned figs,
honey and iridescent silent bees. Or a sad Gourd-Addict, trapped
in unending Melon-Madness, trailing their half-open carapace
down a glass-sand road offering psychic services for fruit.
From the Reach; a blurred member of the Singing Tribes,
shifting from shadow to shadow, perhaps bearing trade-asbestos,
carrying lightning bars or snowflake coins to exchange for an
unknown boon.
From Narcissolis; a bright and pigmented servant of the Lathe,
the agent of a Crime Mime or a fanatical Lens Hunter.
And of course, more Goblins. Goblins everywhere. Owl-armed
Goblins trading sticks, tricks and lockpicks. Goblins riding Penny
Farthings and offering to Swap Crimes (with a Goblin Handshake).
Goblin Garden Gangers working for the Goblin Lie Exchange.
Badger Brawlers selling rusty knives & broken daggers, (they
claim all are, or will-be, murder weapons). Goblins selling Goblin
Weed and Green Poisons and Goblin Dogs slinking between the
stalls. GOBLINS!
175
TABLE – DEALS TO BE DEALT AT THE GREAT GOBLIN
MARKET
(For more complex situations just roll again and loop back).
176
OWL CITY, THE GREAT GOBLIN MARKET & THE NECROPOLIS OF GLASS
THIS PERSON WANTS.. THIS PERSON AND IN BUT..
HAS IT RETURN THEY
WANT..
15 Penny-Far- Cackle Wave Apple Horticul- Valuable Apple Price
thing riding Meter. turalist. Pie (pg. 127). fluctuating
Goblin. constantly.
16 Dangerous PosiGoblin One badly Ooze from A better offer
Blurred Raider infiltration scarred by the a black & from someone.
(pg. 41). juice (pg. 110). Anaesthetic Fire predatory tarn
(pg. 94). (pg. 159).
17 Former/ Bedouin Tracker of Regalia of an They had a
Current Asbestos Robes. Cryomaniacal Illusory Lord in strange dream
Armour Goblin serial killer (pg. life (pg. 180). about this very
of Bobbin 124). thing..
Ten-Goblins
(pg. 115).
18 P.O.G.R.A.P Blurred Furs Evangelist for Large Field Owl. It used to
Secret Service (pg. 44). the Goblin belong to my
Agent (pg. 74). Minority old granny!
Cordyceps
Faction.
19 Victim of the Opium. Penumbeelte Certain cheeses. RACISM.
Melancholic Aye-Aye herder.
Condor (pg.
102).
20 Bobbin Natural Goblin working Rich manticore Obsessed with
Ten-Goblins Asbestos. for a giant Crow. hides. noise of a
(pg. 115) (in bothering wasp.
disguise,
somehow).
21 Mysterious Blurred Honey An Old (or new) Bristle-Pig coats Severe drug
Glass Trader (pg. 44). Enemy with (pg. 125). addict.
(pg. 174). (hidden) Wasp
Wings (pg. 16).
22 Crime Mime Lightning bars A surprisingly Melancholic Wants sexual
(pg. 32). (pg. 46). easy-going Anti- Condor (pg. 102) favours.
Goblin (pg. 110). Eggs.
23 Boring Unique, bright AntiGoblin (pg. Mystery Play Lovelorn
Narcissan (pg. clothes. 110), an Expert (pg. 131) script/ and needs
27). Monkey-Frus- Paraphernalia. assistance.
trater (pg. v).
24 Egg Brother Shrooms. Manticore Bard Ink-Wash Actually two
(pg. 101). (pg. 146). Willow Branch. identical twins
pretending to
be the same
person, but
they don't
update each
other properly.
25 Academic Storm necklace Penumbeetle Chunk of Won't make a
(Cultist) of the Pilgrims (pg. 60). Sociopathic deal without
Hyperblue Ice Hyperblue Ice getting blind
(pg. 124). (pg. 124). drunk first.
26 Poppy-Mining Glass for Trade Though-Con- Golden Apples Extremely,
Bedouin (pg. (pg. 174). troller of (pg. 126). very, very,
84). Narcissolis. painfully
boring yet
innocent.
177
THIS PERSON WANTS.. THIS PERSON AND IN BUT..
HAS IT RETURN THEY
WANT..
27 Manticore Goblin Goblin mecha- Invisible Dog Very passive
Hunting 'Magnificence' master. in sheath of aggressive.
Theign. Governmental clattering spines
hat (pg. 120). (pg. 160).
28 Invisibeetle Polymorphed Fellow in a Silver-Tusked Fearful to the
Knight (pg. 85). Murderer-to- strange mood 'Stick Pigs'. extreme.
Moon-Blade with a strange
(pg. 6). song (Manticore
Carrier).
29 Esploradoj – the Xanthic Expert Blurrer Small Backup Experienceing
Scythe-Armed nictitating (pg. 41) of the Pocket Owl (pg. a crisis of faith,
AntiGoblin Clinkerskipper Isles. 173). won't deal till
Inquisition (pg. (pg. 98). resolved.
118).
30 Anaesthetic Sanity Pills (pg. Extremly Weak Occult lens. Fears they may
Thugee (secret) 90). MoonCops. be a living
(pg. 102). illusion.
31 Cryomaniac Goblin Gun. Apple Knight (pg. Supercharged Is in massive
(pg. 124) 126). Penny-Farthing. debt to a
(hidden). Mirror Master
(pg. 32).
32 Dark Memory AntiGoblin Slaves of the Conceptual It’s all actually
Former (pg. 32). (pg. 110) long 'Flotations'. Weapon! (pg. 146) a trap to draw
pruning you in.
Clippers.
33 Giant Shoebill Quick, green, Polymorphed Eatable Pixels Keeps trying
herder (with sharp-featured Animal-to- from the Pixel to set up a
Shoebills). and suspicious Human (pg. 6). Hippos (pg. 85). threesome.
pig (pg. 88).
34 Wise and Cocaine (pg. 97). Butcher of the Vantablack STENCH.
ancient Singing Animal-Picts. Goosefeathers
Tribesperson (pg. 158).
(pg. 41).
35 The Prince Ceramic Key Hot Slutty Big old head of Extremely
of Bears (in to the Scythes Goblin. an Ontomorphic proud and vain.
disguise) (pg. of Illusion Manticore (pg.
44). (illegal!) (pg. 118). 133).
36 Mirror Master Vine of the Despiser of Ash Apples' (the Keeps
(or an agent of antigravity (pg. 101). coins). changing the
such) (pg. 32). Pear (pg. 111). price.
37 Hydrocephalic Work of Goblin Crazed Theign Umber Cake Forgetful and
balloon goblin. Science. (pg. 128), currently from decayed pissed off about
deeply depressed. Picts (pg. 148). it.
38 Memory-Wiped Giant Blocks of Anaesthetic A Time-Trav- Dislikes
Traveller. Stone Hare trader. elling Pig! 'educated
types'.
39 Professional Carmine Lotus Whetstone Water melted Actually
Procoptodon Wrack perfume Mystery Player. from Pure a masked
(pg. 114) (pg. 84). Sociopathic vigilante in
breaker (a Hyperblue Ice disguise, this is
"Bouncer"). (pg. 124). just a cover.
40 Sky Apple Silver Scales Innocent Singing scroll of pearl. Stole all this
Smuggler. (pg. 46). Tribesperson (pg. recently and is
41) on a quest. being hunted.
178
OWL CITY, THE GREAT GOBLIN MARKET & THE NECROPOLIS OF GLASS
THIS PERSON WANTS.. THIS PERSON AND IN BUT..
HAS IT RETURN THEY
WANT..
41 Embodied Goblin moon Normalised' Fancy Cigar(s). Obsessively
Dream. Worship Thing. Goblin on Sanity tests the goods.
Pills (pg. 90). ALL of it.
42 Lollipop Surreal art Polymorphed Stag-Beetle Being used as
Hills (pg. 114) from the Halls Child-to-Goblin Shells. unwitting mule
Topiary-ob- of the Absurd. (pg. 6). by smugglers,
sessed Goblin. "stuff" hidden
in the goods.
179
THE NECROPOLIS
The Krystaphagi are giant glass pyramids packed with mirror
mazes and light, shining cubist reflections wreathed in diamonds,
chained in diadems of diadems.
All simply to keep the Lords slumberous and silent through
the days in which they don’t exist.
The Great Goblin Market only happens when it’s bright.
When it’s dark and shadowy, or very overcast, the Lords become
wakeful and wander around. A sight you wouldn’t wish to witness.
45. CATOTYPE OF THE NECROPOLIS. Made using Goblin technology. Taken by the
author.
LIST – THE TOMBS OF THE ILLUSORY LORDS
OWL CITY, THE GREAT GOBLIN MARKET & THE NECROPOLIS OF GLASS
There have been seventeen (recorded) previous Illusory Lords
whose Krystaphagi now lie within the Necropolis:
+ Dame Pain
(Paranoid, accusative)
+ Lord Unlikely
(Sought invisible creatures)
+ Prince Remover
(Bilious, friendly, corrupt)
+ Queen Sigma Pi
(Set the weak against strong)
+ Lord ‘Reasons Tribune’
(Made lengthy bullet-pointed demands. His influence lives on)
+ Lord Thin-Skin-Hidden
(Very sectarian, worried about the ‘other’)
+ “The Emergent One”
(An insinuating, complimentary, systemic poisoner)
+ Lady First Cuttlefish
(Demanded endless tiring carnivals)
+ ‘The Optimising Eye’
(A Meta-Bureaucrat with infinite fillable forms)
+ Grand Madame Scalp
(Bumbling, vague, happily murderous)
+ Lord Dark Arcturus Dark
(Obsessed with Theft)
+ The Prince of Knives
(“Closer of Holes”)
+ Lord Scalpel of the Horde
(Lead a precise gerontocracy, by exact hour)
+ The Unspeaking Crown
(Relentless failed invasions of the Incoherent Isles)
+ Judge Fragmentation Round
(Suspected Photo-Realistic Pict)
+ The Great Unreasoning Thief
(“Bread, Circuses and Hand to Hand combat”)
+ The Prior of the Choir of the General Will
(May have been two Goblins in a suit)
We live now in the age of the current lord, the eighteenth; Lord
South-Barking Dog, whose nature is Unknown.
181
WHY GO IN?
Diamonds usually, legends say the floors are carpeted with them.
Rare resins, sunstones, fragments of eternal and un-meltable Ice.
Glass fountains spewing bubbling pools of clear magical goo. Rare
jellyfish, cellophane, calcite crystals, occult lenses, magical mirrors
in bountiful hordes and the regalia of the Illusory Lord in life.
There are also legal documents, seals and manifestos. Thieves
(pre-emptive archaeologists) might be asked to risk the tomb
simply to confirm a will or bequest, end a long-running court case,
clear an inheritance or even free someone from prison.
Many of these quest-givers are themselves Mirror Masters of
Narcissolis, career criminals who became trapped in glass by the
tricks of the Necropolis, and who now send others in their place,
hoping some key or release will be discovered. Or perhaps covertly
desiring that others share their two-dimensional fate. Things
may be survivable in the mirror world, but become increasingly
distressing the deeper in you go.
The Mirror-Masters are not behind every attempt to penetrate
a Pyramid, but if one is organised, they will soon infiltrate it
DROWNING ROOMS
Tall rooms with invisible ceilings, or false ones, filled with utterly
clear, utterly still water. The walls and door are glass.
If the door is opened, the clear water flows out into the clear
glass corridor and drowns anyone there. Trying to work out if an
unopened room is actually huge and full of clear, still water, is a
serious challenge in the Pyramids.
The Sprtizenmenn love these rooms.
GUILLOTINE GUYS
Men made of eternally falling heavy glass blades. Like doorways
torn into a dimension of transparent cleavers.
Whether they mean to harm is not known. Touching one is
disaster, to be embraced is certain death.
SALINE GOLEMS
Huge, smooth, slow, salty and non-infectious, the Saline Golems
may be what carefully clean the streets of the Necropolis in the
night. Their shape is tubular, humanoid and whacky, but difficult
to spot, except for their fingers; blunt trapezoid blocks which flash
like prisms. Moderate contact with a Saline Golem can help
182 cleanse wounds but their only intention is to fill the bodies
ventricles and blow them open like bad pneumatics.
SHATTERTRAPS
OWL CITY, THE GREAT GOBLIN MARKET & THE NECROPOLIS OF GLASS
The commonest trap in the Pyramids. These stick you in a mirror
which then tips over and breaks apart. Many individuals are
caught by the trap, but the mirror saved from breaking by their
friends. Whether this is a mercy on their part can be debated. So
are many Mirror-Masters born.
SILHOUETTE MACHINES
These half-intelligent grim sliding automata can tear an individual
apart or make their existence dependant on a strong light and flat
nearby surfaces.
THE SPRITZENMENN
Perhaps the most awful and frightening guardians of the
Necropolis. Silver needle automata, whose limbs and bodies are
as fine as a hair. They stride, plinking along and jab frantically at
anyone who breaks the rules.
Fighting them is terrifying; they are barely visible and deep,
microscopically narrow puncture wounds appear on the body with
startling rapidity.
The Spritzenmann themselves are an indefinable blur of lines
in the air. Grabbing one is like grabbing a long steel needle that
hates you and lives. Their mass is so slight that blows only knock
them away. If bent they scream and freak out.
Spritzenmenn both hate, and fear living things and the
staccato, spastic flailing of their raging and frightened needle
limbs only adds to the terror.
183
46. NECROPOLIS FINGERTRAP. Such relics occasionally turn at the goblin
market, purporting to be the remains of some great theif or other, recovered
from the Necropolis. Said to rattle in the presence of glass traps, they are sold as
a survival aid to those wishing to enter the tombs, although in my experience,
they are near useless.
184
47. UNKNOWN. It is hypothesised that if a cunning, patient and brave Mirror Master
were able to manipulate events in such a way that their entrapping mirror was grafted
to the body of a Glass Snake by a Necropolis raiding party under the transformative light
of a Fine Gackling Moon, they might gain some form of mitigated motility and escape
the Necropolis, slipping easily through its glass. They might then, as a thief with no
perishable form, and an ability to traverse both mirror and glass, spend their undending
life travelling the Moonlands completely unobserved, collecting and cataloguing items
of interest. This is, of course, entirely speculative, as no Mirror Master of such
courage, stoicism and guile could possibly exist.
185
NAMES
BY SCRAP PRINCESS
NARCISSANS 15. Old Mate
16. Chattering Imbecile
1. Robert Robert Robert
17. Tempestuous Harridan
2. The Incadescent Lily
18. Disquieted Maid
3. Towers Majesty
19. Surly Man
4. Sapphire
20. Whimsical Fellow
5. Pure Gold
6. Narcissisus
7. Eagle Heroic
PENUMBEETLES
8. Hearts Trumph
9. Heavens Fall 1. Oikos
10. Eva Forever 2. Agora
11. Pandora 3. Crepidoma
12. Maximillian 4. Stylobate
13. Nova Dawn 5. Stoa
14. Savant Steel 6. Gutta
15. Destinys Child 7. Sima
16. Helios Magus 8. Abacus
17. Eternity 9. Ovolo
18. Comet Palace 10. Frieze
19. The Solution 11. Tympanum
20. Halcyon Blaze 12. Lintel
13. Archivolt
14. Taenia
SINGING TRIBES 15. Oculus
16. Volute
‘Given’ Names used for outsiders,
17. Tholos
strangers and spirits, their True
names are melodies and songs. 18. Cella
19. Plinth
1. Snide Gentleman 20. Krepis
2. Maudlin Women
3. Large Child
4. Callous Beauty GOBLINS
5. Sinister Matron
1. Snuffajapes
6. Stuttering Youth
2. Mingentio
7. Charming Lady
3. Dunk
8. Jovial Grandma
4. Shuttergunt
9. Shrewd Madam
5. Zeepeep
10. Tenacious Girl
6. Blogart
11. Bogus Giant
7. Mansboy
12. Audacious Boy
8. Glue
13. Indignant Chap
9. Feague
188 14. Solemn Stranger 10. Wamblecropt
11. Waning Jobler 5. Ends-Badly
Names
12. Pickles 6. Harsh-But-Certain
13. Huffy 7. No-Time-For-Pity
14. Mochlic 8. Hold-A-Little-Joy
15. Sevous 9. A-Calm-To-Winds
16. Lardgarden 10. Ruminate-Not
17. Barking 11. Moments-From-Dust
18. Speustic 12. Take-More-Care
19. Spatchcock 13. Behold-A-Stranger
20. Urette 14. Udulate-Under-Uncaring-Skies
15. Lucks-spat
16. Entropic-Grace
INVISIBEETLES 17. Peace-With-Ruin
18. Friends-Few-Friends-True
1. Burrhallow
19. Patience-Long-Temper-Vast
2. Fuzzplane
20. Passing-Cloud
3. Stuccoridge
4. Two-notch
3. Seldom-silk
IGNITION PILGRIMS
4. Worn-down
5. Pitted 1. Ashen
6. Flanging 2. Perce
7. Coarsecomb 3. Heathe
8. Too-Grease 4. James
9. Curling-Spine 5. Kauna
10. Slicken 6. No-man
11. Gouge-little 7. Sulia
12. Dustcoat 8. Lester
13. Jitter 9. Kimon
14. Shagpoint 10. Kafhine
15. Brittle-edge 11. Tenree
16. Too-Rough 12. Heffew
17. Five-pits 13. Mikal
18. Oils-stay 14. Juke
19. Short-spike 15. Kaul
20. Long-Scratch 16. Hannee
17. Hos-He
18. Polo
ASBESTOS BEDOUIN 19. Fete
1. Torment-Might-Cease
2. Pale-Respite
3. Flicker-of-Pleasantry
4. Grim-Forbodence
189
ANTIGOBLINS 14. Sturmer
15. Peasgood
“Epiphenemon labels”, since the
16. Freyberg
self is an illusion the AntiGoblins
do not have True Names. 17. Oratia
18. Baujada
1. Gradations Of-Blue 19. Priscilla
2. Subtle-thought Fabrication 20. Baujade
3. Piston Bo-Reason
4. Observable Acts
5. Known-to-be-seen Seen-to-be- CRAZED THEIGNS
known
1. The Storm at The End of The World
6. Calculable Contraption
2. A Broken Man
7. Identity Concept
3. The Queen
8. Imaginary Concept
4. Iron Fellow
9. No-Joke Concept
5. August Represences
10. Concept Grasper
6. Agnes the 18th
11. Preserve-Truth No-Goblins
7. Domingo The Former
12. Definitely Notagoblin
8. Maria of Mercy
13. Objectively Notagoblin
9. Father Bear
14. Burnagoblin Truth-Irreducable
10. The World King
15. Oneplusone Isto
11. Empress Sin
16. Zero Goblins
12. Winter’s Throne
17. Intense Calm
13. The Judge
18. Mind Zoomfaster
14. Tom
19. Thinkbee Notagoblin
15. Graves
20. Zero Incoherence
16. Grail Lord
17. Saint Octovo
18. Kaiser
RIDGELANDERS
19. Plutotach
1. Braeburn 20. Jupiter
2. Gala
3. Cortland
4. McIntosh PICTS
5. Ballyfatten
1. Umbra
6. Cameo
2. Cinabrese
7. Jonagold
3. Frescott
8. Pippin
4. Liquin
9. Bramley
5. Tung
10. Belle
6. Temperane
11. Boskoop
7. Fulvous
12. Laxton
8. Falu
190 13. Egremont 9. Gamboge
10. Mauve 4. Tutmarc
Names
11. Drab 5. Smits
12. Isabelline 6. Dopyera
13. Jonquil 7. Humon
14. Madder 8. Waisvisz
15. Luster 9. Yepes
16. Majorelle 10. Nernst
17. Nyanza 11. Moog
18. Phthalo 12. Yinn
19. Rufous 13. Jupolli
20. Sinopia 14. Bode
15. Wintergatan
PICT NAMING CONVENTIONS 16. Uhlig
17. Theremin
Picts sometimes add one of the
18. Stocco
following to their names in formal
occasions, as would be suitable for 19. Zenti
the name. A particularly zealous Pict 20. Russolo
might use this form of their name all
the time however.
BAT PEOPLE
SINISTERS
192
48. VERMILLIONIAN WRACK-DOLLIES. Depicts a
collection of stock folk characters – ‘heroes of the peach’.
49. BAT MAN PUPPET. Believed to depict a long disappeared theif. Found at the edges of
the Maw
50. GOBLIN CATOTYPE. Taken from 18th floor of the Lathe on a Painted Moon, looking
towards the Reach. The first, smallest and most stable of the Incoherent Isles is visible to
the right. To the left, the foothills of the Gothic Forest and the Maw.
APPENDIX OF PLATES
196
38. Pictish Torch (151)
39. Maw Weathervane (157)
40. Ambassador Puppet (159)
41. Egg Pipe (166)
42-44. Bird Rearing Puppets (167-169)
45. Catotype of the Necropolis (180)
46. Necropolis Fingertrap (184)
47. Unknown (185)
48. Vermillionian Wrack Dollies (193)
49. Bat Man Puppet (194)
50. Goblin Catotype (195)
197
NOTES ON MOONMAKING
BY EMILE FRANKEL
NOTES ON MOONMAKING
Looking up at the sky from The Desert John C Van Dyke asks:
‘have we not proof in our own moon that worlds die?’ Van Dyke’s
query is unnervingly modern. The question of a world’s disap-
pearance, that a planet could petrify to become pale dust, is a
distinctly recent proposition. In the far past, anagogical tales of
maceration or desiccation treated the Earth as a surface which
would nonetheless still rejuvenate itself beyond the temporary
destruction of humanity. When in the 1600’s Saint Augustine
decreed that civilisation stop procreating, his argument was
inspired by a fixed belief in a vision of humanity after the Earth,
of eternal life beyond the Last Judgment.1 But what of a planet
with no life upon it? Or a planet of temporary life? Or a planet
of no player characters? In the discovery of fossils, and contem-
plations by Xenophanes to Strabo, Ibn Sina to Shen Kuo, and on to
George Curvier and the Enlightenment development of palaeon-
tology, fossils, as evidence of lost animals, as evidence of extinction
and change, brought with their finding the contemplation of an
unrecognisable world and climate. The development of Science-
Fiction, Fantasy, and the English Novel, emerging in tandem with
advancements in geology, brought so too a privileging of this very
meditation upon the unfamiliarity of past and future worlds.
This point of examination to the finished book, Gackling Moon
by Patrick Stuart and Tom K. Kemp, isn’t intended to exaggerate its
significance, instead the hope is to investigate the act of role playing
in an unrecognisable and continually disappearing world (a world
which could crumble into a substance of complete opacity at any
moment). The player-reader is given a place to inhabit which is
scarred by a continual structuring of the anatomical (and psychic)
through the geological. In this case, the selenodesy of the occlusion
caused by two cosmic principles, and a cracked moon-visage which
represents this structure—smile, frown, grin-scowl again—cause
changes to the inner and outer life of living things. By stepping
out of cloud cover and into moonlight, the player-reader and the
non-player-characters of the world open themselves to a restruc-
turing. Repetition not of an unconscious kind is outsourced to
the cycle of the moon, and in its sequence a culture emerges in
these Moonlands dictated by a complex series of often ambivalent
magics. To gain the ability to speak to animals, or become one; to
find yourself born a child but now a goblin, or born a goblin and
now an object or a weapon; to have dreams migrate to a physical
state beyond sleep; to feel sorrow or anger or revenge because
of the sky; to speak secrets to a moth—all effects as implications
of the cycle of the moon produce their own emancipatory chaos,
and I say emancipatory because stark change here comes not just
through chance, but instead through unerring regularity. Each
cycle repeats. The moon’s consequences can be taught, and utilised.
And as player’s new to this world, the opportunity for roleplaying
200 1. See Thomas Moynihan, X-Risk: How Humanity Discovered Its Own Extinction
(Urbanomic, 2020).
within the sutures of this ambivalent magic, is brilliant.
Notes on Moonmaking
Through Stuart’s rulemaking, evidence of stark transformation
become unlikely keystones to stable cultural properties. That there
was a time before, where things weren’t quite as they are today,
is one foundational quality of this text. Gackling Moon as it is so
divided becomes a map of such temporal relinquishment. Abandon
the world as it is at present and muse about it as it once was. This
‘was’ could be a time lost to rationalizable memory, where physical
ruins and fragments of past culture become unrecognisable icons.
This ‘was’ could be two days ago, when the moon reordered the
hierarchies of a village or city, or when the moon reordered the
balance of life and power within a family (or within the player’s
group itself). And this disappearing ‘was’ which structures fantasy
could be something far more insidious, like the moment when the
role-playing campaign became unhinged from its own origins. To
be the dungeon master, if the book implies this necessary position,
is not at all straightforward. The interpreter of the text is given a
rulebook to undermine their own interpretation.
There are five didactic texts which mingle here: (1) Stuart’s
prose which is tool-like in its evocation, structuring and contex-
tualising the limits and possibilities of place. (2) Tom K. Kemp’s
invented ethnographer who documents and collects artefacts
from this world. (3) Scrap Princess’s ‘Names’, rollable and gener-
ative. (4) The map itself, made originally by Kyana, and its place
names which spawned the entirety of this work.2 And (5) my
contribution, page numbers, headings, the formatting of the book
itself; this concluding essay. I would like to speak briefly about
the role-playing possibilities of each these register changes. For
the uninitiated—a world in a book, a book as a tool to understand
the world, an open-ended world as a narrative, a setting in text
and image which functions as a foundation to build one’s own
stories upon and within, a tool as a tale, a book as a mechanism, a
guide as a plot—are all key components of the RPG genre, tabletop
gaming campaigns, and Gackling Moon. As such, this work invites
multiple readings and reading styles. Open to any chapter and
find solace in a functional and rule generating place presented in
text and image. Read from start to finish. Roll dice and let a table
generate a scenario, quest or politic. Or turn to the language itself
and read closely. These are just a few options, however there is an
author’s preference: sit down with friends or strangers and play
the book. This is not the twisting and untwisting of the same rope,
to play a book invites a new rope every time.
Playing a book, without necessity, enables the mingling of
the registers of language within Gackling Moon. Atop Stuart’s
descriptive prose come further interpretations of this base imagi-
native structure. Kemp’s ethnographer who writes short annota-
tions to their findings, is a meta-player themselves—discovering
and making claims about the world in turn as we also must do. We
wonder who this thief or collector is. Do we also thieve or make the
world when we play it? In the gaps between Stuart and Kemp’s
2. See the origins for Gackling Moon on Patrick Stuart’s blog: https://falsemachine. 201
blogspot.com/
description—moments where only a sentence might hint at the
role of a beast, or the vying of a society’s hegemonies—the player-
reader steps-in to imaginatively possess these holes and fill them.
And yet this process of unpacking and gapfilling a world’s solidity
through play also incurs a fundamental challenging: dice; chance.
The tables which litter this book dictate scenario through number.
Interestingly, it is here, as chance event, where Stuart expresses
his most farcical and humorous writing. These tables expose joyful,
terrifying, ridiculous, bathetic scenarios. Layered into the history of
worldbuilding on tabletops is a parallel philosophy of worldmaking
with dice and number. Much has been written of the play of dice.
For me, I am reminded of Freud’s peculiar comment on numbers
in ‘The Psychopathology of Everyday Life’. Famously here, there is
the accusation of no ‘chance’ in the unconscious. Freud attempts
to read ‘random’ numbers as ‘symptomatic acts’, as if each digit
possessed a past and determinate meaning for its subject.3 Philoso-
phies of the future have incurred similar sicknesses, this causality
of number. The world will be made like a snowball, they say, each
idea gathering pace and manifesting its future. Roleplaying with
dice complicates the touching of snowballs, and the causality of
a player’s unconscious improvisation. Two layers then mingle:
the ‘no chance’ decision to play a certain character and speak as
them; and atop this, a layer of ‘random’ situational generation. The
import of this structure is a forced alienation upon the players
of tabletop worlds. The ‘no chance’ of a joke or slip of the tongue
is inflected by stochastic ordering. The becoming ‘other’ through
rolling dice: vital; special.
Lacan asks in a strange and lingering question: ‘why don’t
the planets speak?’ ‘We aren’t all like planets…we always have a
tendency to reason about men as if they were moons, calculating
their masses, their gravitation.’4 The modern condition of games
and the gamification of contemporary life, treats a player’s words
like gravity, as if a chain of response could be calculable around
every utterance. Look at any virtual RPG, the code limits a player’s
reply to a set and repeating mass. Tabletop gaming, within the
region of analogue inter-subjective imagination, allows for an
interspersing of calculation: the table offers its players a set event,
but this rolled solution is only a starting point for response. To
answer the question ‘why don’t the planets speak?’ the obvious
response is ‘because they don’t have mouths.’ Those stripped of
their agency to freely speak without the necessity of gamification,
have a very close relationship with the lunar world. Moons don’t
normally have mouths, and importantly, unlike stars, they don’t
normally ‘die’. Their immortality is predicated, like the immovable
mover of Aristotelian divinity, on precisely not speaking. In our
sky, moons and stars ‘are purely and simply what they are. The
fact that we always find them in the same place is one of the
3. Freud writes: ‘I have known for some time that one cannot make a number occur to
one at one’s own free choice any more than a name.’ The Psychopathology of
202 Everyday Life, SE VI, 240.
4. Jacques Lacan, Seminar II, 235.
reasons why they don’t speak.’5 But importantly, in Gackling Moon
Notes on Moonmaking
the unspeaking sidereal has a mouth. The mouth smiles or scowls
or occasionally does both at the same time. This moon, by very
consequence of its mouth, can end it all. Every time that face is
glanced upon it isn’t just that the moon isn’t the same—the player
who glances is irrevocably changed in their gazing. In this way, I
find an equivalent analogy to gamification in the act of roleplay.
We aren’t dealing with people made planets with no mouths, but
we aren’t exactly speaking freely. Instead, in the middle, speech
becomes implicated in its silent lunary symbol of operation—the
potential to speak without opening one’s own born-to mouth, the
potential to speak through the mouth of an invented other in
roleplay.
Tom K. Kemp’s ‘plates’ are inspired by mid-century museum
catalogues from the UK and the Netherlands. These archives of
stolen objects are placed in the hand, by book, in a particularly
haunting manner which cannot escape its history through repro-
duction. Turning pages, physically touching their picture, tactile,
but made phantom-like—is a figurative process which Kemp’s
technique comments upon. Kemp starts by making charcoal
drawings. He then models these perforated sketches in 3D. He then
renders his own digital interpretations and prints these images
back onto paper which can be touched and drawn atop of once
more. The charcoal which started this process is then redrawn.
The confusion between hand-drawn and digital, smudged and
hyper-realistic, is the ambiguous method of image-production
which ties itself to, and mirrors, the structural qualities of RPG
campaign books. Xenakis, who recorded burning charcoal in
‘Concret PH’, did so in an attempt to comment on the stochastic,
chance-like sound which emerged from this material as if it were
already a highly designed Bayesian distribution or algorithmic
process.6 Charcoal is a modernist preoccupation. These remnants
of the famous progenitor of climatic change leave haunted,
ambiguous marks on paper when drawn with. A fitting aesthetic
for Gackling Moon, a world on the verge of dice-driven opacity.
I’ve often thought about Tristram Shandy and Sterne’s procla-
mation to future books:
Tell me, ye learned, shall we for ever be adding so much to
the bulk—so little to the stock?
Shall we for ever make new books, as apothecaries make
new mixtures, by pouring only out of one vessel into
another? Are we for ever to be twisting, and untwisting
the same rope? for ever in the same track—for ever at the
same pace? Shall we be destined to the days of eternity, on
holy-days, as well as working-days, to be shewing the relicks
of learning, as monks do the relicks of their saints—without
working one—one single miracle with them?7
Beyond the novel’s miracle-less demise, role-playing as alchemy
© 2024
ISBN: 978-1-9993403-7-7