Sunday, 6 September 2026

Beautiful Companion (Continued)



Ella asks what her current title is, since this changes fairly regularly, and Caitlin says that she is a consultant at the moment, specifically a consultant dealing with the psychology of combatants and adversaries, but that for all the usual reasons this is as specific as she can get.

‘What’s the difference between a combatant and an adversary?’

‘Hmm. Well, a combatant can be friendly or hostile; there is psychology in common between the two, and a sophisticated understanding of a combat space will often need to draw a set of equivalences between them, so we use the generic term ‘combatant’. An adversary might be a hostile in the combat space, but not necessarily—we do a lot of work with future adversaries these days, and with adversaries who will never know or understand themselves as adversaries, with probabilistic modelling of potential adversaries, with the flows and pressures of adversary-ness through given populations, with their imaging and definition. This is all in contention at the moment, everyone is trying to invent or advance their own targeting and definitional system, their own complete package.’

‘Huh,’ says Ella. And then, after several seconds she asks ‘What’s your adversarial package? What are you proposing when you do this sort of work?’

But of course Caitlin can’t tell her this, much as she says she would like to. She says ‘Ask me again in twelve years!’ and grins, and then assures her friend that it’s really neither as scary or as interesting as the cloak-and-dagger NDA stuff makes it sound.

Up the other end of the table Beth asks if anyone else is hungry, and everyone murmurs that they are, so she declares that she will start making something for lunch. Simone and Michael say they will help, and the three of them troop into the kitchen together, vocally clashing as they try to decide between: big salad? Something cooked? A rice thing? Eventually they decide on big salad, and Beth tells both of them to keep out of her way as she prepares it, because having other people around in the kitchen when you have a specific vision is just so frustrating. So Michael and Simone press themselves up against the side of the counters and trade anecdotes about life in London (Simone) and Paris (Michael), about Michael’s girlfriend (yes she is doing well, she has actually just been promoted), about painting (what is it that you want to know? You have to be specific), as Beth gathers up ingredients and starts shredding them with a bright steel chef’s knife. As she chops and listens to the back and forth with a single lazy ear she is scoping out the other ingredients that she needs: the block of smoked tofu, the vinegar, the olive oil, the various loaves of bread, visually locating the toaster, making best guesses at which cupboards might house plates and glasses for everyone. Then she suddenly thinks: where is Parvel. What is going on with Parvel. And she (rather tactlessly) interrupts the other two to ask Simone to text him and just check that he is ok, because he was supposed to be here this morning and no one has heard. Simone and Michael are quiet for a bit and then Simone says yes I will, right now, one second, and she sends a message, trying to make it sounds light and breezy, but including the fact that they are all sort of worried, and that he should get back to them and let them know what’s going on. As she writes the message she narrates it to the other two out loud. Then she presses send, and watches, and sees that Parvel’s phone does not receive it. She reports this and says that she guesses that he must be on the plane, that maybe his flight got delayed. And they are all quiet for a few minutes as Beth’s big bright knife blade makes precise, dextrous movements across several different chopping boards. Then Beth tells her to keep talking about painting, and Simone says ‘Well I wasn’t talking about painting, because Michael was being vague, and I think probably just polite.’ Then she laughs loudly, and Beth smiles, and says ‘Ok, that’s fine, but tell me about your painting, what are you working on? When is your next show? How are you feeling in the studio?’ And Simone gets impatient and says ‘Still not specific enough, of course I am fine in the studio, I am working on paintings, same as ever, each of them has its own things going on, I wouldn’t even know where to start,’ and Beth rolls her eyes and says ok, that’s fine, maybe tell me what the stakes are, or what the purpose is, or what the narrative is, or what the process is with the painting you are currently most excited by.

And Simone nods and says ‘Yes that’s much better. I am making a painting that is sort of about Sal’s body, because it’s something I want to have a more specific possession of. Like, I need to map out his body for myself, need to own a copy of that specific body, something like this. It will be shown in August, with some other works which are more about architecture, and actually this one started off as a painting about our house, the floor plan, but in the end it has become a map of his body.’

‘Does he know that you’re painting him?’ Beth now cutting the tofu into cubes, turned away from both of them.

‘I’m not really painting him in that sense, it’s not that straight forward. But yes, he does know. He has been sitting for me actually. Or sometimes I ask him to talk to me about other things while I think about the painting, or while I draw for it, or even sometimes in the studio with the painting itself.’

‘What does it look like?’ Mixing a dressing, making brief eye contact with Michael, sharing a strange smile, oddly charged, nearly secret. Michael is sat up on the counter, listening to Simone but watching Beth work, smiling secret smiles of his own, which are directed at no one.

‘Another much better question. It looks like an electrical diagram, and a bit like a building’s facade, something between these. It started off flat, almost explicitly diagrammatic, but it has grown depth, since the body and the organs have depth, they must swell and shrink, pump fluids, hold and transmit information, all of these things.’

‘Does it include the brain? The cock?’ Mixing in two large salad bowls. Asking Michael to please search for the cutlery and the plates.

‘Both are included by allusion, I would say. The brain, the penis, the heart, the lungs, especially the lungs, the stomach, all of them are included. They are sites of important activity on the painting’s surface. But the more explicit focus is on the flow of electrical charge and energy, which happens only via circuits. So the circulation, the breath, the nervous system, everything that moves an electrical current.’

Beth considers disputing that the breath, as just one example, involved the flow of an electrical current. But she decides against it; ‘electrical current’ here might mean something else entirely, might stand in for energetic forces and flows without clean definition outside her friend’s specific artistic processes. Instead she asks ‘Have you got any photos?’

‘No, I haven’t taken any yet. But it will be up in August.’ She pauses as if she is about to say something, but then frowns and changes her mind and instead tells them that they should come, that it will be fun show.

Several minutes of silence, then Beth says ‘This is ready. We should take out water too, and beer? Or wine? What is the feeling?’

Michael says they should just take everything out so that people can choose, and Beth says yes, why didn’t I think of this, and so between the three of them they bring it all out, and set it down on the table, to the cheers of the others, who immediately start to pile up plates, with happy noises and ooohing and aaaahing.




They eat and drink and talk and laugh together, and they get loud, silly, carefree, and happy. All of them wind up a little drunk, or more than a little; all of them feel that they need to do this more often; all of them feel (and more than half of them remark at different points) that they really miss one another, and that it’s ridiculous how little time they are able to carve out these days; all of them feel a tender sort of nostalgia for the period in their lives when they were younger, babies really, learning who they were and how they could relate to one another, from first principles. All of them except Ella, who has a strange and uneasy blank period in her memories from this period in her life. She has pieced it together in disparate scenes from other peoples’ descriptions, and she has her own rough images of course, but when they play in sequence she finds that she can slot them in in whatever way and they make the same kind of dream sense. There is no real temporal progression.




Eventually the talk does die down. The sky is getting softer and darker. A comfortable, natural-feeling silence descends on the friends, and they watch the horizon where the sunlight is fading, and the lights of the town and the freeways. Each has been lulled into their own specific reverie. Then slowly, and softly, so softly that it is not clear who actually starts talking first—the murmuring noises bubble up as though from several throats, several mouths and several pairs of lips, indistinct in the gloom—they start talking about their early years and education: they start talking about art school. Out from the vague, undirected (and also notably drowsy or tipsy) noises of generalised nostalgia and incredulity (how extraordinary is the passage of time, how young we were, we knew nothing but we thought that we knew everything), a stronger strain of intentionality can be detected. It comes from Beth—since she was not present for those early days, she is interested in what they (the years) taught the others, the marks that they made, the shapes that they stamped onto her friends when they were all so young and impressionable. She asks Caitlin, how did she see herself when she was a young art student? And Caitlin smiles to herself in the darkness, and says that she thought of herself, insomuch as she has any sense of self at all back then, as basically a good student—better than those around her in fact (this gets a general laugh)—a serious, intelligent, motivated young woman who was capable of taking on all of the reading material that they were handed indifferently, nearly contemptuously, by their tutors, and building an informed opinion on them. She could defend that opinion, she could even relate it to the ‘works’ that she put together in the tiny cubicle that the school offered as a studio. There was no text that she felt put off by, or blindsided by, and if she didn’t understand something easily, or if it was too dense, or too nuanced, or too complexly layered, she had a nearly infinite trust in herself that she would be able to chop it to pieces and reassemble them herself, under her own power, into something that she could make use of, or hand back to the disinterested and ambivalent and perhaps even openly hostile tutors. In fact, she was not intimidated by the scholarly auras and pretensions of art school as it was fifteen years ago (they are all dimly aware that things are very different now).

Beth asks if she was working then and Caitlin is momentarily surprised by the question, and even more surprised to realise that she does not remember. After a minute of thought she says ‘No, I don’t think that I was.’ She goes on to explain that she was awarded a scholarship, or maybe several scholarships? And that she took out a loan, and had some help from people in her family. Or something like this, it was a while ago now… But she can’t remember working at all during the degree.

While she is saying this, Ella, still sitting next to her, sees something like a vision. At first it’s just a thin line of brightness in the quickly darkening sky above them, but pretty soon coalesces into a thin steel edge, like the blade of a giant chef’s knife, drawing itself across the empty sky above them, big enough to cover nearly the whole sky. Perhaps it makes a cut, she thinks — perhaps it cuts the sky and reveals what is hidden from us. How is it possible that you could not remember if you had a job? Perhaps the steel edge only threatens to cut. She thinks: this vision consists in the anxiety of the cut. Like one of those dreams where you drag yourself along a bed of nails — if you are very precise you can avoid being opened on their points but the anxiety is always there, and the dream is more about the anxiety than the nails.

It has been established that Ella has no firm memories of this period in their collective youth, but this is actually not wholly true — Ella remembers her jobs from that time just fine, even with (a frantic) clarity. It is the actual classes, the relationships with the tutors (what relationships? She nearly laughs out loud), the codes and shibboleths of the gallery and studios spaces, that the others seemed to pick up with such ease, that she cannot remember at all.

But her memories of the labour are absolutely clear. She remembers sitting in a booth with a autodialler and a headset, trying to get random members of the public to consent to research questionnaires — remembers sucking sweets with anaesthetics in them so that she could deaden the rawness in her throat and talk to people on the telephone on twelve-hour shifts. Remembers working nights and speaking bad French to people in Canada for an extra one dollar fifty per hour. Remembers her colleagues and supervisors trying to be nice to one another in the most disgusting circumstances imaginable. How can you be nice to someone when your job is to keep data collection metrics above a certain threshold? Remembers being told how to make her voice engaging and even alluring, being given a script, being punished for not adhering to it. Remembers the workers who formed into couples while working at the centre. Remembers the other workers who had other jobs in addition — some of them security work, or sex work, or carer work, or supermarket work — which seemed absolutely unaccountable to her looking at her own twelve hour shifts; impossible, even actually suicidal. Remembers her supervisors: a tall, heavy man, who had apparently been a successful script writer, but who had had a breakdown and lost his relationship and now couldn’t write; remembers him trying to be friendly as he walked her through her quotas, and what she could do about keeping them up. A tall woman with very long black hair (down to her buttocks), friendly and patient and occasionally gratuitously and extravagantly cruel. The woman would get very drunk and hook up with callers sometimes after work, and then swear them to secrecy. She remembers that this manager was absolutely precise in her threats about what would happen if word about these sexual escapades got out into the workplace, even when she was so drunk she could barely order a taxi.

They were unionised, so they got a better rate than the call centre down the road. One of the union organisers (one of the callers who had signed up to do the work volunteer, not an actual union employee) was fired for trying to organise a strike and secure better conditions. He would come back to the centre after this, just to hang around with people, to avoid loneliness. She asked him once how he was and he told her that he did not have other friends really, and that she should be careful not to let this happen to her, because it was miserable. One or two of her colleagues from the centre would kill themselves later on — not while they were all working together, she would hear about it years later. She passed her days there by reading the same copy of the same art magazine, Texte Zur Kunst: Fashion, cover to cover (she was happy to have picked up something of the right sensibility at school, and liked the cover, and found the articles mostly quite interesting, with one or two exceptions), and by flirting with colleagues without any clear plan in mind, and doodling little pen drawings, and fantasising about economic freedom. The wage paid her rent on a one bedroom apartment (things were very different then), and she worked in her studio on the weekends, and made hundreds of paintings that no one ever saw, huge paintings on walls and sheets of timber and sheetrock and any other architectural surface she could move by hand. Back then she was physically very strong — she smiles as she remember it — but even with her strength, she nearly killed herself a couple of times trying to move sections of masonry back into her studio to paint with tar, or with dust, or with plastic sheeting, or with clay, or with acrylics. She knocked her head open once on a tiled corner, and painted with the blood, but this unsuccessful (she knew immediately). She planned a series of sculptures that were to be displayed in glass tanks of boiling water, and she dreamed, and then hallucinated, pouring the steaming, scalding liquid over her face and chest. After about a year she realised that she could not endure the call centre.

She remembers the restaurant in the arts sector, next to the opera house — overpriced, saturated in aspirational delusions, the delusion of class mobility, the delusion of access to taste, a refined taste, even a gourmet’s taste. The owner of this shithole restaurant was addicted to amphetamines and wore expensive suits and cheap scent that made her physically ill when he was around. He talked often about the importance of quality ingredients, and flew into a rage if he felt that people were undermining him. He bullied the wait staff in a scattered, unfocused way, but not the chefs, who she realised after a week or two he was actually scared of, probably because he new that the chefs could beat the shit out of him. The chefs were also users, but in a vastly more controlled and focused way; they were nastier, and more intelligent, and also under more day-to-day stress. If the owner was a bad drunk, the chefs were the type of men who would patiently, comprehensively, systematically strip their romantic partners of access to finances or friend networks. She was terrified of the chefs. She worked as a waiter, and was very bad at it. The manager — a very tall, very heavy (not fat but dense, curvaceous, proportions something like a weightlifter or an amazon) woman with long blonde hair and the weary, breezy, ruthless competence of the hospitality professional — took a strange and almost maternal liking to her, and tried to keep her employed even though she was mostly a useless restaurant worker. It didn’t work out as a waiter, maybe she could mix drinks and serve the bar? Or if not that (after two weeks of frustrations), perhaps she could wash dishes in the kitchen? And maybe do some of the easier prep work, perhaps transition into kitchen work, and, who knows, maybe eventually sous cheffing? The manager was concerned that Ella should have keep open the option to pursue a serious career in hospitality, and was very worried about her apparently blasé attitude towards money and employment. So she was moved through these various postings in this terrible restaurant, which she ended up hating even more than the call centre, and eventually ended up in the kitchens, under the eye of the chefs. She is not sure now if they were actually as actively psychotic as she remembers them, or if her general fear and anxiety from the time period is colouring her memories of the time she spent there, which actually are not entirely negative — she loved, for instance, the basically procedural feeling of watching a large stack of dirty pans and trays cycle through the various sinks and scouring and soap processes, and then get dried and stacked up neatly for collection. The psychotic chefs enjoyed that she was good at this, or respected it, or something, and she mostly didn’t have to deal with much violence from them after the first few days. She noticed that the worst of it went to the immigrant prep workers and cleaners, but was far too fearful to confront anyone about this. She found herself in an odd position socially at the restaurant. She looked like a waiter; a young woman in vaguely fashionable clothing (although, it is true, not nearly as invulnerable and bustling as the actual wait staff), but was firmly outer to their clique, as a kitchen menial. Nonetheless they brought her out to parties. One night she had sex with one of other waiters and was so drunk that she forgot the other woman’s name during the act — after this got around even the maternal manager couldn’t protect her (or lost interest in trying), and she was quietly fired. One of the chefs asked her out when he found out, and, even when she lied about having a partner, tried to get her to do lines with him in his car after her last shift.

Her next gig, after a few months of eating less while she watched her meagre savings dwindle, was as an invigilator in a museum. She was brought on in a large influx of additional invigilation staff for a new show that was projected to be the busiest that the museum had ever put on. She and sixty other new hires were walked around the museum spaces, given talks on each of the exhibits by a nervous and blushing curator, and then walked through the fire escape plans and emergency procedures, which memorably included extensive advice on how to deal with active shooters and terrorist attacks, and then a long video of a club burning down with three hundred people inside, which was the single most horrific thing she had ever seen in her young life, and which resurfaced in her brain unbidden for years afterwards and gave her panic attacks when it did.

The show itself was a collection of hundreds of famous couture and costume pieces, mostly from the history of popular film, but also some interest pieces from other places: some of Princess Diana’s dresses for example, early Chanel suits worn by Coco herself; in essence, beautiful garments for a mass popular audience. She was assigned a guard detail at Sharon Stone’s white outfit from Basic Instinct, on loan, like most of the collection, from a private collector; her job was to stop people taking photos, and to stop anyone getting close enough to touch the vitrine that sheltered it. Her main memories are of striking up a few desultory friendships with the other invigilators, many of whom were also studying art or fashion or writing or critical theory or other cheap and reasonably well-respected middle-class degrees of the era (things were very different then), and of great shuffling lines of crowds (the museum was correct, the show sold unbelievably well and was constantly crammed full), and the nearly unbelievable volume of the soundtrack that the institution pumped through the space. The soundtrack was on a loop exactly two minutes and thirty four seconds long, and blasted from hidden speakers throughout. It scored itself into her brain with such violence that she dreamed about it for nearly a year after she got out.

After a few months she tried to quit, and was instead talked into (by that same nervous and blushing curator) running a champagne trolley for the museums VIP donors and board members. She was weirdly good at this, and this was a first for her. She enjoyed being good at it. She learned how to pour properly, how to manage large numbers of flutes, how to talk to the VIPs, how to secure tips, and all the other necessary skills. She wore a cheap polyester waistcoat and bowtie over equally cheap dress pants and shirts, and, without worrying about their cheapness, and to the great amusement of the alteration shop, had these tailored, and admired herself in them. She was well-liked by the VIPs, such that eventually the museum was shipping her out to private apartments to do services there. They tipped her well and she felt like she was making good money during this period because she didn’t know any better. One thing she noticed: she was not good at washing her uniforms regularly. This came as a bit of a shock, she had never had similar problem washing her day-to-day clothes, and she could not figure out where the issue was with this more formal wear. Somehow things got away from her, and more than once she felt that she smelled too strongly to go to work, and had to anyway, pretending that nothing was wrong. The VIPs never seemed to mind, or even notice, but she would notice her own smells of sweat and anxiety, rancid as she moved around the plastic cart, bent over the ice trays, unstoppering the bottles.

She developed an odd anxious relationship with the smells. Days when she had managed to wash her clothing felt like brief reprieves in the stronger and more hopeless pattern of uncleanness. The energy that she spent trying to convince herself to deal with it rationally began to savour increasingly of the self-bargaining of an addict. It was very unsettling. One day it was really bad and the older man whose apartment she was working in took her aside after the event and told her that she had done a good job as usual, but that she really needed to make sure that she was washing her clothes. She had a sort of out of body experience in the elevator on the way down — she saw herself dressed in a waistcoat and bowtie that cost about fourteen dollars, saw the plastic tray with its wheels that stuck or squealed or broke, saw the empty bottles in their aluminium ice buckets, saw the tips in her pocket, saw the calm discretion of the employer, even saw the worthless, spineless curator back at the museum; saw all of this in absolutely pitiless clarity. She never went back to work, and ignored all attempts by the museum to contact her regarding her absence. Then came another long period of not working, and eating less. She began drinking to manage the stress of not being able to afford groceries, and swiftly became very ill, so she stopped, aware that at the end of that illness there was nothing but an early death. The death wore her own face, with a strange expression of triumph. She looked at herself looking back at her that way, and she stopped drinking to kill herself; drinking as though dragging her sensitive body across the blade of the giant’s chef knife in the sky; instead she got a different job, with the help of a girlfriend whose face and name she cannot now even bring to mind.

She started working as a gallery technician, which she was not qualified to do — the nameless and faceless girlfriend, who she broke things off with after less than a year, lied on her behalf — but which she picked up pretty quickly. She installed paintings and painted walls and generally saw to the needs of one of the well-funded public spaces outside the municipal bounds of the city; one of those buildings envisioned as a hub for local communities, as a locus of regeneration and public pedagogy, and as such incorporating a childcare centre, a library, a space where the local youths could skateboard, public computer stations, public sculpture commissions, etc., and pumped full of money from the great and magnanimous and inviolable art sector bureaucrats of the capital. This meant that her wage was nearly absurdly high, and also that the gallery space was overstaffed, and the hours and work passed easily and in good company. She no longer worried about how she smelled, and seemed to have no issue at all keeping her clothing clean.

As she worked in the gallery she found that she had more and more time to spend in her studio; and over time also that scale and complexity the paintings that she was working on was decreasing, subtly but surely, as she developed her ideas about the surface and the application her chosen materials. She no longer needed to carry sections of wall back to the space with her for example — buying sheet materials and having them delivered was sufficient. She could also work into a surface with only two or three (sometime even only one) material, and she found that this relative simplicity actually allowed the compositions to more confidently work their own addresses back to her. She was happy, and actually she was happy for a long time, without interruption. She began drinking again, for fun, without fear, with the whole gang of other gallery techs, who of course were also artists, and who she could talk about painting with in an unconcerned way. Most of them didn’t have much to say really (mostly what she understood was that they wanted to express themselves, that they had realised over time that their arts education had sold them a lie, that they were bitter but determined to live good lives and to keep their high-handed bitterness intact), but one in particular, a young guy with a shaved head and a tooth missing, she found very interesting. Not because he had much to say about painting or his process, but because his paintings were wild and vivid and strange and seemed to her almost impossibly easy, impossibly effortless, as though this young man with the shaved head and the rotting teeth had been able to simply flick or gesture or will the compositions into the world fully formed. He didn’t talk much and she thought that she knew that he didn’t think much either (an overreach on her part, certainly), and that this non-thinking was the secret to his incredible paintings. The one interruption in her happiness in this period was when she asked the shaved-hair artist if he would be interested in doing a swap of paintings and he grinned, embarrassed, and told her that his gallery handled his sales and that sadly he didn’t really have anything at the moment that wasn’t already sold in advance. The shame that she felt on hearing his reply hit her like a sledgehammer and she almost quit this job too, on the spot, but something, some guardian spirit, whispered her recent happiness into her conscious mind, and she was able to contain herself, and shrug it off.

Still, the encounter with the other painter had a profound effect on her. She was now in her final year, and was, in theory, preparing a degree show. She had never spoken to a tutor on the course outside of their mandated visits, in which they let her know by every vehicle except language that they would rather be talking to literally any other student. So mostly her ‘preparations’ where made in a strange state of innocence and naiveté which she herself was unaware of, but which the tutors and perhaps also the other students (she was never fully sure) would mark on her, the way the champagne VIPs had eventually deigned to tell her that she smelled bad.

This was also around the time that she had met the others properly. Caitlin had been watching her newer paintings appear in her studio, and stopped by one day to talk to her about them. And then the next week she (Caitlin) had invited her (Ella) out to the pub with all the others, and they quickly became friends and confidents. It was the friends who had actually let Ella know the details of what she would need to prepare for assessment and installation in the upcoming show, and after this she became quietly but intensely grateful for and protective of her new friends. Caitlin also started lending her money when she needed it, and she somehow (probably it was an act of pure will) avoided the burying shame of these transactions. Maybe because Caitlin was kind, serious, transparent, and no-nonsense in all of her dealings. Ella felt that she had found a foundation on which she could anchor herself. It is around this time that her memories start to take on a stable and properly temporal and indexical pattern.

She said none of this to the friends sitting around the table, but the thousands of painful and beautiful (she still finds them beautiful) images bubbled through her at light speed as she listened to them talk about whether or not they remembered what they did for money in those early days. Caitlin and Sally say they do not remember at all — true in Caitlin’s case, not true in Sally’s. Michael says he was an intern and then a junior editor, which is true. Beth says she worked in a theatre, which is true. Simone says that she didn’t need to work then because she was on an allowance and staying in place owned by her family, which is true.

We will run through each in turn.
























Saturday, 5 September 2026

Satans

 

In ancient times when the codes of civilisation were being worked from the raw stuff of human sociality there were great kings and wild beasts and they ruled their subjects together, in strange and circular lockstep, as gods might rule. 

In those elden days the great kings and queens fought with monsters from the deep chaos and named them Destroyers; for whatever they gazed on, that thing died. They named them Deceivers, for they wore the skins and took the souls of men; they named them Ruiners, for they went about the world tearing down the cities and walls and great temples and libraries. After many centuries those terrible beings were slain or sealed away at great cost of life.

The monster destroys the polis that is the world.


-


Great Satan

A core extremophile with the plastic form of a person. The Great Satans were destroyed by the Kings of the World in ages now long past. They have many names in the muddied histories of the ancient days: Chaos Thanes, Executors, Serpent Men, Slaughterers, Destroyers; in the histories they make ruins of towers and walls, they poison crops and wells, and they burn armies to cinder and charred bone. 

A very tall, very thin, apparently human body slick with oil, mud, stinking gasses, and other effluvia. Wrapped around in jewels and metal chains from the centre of the world. Steam cascades from their bodies and they are surrounded by a halo of shimmering heat. The face is smiling, old-and-young, cruel, penetrating. There is a grinning, shrieking serpent between their thighs - true for male and female Satans - and another in their mouth in place of a tongue. 


HD14, Grasping Hands that crackle with the unmaking energies of the core (roll to-hit as unarmed, damage as per SORCERY, detailed below) and SORCERY, a Treated Skin wrapped around dense, liquid iron (AC 20, DR2), movement: as person who can be without a skeleton when it would benefit them, disposition: unmaker of the intelligible world. In addition: petty and cruel. 


The Treated Skin allows the Satan to maintain a glamour and appear genuinely human while it is intact. This also suppresses the great heat within its body, and all other tells of its true nature. The Treated Skin can assume the face of anyone who has invited the Satan across a threshold, or entered into any form of oath or legal agreement with it. One hit (or a turn of using SORCERY) is all it takes to tear the skin and destroy the glamour and reveal its unglamoured, though still humanoid, form. As the skin degrades further the true body of the Satan is revealed: a huge, thin, hairless ape, with skin of molten iron and a face and hands that subdivide into an increasingly fine forest of waving tendril manipulators and sensor probes. 

Twin Serpents: the serpent in the mouth can speak with anyone's voice, and knows all of your secrets. In combat it deals d6 fear damage per turn to everyone in the combat who doesn't have their ears stopped with max or similar. It can also forgo this damage to make an attack (its to-hit is +4) and a medium weapon. The serpent of the loins is a poisoner, and its venom can permanently foul water sources and fertile cropland. In combat it makes an attack like the serpent of the mouth, but in addition to weapon damage the target must save CON or die.

Dense Metal: a Great Satan can move anything made from magnetic ore towards itself or away from itself (must choose one or the other per turn) at high speed. This ability has a range of 50ft, and can pull weapons out of your hand etc. Small objects like swords or lanterns fly the full 50ft in a turn (you can make a STR save to keep your grip on them), larger objects (people in armour etc.) move 20ft per turn and must save to keep their feet. 


SORCERY

Great arcing discharges of energy, fire and lightning, reeking expanding gasses, roiling stuff of the inner hells. Sorcery is an area of effect, with the following effects on beings inside it (excepting the source of the SORCERY)

  • 6d6 radiation damage per turn, with a CON save for half.
  • blinded and deafened while inside, and for d6-CON mod afterwards. 
  • flammables are set alight, paper is destroyed, weapons and armour are damaged.
  • corpses (including those slain by the SORCERY) are raised, and act for a single turn under the control of the one who commands the SORCERY, after which they are burnt to ash and destroyed.
  • no lie can be told inside an area affected by SORCERY. 


A Great Satan may lay down any AOE of sorcery that they wish, although the whole of the AOE must be visible to them. They can lay down as many zones as they wish per turn. Each zone laid out this way takes a full turn to charge up, and then takes effect from the next turn, for however many turns the Satan wishes. You will know which zone has been designated because it will start to heat up and feel dense with energetic charge. Any adventurer will recognise that something very bad is happening, even if they have never seen SORCERY before (read: make sure your players know that these AOEs are death zones).

For every turn that a Satan uses its SORCERY (not on the charge up turn, only the turns where the SORCERY is taking effect), it loses 2d6 hp as it burns up in the act of channelling such vast energies. 

Satans do not experience interiority or selfhood, and do not fear death at all. They will prioritise killing over survival every time. If any of these terrible beings have survived to the current age they might be found in the great subterranean palaces of the Red Apes




Lesser Satans

Strange humanoids who occasionally venture up from the depths of the underworld. They claim to be people, but when interrogated fabulate memories from many different lives. Their origins are obscure, and they are usually killed on sight by right-thinking adventurers and other surface dwellers.

Lesser Satans are tall and thin, with exaggerated, neanderthal-ish facial features. Like the Old Heroes, they tend to inspire awe and fear in modern humans. 


Unlike most adventurers, (and like the Old Heroes and Royal Woses) Lesser Satans roll stats with 5d6 down the line. They are not balanced for 'normal' adventurer play. Their starting HP is 20 + their CON mod, and their unarmed punches hit as heavy weapons. 

Angels, demons, and any other being of Law, will attack you on sight. Pious people might also do this is they become aware of your origins. Apes (not surface converts) tend to have a wary respect for Satans. Serpents consider you an ally; perhaps even an old friend. 


Gear: a cape of strange, shimmering material; strong, light, and insulating. Usually white or a bright primary colour. Otherwise heroically nude. 

Skills: none. Amnesiac, no memories of your life before you wandered up into the upper hells of air. 


A: SORCERY, Geas, Seeming
B: COMMAND
C: ILLUSION
D: WORDS OF POWER


SORCERY: you have the command of terrible forces of the core. This functions identically to the SORCERY section in the the entry for Great Satans above, with the following differences:

  • You do not need to 'charge up' your AOE for a turn, but take d6 fatigue in addition to the 2d6 damage per turn you use SORCERY. 
  •  To begin with, the only AOE you can place is a 60ft sphere centred on yourself. You can spend a turn channeling SORCERY to make this AOE more precise, in the following steps: a 90 degree cone 60ft long > a line 60ft long and 10ft wide, emanating from you or a 30ft sphere AOE anywhere in your LOS > an arbitrarily thin beam that travels for 1000ft or an individual you can lock eyes with. For each template in Lesser Satan you posses, you may choose to begin this track one position further along. 


Geas: you cannot lie, and cannot willingly harm anything if you have not first informed them that you intend to do so. Shouting 'ALL SHALL FALL BEFORE ME' or 'BURN, WORMS' as you kick the door in and turn into a human tesla coil is acceptable for the purposes of the Geas. 


Seeming: you can remove the face of someone who has lied to you, invited you to cross a threshold, or entered into a legal contract with you, and make a seeming from it. This takes a day of work with the face. You can wear the seeming and appear to others as that person. Your voice and appearance, other than your face, are not changed. The seeming is fragile, and is permanently destroyed if you take damage of any kind while wearing it. 


COMMAND: you have an awful majesty at your shoulder and in your eye. You can use SORCERY to command someone who can understand you instead of laying down an AOE. They can save CHAR to resist, otherwise they obey you for a turn. Anyone who has ever lied to you fails the save automatically. Does not work on royalty or priests (angels are not priests). 


ILLUSION: When someone fails to save against your COMMAND, you can inflict up to [templates] of the following effects on them, which last for the rest of the combat (or one hour if it becomes relevant). PCs and other powerful individuals may save INT to nullify one effect per turn. The target:

  • Rolls to hit with disadvantage. 
  • Takes d10 fear damage per turn. 
  • Has their movement direction and speed both randomised or the ILLUSION wielder chooses either the speed or direction. 
  • Has their attack target randomised. 
  • Takes 1 psychic damage per turn. 
  • Cannot attack a single target at all, chosen by the ILLUSION wielder. 
  • Becomes immune to fear damage, and unable to test morale. 
  • Has their melee attacks count as Vorpal. 

These effects are written for use in combat - ILLUSION outside of combat may have more subtle and long-reaching effects, to be determined in discussion with the DM. 


WORDS OF POWER: your COMMAND ability can now be used on stone, metal, fire, water, electromagnetism, and radiation. Against these targets you must expend a use of SORCERY per word of the COMMAND, which will never be contested. 









Saturday, 29 August 2026

d12 Starter Jobs for Baronial Mercenaries

 

This post for the lovely Squamous, who asked for 'giant rats in a dungeon' style starter quests for baby mercenaries. I've taken this to mean adventurers, as mercenaries and adventurers are slightly different social niches in the Barony, admittedly with plenty of crossover. 

A note on levelling in Barony: I consider D template to represent a fully developed and talented professional, not a reality-warping, fate-bound hero. There are a lot of talented and experienced professionals in the world. You're not that special. You probably get your A template after something like boot camp or a bachelor's degree or an apprenticeship. 


Paying Jobs for A Templates

  1. Church Fixer. The Church is constantly looking for deniable people to fill contracts - they pay reliably, often have work, will provide you with logistical support and a safe house after the fact, and are societally acceptable, even lauded. Many (even most?) adventurers get their start doing contract work for the clergy. Note that, for reasons unclear, people who go into the adventuring life have roughly five times the average chance of coming up in the proscriptions. 
  2. Service in the Provinces. The petty nobility are always looking for people. You make your start in the kill teams, and if you're worth taking on could end up employed in the noble house troops. Most kill team captains have a second role as recruiters and talent scouts, so if you're good and reliable you can expect to be noticed. 
  3. Mercenary Work. Actual bands of actual mercenaries are often recruiting, especially during times of inter Kingdom warfare. Mercenaries do not suffer much attrition in peacetime, but during the wars they will suddenly need large influxes of fresh blood for the foot companies. If you're big and tough they might train you as heavy infantry. If you're quick and tough (and a bit insane), you could become one of the Arditi. 
  4. A tour of the Eastern City. Essentially mercenary work but tightly centrally organised and codified into 'tours', with fixed pay, responsibilities, and perks. The fight against encroachment from the Forest of Worms is endless, and the Eastern City always needs fresh people. This is a very stable form of adventurer work, but it is also very dangerous. Large worm attacks semi-regularly break through and massacre whole sections of the city. You can expect good pay and lots of professional mentorship on an Eastern tour. 
  5. Merchant's Hand. The vast majority of merchant commerce in the Barony is conducted by sea, but there are small regional caravan importers who move goods from the coasts and rivers into land-locked townships and cities. As a Merchant's Hand you will be primarily a guard, but also a porter, stevedore, accountant, and often a confidant and advisor inside the operation. Particularly lucrative land-trade routes are concentrated in the Northern Barony, controlling the importation of luxury good from the mountains, and in the South, where most of the nomad clans lack harbour infrastructure to facilitate sea trade.
  6. Close Protection. Personal bodyguard work is ubiquitous in the Barony. As a baby adventurer this will probably look like getting hired on as part of a staff of security professionals - people who are wealthy enough to afford bodyguards are generally looking for more experienced fighters to accompany them in person. There may be light intelligence and recon work involved, in addition to fighting and food-tasting. Close protection work is publicly considered one of the most reliable and effective ways of acquiring useable combat and tactics training. 
  7. Adventuring/Undergrounding. Duh! This is the classic; what everyone thinks about when they picture an adventurer. It involves finding ingress into the underworld, venturing within, and wresting ancient treasures from the claws and teeth of the terrors that dwell there. It is extremely, extremely dangerous, but groups often do emerge with fortunes equivalent to the risks. It is not at all uncommon for a group of youths to hit lucky, and retire for life after a single delve. As such, 'undergrounding' is an evergreen sirensong for young men and women who believe themselves possessing of mettle.
  8. Paper Men. A particular brand of merchant/adventurer who travels into the deep South with paper, to trade with the mentats for sugar. Southern Sugar is such an absurdly expensive trade good that you can make good money as a Paper Man very quickly, but you also paint a huge target on your back for thieves along the route. Small and terrible wars are fought by desperate people along the coasts and the interior roads, and various gangs and criminal groups do their best to extort and control the trade. It is, famously, safer to make a modest living selling gear to the hopefuls making the trip. 
  9. Field Research. The academics of the capital are often need adventurers to accompany them on research trips - this can be into the earth, to the extreme edges of the world, off into dream, or anywhere that catches the questing, restless minds of those great seats of learning. Undergraduates generally do not have the funding to hire more experienced mercenaries, and many adventuring parties born from the field research of a successful graduate thesis. 
  10. Dream Partisan. The Dreamlands hold many competing factions, and many dangers. Sensitive young adventurers might travel there regularly and acquire information, favours, and prestige in that realm, which can in turn be sold on or used as bartering chips in the waking world. Groups of dreamers are stereotyped as desperate addicts in Baronial society, but their services are in constant demand by the powers that be.
  11. Whaling. The Western islanders are famously slow to trust, but they do occasionally take on outsiders who are able to prove themselves competent and reliable. Whaling can make you a fortune quickly, and monster-slaying is itself a route to a comfortable life in islander society. Many Baronials 'go native' on the Lantern Berth and never return to the mainland. 
  12. Drifter. Not what you might think - a 'drifter' in Baronial parlance is someone who finds themselves in the strange, hazy, gravitational orbit of the White City, and who slowly finds themselves moving northwards with vague plans of acquiring citizenship there. Drifting is not a job; it's more like a pilgrimage. Drifters are a bit like dreamers. They take what work they can to feed themselves, and they head further north. Most of them travel by ship, but there are those who take the mountain passes instead, often for lack of money to pay the fare. Drifters often coalesce into small, armed bands, and are famously prone to banditry and murder on the roads. They are not hated per se, but they are distrusted in most Baronial settlements. Some of them receive tuition in the city and its customs from the citizens that man the way-stations along the route, and they are famous for playing halting rounds of 'the game' with one another as they walk, hoping to be fluent by the time they reach their destination. Drifters who do arrive nearly universally end up in the White City military, trading years of service for the citizenship that they so covet. 












 

Friday, 28 August 2026

Baronial Cities

 

This post dedicated to the lovely Loch, who asked for information on a Baronial city that wasn't the capital. Here are four!


Santephene

The Barony's second city, about half the size of the capital, and situated further south, on the coast. Santephene is famous for producing excellent painters and architects. Its town centre is very old (pre Old Capital conquest), and built almost entirely from a white pearlescent stone, quarried locally, and built into long, thin towers that rise ten or fifteen stories above the surrounding buildings - the 'Sainted Needles'. The Needles were originally built as private or familial fortifications (Santephene of old was a city ruled by warring family gangs), but are now mostly owned by wealthy merchants and minor nobility, who purchase and maintain them as status symbols. They are still very beautiful, but also infamous for being extremely annoying to actually live or work in.

The painters of Santephene are a school or movement of their own, which, in the eyes of capital artists, is evidence by itself of deplorable provincialism. The Santephene style is significantly concerned with portraiture, but of a particular sort: when you sit for one, you give the artist implicit license to 'work out' your features. In practice you sit for a portrait, and then the artist decides if they have fully captured you. If they have not, you sit for another portrait, and the process continues. You only pay once, no matter how many layers 'deep' this goes; a point of pride in the scene. Portrait series like this usually start off as good technical likenesses (the Santephene style tends towards a flat naturalism), but after a few passes of 'working out', can become very abstract indeed. 

The architects of the city are in demand across the whole Barony - the practical school of Santephene is invite-only, and difficult to gain access to. Its graduates build 'mock needles' as graduation pieces - small, thin, fortified towers - and vie to outfit them with the most cunning defensive contrivances. The outer city houses thousands of these needles, built over the centuries from every imaginable material, and each a useable (and indeed, if well maintained, murderously efficient) bolthole for a family or individual.

Politically, Santephene is governed by the so-called Grand Old Family: the Prenox clan. The current Petty King is Prenox Prenox 4, known as a shrewd, laughing, dangerous old man. The Prenox emerged preeminent out of the seething inter-family gang politics of Old Santephene, roughly 150 years ago. Since then they have kept the various great families united through good business sense more than overt force - the streets themselves are famously impossible to police without siege equipment, owing to the unique distribution of needle fortifications. 

Prenox house troops wear bright yellow livery, and uniquely in the Barony do not rely at all on mercenary forces - they call on honour and financial debts from the family gangs in times of upheaval, and can put large armies into the field very quickly.

The white harbours and three great churches of Old Santephene (all built up in the regional style, with many tall, thin, fortified white stone parapets) are popularly held to be the most beautiful in the Barony. 



The Eastern City

Not so much a city as a territory, centrally governed and administered, dotted with fortified villages, staging posts, walls, ditches, and other military fortifications. It is called a city because its distributed population is technically higher than even the capital, and because it provides huge economic opportunity - the various nodes and strong points of the Eastern City are in constant need of fixers, professionals, supplies, etc., and many adventurers make their entire living providing services there. 

The Eastern City is, of course, a defensive position that manages the threat of the Forest of Worms. The Baronials have developed a policy of defence in depth (worms are very good at overcoming fixed defensive positions), constant vigilance, and mobile response to threats. It incorporates the fortified towns and villages and the earthworks and walls that sometimes link them, but also the logistical and farming infrastructure needed to support these. 

In the fort-towns themselves (which can vary in size from a single heavily fortified inn, to settlements of several thousand people) you will find mercenaries, soldiers of fortune, criminals, and adventurers from all across the Barony and beyond. The whole territory is administered by two separate branches of the nobility, the Greysins, who were merchants until recently, and whose ideals are mostly modern, and the Brent-Synon, who are very old, very respected, and very keen to modernise their military. The two clans of petty-royalty have a good working relationship, and their troops keep a tight handle on taxation and criminality throughout their territories. Theirs is the only place in the Barony that is legally out of jurisdiction for the Baronial Agents - an exemption bought from the Baroness with enormous quantities of silver and promises of loyalty and non-specific favours down the line. 

Brent-Synon house troops, as with many of the older houses, are superlative heavy infantry. Greysin's most dangerous forces are skirmishers, medium infantry, and sharpshooters, these latter who carry distinctive jezzail-muskets with extremely long barrels.  


Bryn

Bryn is also called the City of Angels and the City of Iron. It was built atop the largest iron deposits in the Barony, and produces and exports raw ingots throughout its territories. It is wealthy, dirty, and populous. The central city is mostly import/export offices and large and very grand municipal buildings - the smelters, blacksmiths, work houses, suppliers, and other trade buildings are further out, built in concentric rings. The entrances to the mines themselves are in the northern quarter, and the city has grown over the years to incorporate them into its limits.

Bryn is hot, smoky, and loud. Its people consume huge quantities of spirits and working drugs, and are famous for their high tolerance. The wealthy of the city take great pride in expensive public works, and throw parties and galas in the grand buildings of the centre. These are often (though not always) 'open', which means that no one can be barred entrance as long, as they are dressed appropriately. There is a tradition with the working poor of the city to pool money and collectively purchase a single suit of finery, such that one of their number (usually on rotation, or chosen by lot) can attend the 'opens'. There is a whole shadow industry of cheap-but-presentable formal wear here, including designs that can be fitted (using ties and straps) to any body without tailoring. These design innovations hold a strange allure to youths back in the capital - they are considered highly 'authentic' and practical. 

The galas themselves are riotous and violent things. They are policed by soldiers in armour, and people are sometimes killed in the revelries. There are many tales of jacked and roguish workers seducing the scions of the local nobility, of bosses beaten bloody by their employees, of employees whipped to death by gangs of drunk merchants, and of lynchings and shootings by the soldiers when order needs to be asserted. Nonetheless, the galas of Bryn are an ancient and beloved tradition by all who live there, rich and poor. An outsider suggesting that they might be dangerous or volatile will be loudly booed, sworn at, and admonished by any local who hears them. 

Bryn is also the home of the largest single church in the Barony - it is spread across multiple buildings, and the huge central cathedral is built entirely from iron. The miners and the merchants pray there in common, and the clergy are typically raised from their teeming ranks - very unlike most church posting, which are centrally organised in the capital. 

For reasons no one really understands, when angels arrive from the future, they nearly always do so in Bryn - large portions of the church complex are given over to their orientation, care, and recovery from the traumas of travelling. This is also true of demons, but this knowledge is very top secret and talking about it will get you on the Baroness' shit list. 


Vertida

City of glass, city of the setting sun. Vertida was built atop a large hill as a fortress by a forgotten petty kingdom in the southern Barony - most likely as protection against marauding steppe riders. It is now famous for glass blowing and lens grinding, and produces the best optical instruments in the polity. 

Vertida is built in a tiered structure of stone walls, each with its own defensive gate. Stretched out around this central stone superstructure are the workshops and towers and glaziers and gunsmiths. It is called the city of the setting sun because the tops of the houses in the centre looks out over the Forest of Worms, and the steppe in the South, and from their rooftop gardens one can watch the sun drop down into them and stain the world red. The traditions of the city put great attention on eating together on the roof while the sun is dropping. There is a story that says that the first telescopes were built in Vertida to watch the sunset, but the locals will laugh at you if you mention this. 

The city is actually governed by a mercenary company - they were under contract by a Petty Kingdom who vanished form the records about 100 years ago in mysterious circumstances. The official line is that they were wiped out by rivals in a war of assassins, but most locals will say (with  touch of pride) that the mercenaries, sick of mismanagement and lack of pay, killed their employers and bricked the bodies into the walls of the city.

The mercenaries are called The Paragons, and they are wealthy and dangerous fighters. They have constructed fearsome magnifying lenses into the city towers, which can burn buildings and even people and horses at a great distance on a sunny day. Their arms and armour are the red-orange-yellow of the sunset. They are keen students of the methods of total war practised in the North, and reportedly great favourites of the Baroness. They watch the stars at night, and the arcing of the planets, and their temperaments are luminous and calm and fey. 





Gustave Moreau, The Triumph of Alexander, oil on canvas, 1873-1890






Thursday, 27 August 2026

Music for the Setting :)

 

By demand of beloved Bamzo, the top secret Barony playlist.

  1. Bravos in the Capital on summer afternoons, getting drunk and high and fooling around and maybe getting into a fight or maybe trying to steal someone's boyfriend or maybe just hitting the bath house. 
  2. The dragons at the centre of the planet, those who faithful converts who live in filth, whose Word is poison, whose Word is annihilation. 
  3. More Baronial Capital, artists and poets and university days - recruiters and mercenaries trying to secure the talent early, making their pitches. 
  4. Adventurers doing their thing. Serious people having a good time trying to make piles of money together.  
  5. Out in the wilds, in the provinces, with the brambles and the church squads and the old provincials who hate city people. Maybe out near the forest borders. 
  6. What entities sound like when they're optimised to cut people into ribbons and nothing else.
  7. For some reason this was what Fenor Pach from Castle Delusion sounded like to me (lol). 
  8. Bravos, duh. Coded for fun - I love this band. Also wrote DESTROYER nearly entirely listening to the B52s. 
  9. As above. 
  10. This is sort of what the north (yes, the whole north) sound like the Baronials - some notes of the White City War Drone in here.
  11. As above. 
  12. The Forest of Worms.
  13. The steppe country, all the way to the end of the world.
  14. Pre-settlement Baronials. 
  15. THE White City War Drone track. This is the shit that make your ears bleed, and they play it for weeks and months at a time, and you can still hear them breaking teeth through it. 
  16. Academics. 
  17. Artists on their bullshit.
  18. Baronial adventurer campfires. 
  19. Dreadful Combat in the Centre of the Planet. 











Tuesday, 25 August 2026

Naming!

 

Sundered has asked how people name things in their games and paracosms, and many have answered the summons with good and useable advice.

I get quite weird about names - I didn't use them in my fiction at all until quite recently (maybe in the last two years) and defaulted to the old anonymising technique of referring to characters by letters and job titles. You can see this legacy in Barony - there is I think exactly one (1) place name that is not simply descriptive (Rantine). I think it has something to do with my great hatred of canon and nailing specific things down too much.

Nonetheless I DO have names in Barony, and I DO have a process for generating them, it's just nearly wholly vibes-based and as such not really scalable like the methods that a phlox or a loch would use. I don't have the history or anthropology training and interest that many of the glogcrew do, but do I intuitively know the correct and incorrect answers to questions like 'What is this adventurer called? What would they be called is they came from the Southern Steppe or the Northern Hinterlands?'  

  • In the first instance, I enjoy using simple and common names - in the Barony mostly period English names. There are lots of Thomas' and Rosemarys and Ellas and Charlies in the Barony.
  • I like non-name names: Tuesday, Range-Finder, Zero, etc.
  • I like plays on common names that sound vaguely derived from them - Selinae/Selanon, Pheltigor, Perin, Tinter, Bellagratis, Gloran, Greysin. This is by far the majority of names in Barony. I don't really have a method for them, I just try combinations and permutations until something fits. 
  • I like stealing names wholesale: Executioner Smaug, Rom the Strangler, Beren (the useless camp follower), Ajax, whatever. Steal names. 
  • I like throwing sci-fi sounds into this mix: Syrax, Tenser, Pentax, Cyclon, etc. etc.
  • Fun titles. Dame the Vivisector!


This mix is the one I use for the Barony proper. It it modulated, but not wholly supplanted, as you move North and South. As you move South, they get a little more French/Welsh, and Arthurian sounding (one of the funs things about the current campaign has been formalising this with stuff like Ysolde and Gwynnfainn - I think the Southern Nomads use the very French Stuff, and the Northerners use more Welsh mixed in with Baronial classics. Lots of culture-mixing on the steppe borderlands). The sci-fi titles start sounding more like villains as well. You'd probably find Southern Mentats called shit like Drax Isabeau or Zardoz. 

As you move North, you get into citizen names - in the White City they all call themselves Citizen, and tend to have short, one and two syllable names attached, which are widely used. You're expected to be able to indicate who you're talking to using subtle context clues, and it's rude to refer to someone by name and allow ambiguity to remain. Citizen names are a little bit Italian/Spanish (Alfon, Pedar, Luza, Marin, Bucet, Primyn, Cresca) - in a reserved and tasteful way, unlike the bullshit fake Italian and Spanish names of the Ape Academics of University, who are called things like Don Remmazzio Delatonarre, or Don Simmoniaccaria Zanzidor.  

Bravos have one word hunting names, that they think sound tough: Shin, Stoker, Thorn, etc.

Mountaineers, angels, demons, and the clergy (and quite a few normal Baronials) use virtue names: Lucidity, Clarity, Deftness, Distinction, Targeter, Courage. 

Old Capital names are fake (and sometimes just lifted real) classical Greek and Roman: Kyton, Bacchon, Aximander, Penelope, etc. 


I think that's it! I once (actually quite recently) tried to write name lists for Barony and it made my eyes bleed - never again. 







Saturday, 22 August 2026

Oracular Practice

 

The other day I wrote a bit about running my current game - one of the things I discussed very briefly was the introduction of controlled randomness into a storytelling space. In our hobby this is done with the simulational machinery of the game world - the dice form the foundation, and are spun out into tables, matrixes, resolution mechanics, etc. What distinguishes games writing from prose writing? For me it's the way it introduces bounded regions of indeterminacy into a text. An adventure location or module is explicitly nearly entirely indeterminate states, to be 'completed' by the characters as they navigate it. Character creation may have randomised elements - the bounds are set by the writer, who defines a range inside which this 'type' of being is exposed to this or that variety of gear, abilities, circumstances, etc. We are good at pattern recognition - we read the indeterminacy textually, and it tells us something about the world we are all inhabiting together. 

You can do this in prose writing, but in vastly less efficient ways. You could literally say something like: these types of people are largely predisposed to this sort of activity, but there are some exceptions that instead prefer x and y. You can also try to invoke the feeling of the indeterminate state of specific character: it's not well documented who these people are, their practices and origins are mysterious; sometimes they are described as x, sometimes y, and more rarely as z. There is some sense that keeping a natural voice (instead of breaking out into a table, or dice notation) stops something from rupturing - you are still inside literature (that is, you will compose and be read under a certain heuristic, or with a set of very widely-disseminated and agreed-on shared assumptions), and not inside games writing. I think this is probably true, but I find it interesting to think about the artificiality of the distinction. 



The Iranian philosopher Reza Negarestani talks often (in my reading of him, mostly in Cyclonopedia) about 'infection' or 'implication' or 'opening oneself to' or 'complicity with' an outside. The complicity of the book's subtitle is of this sort - one enters into (reader or writer, there is a sort of levelling process here - the writer is already fully complicit and so cut away or damned; the reader is given a choice as to how far they want to take things by continuing to read) a 'complicity with anonymous materials', and in so doing, opening themselves to the inhuman (as in literally inhuman, not inhumane or bad or cruel, though they do certainly have their cruelty) logics of the outside. This is a radical and ungrounding movement - elsewhere he talks about 'pure intelligence' in similar terms, as something one might move towards and be opened up by, by the practice of reading (and crucially, thinking) philosophy. 

The cruelty (or danger, if you are the writer or reader) of a Negrestanian 'outside' or a 'pure intelligence' is not a directed, reasoning, torturing one (although he has some fun with thinking about what that might look like in Cyclonopedia, when he talks about the sentience of oil/the Middle East) - it is systemic, pattern-based, unreasoning, and non-sentient. You cannot 'think philosophy' effectively if you are unwilling to open yourself up to the logic of pure intelligence (which of course has nothing to do with people being more or less 'quick' or 'smart' - it's a total state of cognition, and in my amateur reading it feels comparable to but crucially distinct from something like computation), but in so doing, you necessarily expose yourself to ungrounding and cutting up and dissolution. These things are not good for humans to be exposed to (gung ho young men proclaiming their own mastery of or closeness to cruelty/pure intelligence/whatever verbiage they've picked up recently are one of the most unpleasant parts of reading philosophy at university, and also one of the surest tells of individuals not yet having been exposed to the forces under discussion), so exposure to the logic of philosophy must be carefully managed (even managed with kindness).

There is a section in Deleuze and Guattari's 1000 Plateaus where the authors explicitly state: 'now is the time to multiply practical warnings'. They say it while discussing how one might build themselves a 'Body Without Organs', which I always pictured as a sort of thought-pattern-machine by which one could live alongside and manage exposure to an outside, without too much damage being done. It is telling that they care to warn you against a gung ho approach - one of the many things I love about these two writers - because they know that being all-in about something like this can lead to. I have a couple of friends who've confided to me about psychosis and other difficulties that were exacerbated by attempting good faith engagement with this type of thought - it's no fun (although reading about it an be enormously fun and very sexy), it's work. For D+G I suspect (again, I am an amateur reader) that it was work against capital, and against capture by its sense-making - fun doesn't really enter into the discussion, although love and joy (as examples) certainly do. 

This is all to say that an outside, or a logic of ungrounding, is a potent and extremely interesting material to work with in writing - probably(?) the best approach to doing so seriously would be philosophy, but I write fiction, and find my enjoyment using the tools I have to circle around these things. To bring things full circle, I suspect that the 'region of bounded indeterminacy' that games writing hinges on with its tables and resolution procedures is an interesting technique for managing contact with an outside, a non-human (or non-linguistic) regime of sense. Combinatorial logics, infinite series, structural repetition - all of this can be described in prose, but not efficiently. We actually have the tools to do this efficiently ready to hand. I have no idea what this means for writing OSR games (lol), but it has been on my mind. 



After the post on Brythwin, Weird Writer put up a very interesting piece of writing about oracles. In my post I had mentioned the theory that oracular practice can lead to better decision-making, by systematically opening up the mind to interpretive solutions and unexpected first principles. In her post, WW gets to the point immediately - you don't ask an oracle for a second draw, or a second prophecy. To enter into the oracular contract/logic, you are tying yourself to that logic - you submit to the bounded indeterminacy that the system has cultivated (because all oracles work within a system of referent images - you are not 'purely' ungrounded), and also submit to its primacy. A hero might be clever with the prophecy, but a hero would never simply roll again if they didn't like the response. There is something in here about cowardice, dignity, fortitude, virtue - I suspect that AI chatbots and algorithmic content feeds and many of the other artefacts of our current moment that feel so sinister are created by people that would see no issue in simply rolling again on the oracle, if they thought no one was watching. It's amazing to me that someone could not see the absolutely abject failure here: you don't fail when you get a bad prophecy (though it may destroy you), you fail when you lack the courage to genuinely open yourself to its logic - if it's only risk when convenient, you've already failed.

When discussing in the Rainbow server, WW further mentioned an artist (I have embarrassingly forgotten who this was exactly it was Austin Osman Spare!) who had an idea: that everyone ought to draw their own tarot deck. A wonderful idea, and one that got me thinking in broader terms: how might one invent one's own oracle, or oracular system? If submission to an outside is a good thing in controlled doses (and I believe that it is), how would one go about controlling the dose?

It seems to me that what you need is a picture language, and a mechanism for generating semi-random states (shout out to this lovely post, which, among other things, talks about how to roll a dice in prison, where dice are not allowed). 

A picture language: this does not need to literally be a set of images or pictures with meanings, a la the tarot. It could be a series of states (as in the Book of Changes) with correspondences between them, a cast of characters (if the liver looks this way, then Hera's mood is such and such), or whatever you like. I think the important thing is that it comes from you yourself - that it has personal significance, and that you can elaborate on it in your own time. I would also say: that you can trust it, and trust yourself not to simply change it when it tells you something you don't want to hear. This probably means that the images in the language will need to find purchase at the level of human truths - love, alienation, ageing, fortune, labour, friendship, etc. Anything above this 'level' (I suspect) will be too specific to be usefully interpreted. 

A mechanism: dice, a deck of cards, the ways the birds fly, the liver of the sacrifice, anything you wish that gives randomised, structured feedback, and which can be associated with this or that image or state from the picture language. The combinatorial machine - the bounds that you set on this will limit your exposure to its inhuman logic. If you desire to create a mystical attachment to your own interpretations, you could use something fuzzy or difficult to cleanly demarcate. If you desire to create a pattern game, and have the interpretation come later, something like dice or cards are probably more appropriate. 

My sense is that it does not matter at what point in the process the interpretation happens, except that this style of interpretation suits you personally, and has been developed by you for your own use. Fuzzy images or fuzzy relations - both of these will work fine, and each will have its particular savour. 

The point is to develop something true to yourself; one might seek guidance or tuition (and I think that one should - no human society in history has failed to develop an image of a wise mentor), but the work must, ultimately, be done in isolation. You are the only one responsible, for the very good and potentially also the ill. 



I don't know how I would approach this myself - I think that it's probably one of those things (like any practice worth taking seriously; writing, painting, whatever) that ends up being the work of a lifetime. We have high visibility examples of people who have developed a system for themselves and successfully marketed it to others - my wager is that doing this creative work yourself, setting the appropriate bounds, managing your exposure, managing your relation to the picture language etc., is more fruitful that reading someone else's attempt. The very great systems in history are guides and foundations, and I imagine that the very great oracles had personal relationships with those vast and sprawling edifices of tradition and procedure. 

I could attempt a quick list for a personal picture language:

  • A human torso, with the frame cropped such that the limbs are not visible.
  • A 'net' of jewels, that can be placed in front, or behind, any other thing.
  • The sharp point of the needle that slips beneath the skin.
  • A human face with its eyes and teeth opened too wide, a sort of demon.
  • The sun, the sunlight.
  • The image of loneliness, distinct from a second image of alone-ness.
  • Death, of course.
  • The interior of the body, opened up by illness - a sort of red landscape of sores. 
  • Smoke, steam, fog, mist - like the net of jewels, a framing image
  • The shared meal, distinct from a second image: the solo meal.
  • Chemical stimulants.
  • The whole body, understood as a sort of sorting or processing engine - its flows easy and uninterrupted, and its various limbs, organs, and metabolic systems working as they should. 


I've found these over many years of writing and paying attention to what coheres and what remains in the wake of this or that particular attempt. I suspect that I will need more to build my oracle. 

As for the mechanism, I haven't found a good one yet, and so am at the mercy of my own preconceptions, desires, wants, obsessions. Discovering a semi-random mechanism to slot into the image language feels like a worthwhile project. I never used to like the Oulipo adjacent experimental groups, but as I get older I suspect that this is the sort of thing they were interested in and gesturing towards in their very self-conscious formal play - there are plenty of painters that end up here as well.



Thank you beloved Weird Writer for prompting this set of thoughts! 








Friday, 21 August 2026

Bring Me the Head of Sapphon Delayer

 

CW: femicide


The capital is abuzz - rumour says that the poet Sapphon Delayer has murdered his wife, the poet Tinter Briar, in a drunken argument over royalties. 

Sapphon has been heard admitting the deed with his mercenary companions, but publicly he denies it, and claims that his wife has abandoned the capital with one of her lovers. Tinter herself is nowhere to be found. 

The great poetess' friends and allies understand the truth of the situation: that Sapphon is too well ensconced in the military and political machinery of the capital to be vulnerable to the investigations of the Baronial Agents. While proof of murder remains illusive he is legally untouchable, and knows it. 

Tinter's publisher, Elder Wass, has collected 2000 silver pieces from those who loved her, and put the word out among the poets, artists, and bravos of the city. The lucre will go to the one who can: 




BRING ME THE HEAD OF SAPPHON DELAYER




Sapphon and Tinter lived together just outside the capital, in an aging and decrepit stone house gifted to them on their wedding night by a wealthy patron. The house is well known to the delinquents and aesthetes of the capital; the parties, readings, and shows thrown here were the stuff of minor legend. It is no fortress, and the ancient stone walls will not seriously inhibit any attempt to gain access to the grounds.

It is around 10pm, and Elder Wass' proclamation was made this very evening. In addition to the PCs, the following groups are making an attempt on Sapphon's life, and angling to get that head:

  1. Euron and Phelter 
  2. Bliss
  3. The Telamont Boys
  4. Fia's Party


One of these groups, determined randomly, will be already present when you arrive, squatting behind the stone wall at the back of the property, and whisper-arguing (unless it's Bliss, who will be here alone) about how best to handle the assault. 

Each d10+5 minutes after game start, another group will arrive at random, until all are present at the house, searching for Sapphon and trying to take his head. Their temperaments and gear can be found in the Dramatis Personae section. 


The House

The house is two stories tall, and has thick stone walls, glass windows, and wooden doors. All doors and windows are unlocked. 

The front garden is long grass and brambles - out the back are tilled vegetable patches, two old fruit trees, and a freshly dug grave. You won't be able to excavate it without being heard by the inhabitants of the house. The whole property is surrounded by a low stone wall about 4ft high, with two wooden gates in it - one at the front, and one at the back. The front gate is watched at all times by Balder the sharpshooter, who is currently posted up on the roof with his musket, invisible in the darkness. If he spots you approaching, the sharp-eyed will mark the glow of his slow match as he takes aim. 

Inside are the rest of Sapphon's mercenary friends, who he has called to his side as protection until the 'little drama' blows over. The mercenaries are detailed in the Monsters section. From the outside you can see black silhouettes moving within - if you fire on or otherwise attack one, randomise its target from those available.

The layout of the house is as follows:


The House, 5ft squares. Ground floor on the right, upstairs on the left. Click to make it bigger!


Rooms:

  1. Reception/Main Room. Large windows to the north and south, and well stocked bookshelves installed around the walls. Poetry from all over the world, but also novels, plays, technical books, and religious literature. A large wooden table in the centre of the room, with six comfortable chairs. 5 Baronial Mercenaries and 3 Arditi are sitting or standing around the table, drunk, gambling with dice, and counting and recounting a small pile of coins: 314 silver - the royalties from Sapphon and Tinter's collection.
  2. Study. A beautiful desk and plush chair, installed beneath a large bay window. Inside the desk, good quality paper, ink, quills, and an expensive steel pen imported from the White City - worth 35s, and useable as a -1 light weapon if you want. The desk is sticky with blood - this is where the mercs killed Sapphon this morning. 
  3. Cots. Barracks-style cot bedding along the walls, enough to sleep eight. Large windows to the east and south. The furniture is well-made, but spartan. This is where their guests slept when the guest room was filled. Four Mercenaries lie on their backs, trying to catch up on some sleep before they all leave tonight - out of armour, but with their weapons close to hand. 
  4. Kitchen. A large iron stove, wooden surfaces and boards, several well-used knives, a small pile of timber for the burner. A pot of oil, a jar of salt, a small glass bottle of expensive imported red wine. Two Arditi in here, smoking amphetamines and cooking up some fry-meat on the stove, arguing about what to add once it's finished. Blueberries? Fig? Pickles? They really can't decide. 
  5. Greenhouse. Large room with a glass ceiling, full of plants in terracotta pots. Not many of them are useful or edible, they appear to be mostly ornamental flowers. Two Mercenaries in here, high and giggling and making out with one another, blissfully unaware of the world around them. 
  6. Dry Store. Large sacks of grain, hanging cured meat, spices, dried fruit, oil, salt, spirits. About 35 rations in here, none of which will spoil. Otherwise empty. 
  7. Landing. A large and mostly empty room with glorious floor to ceiling windows, and paintings on the walls. The poets had many artist friends in the city, and some of this collection might be worth something. There are sixteen paintings, and each is worth 10xd4! silver if you spend a day in the city finding a buyer. You have to spend the day before you get to roll on the price. Alternatively, Phelter could accurately appraise them for you right here. 
  8. Guest Room. A large double bed, a night stand, a wardrobe (empty). Officer Senet sits on the bed, unnaturally still, watching the window. 
  9. Bedroom. A smaller double bed, a night stand with some chapbooks on it, a wardrobe that contains 8 jackets and various other nondescript bits of clothing. The bed is absolutely sodden with blood, and the smell is overpowering. This is where Tinter was killed. The empty pistol is still on the bed. A Mercenary sits slumped down with her back to the wall and her head in her hands - a single Arditi lies beneath the saturated bedframe, becoming slowly covered in gore. All physical damage in this room also deals equivalent psychic damage. 



Monsters


The Mercenaries

Old war buddies from Sapphon's days as a soldier. He left at a young age, but his friends went career - none of them really like or respect him much any more. They are from several different companies, and in the capital for their own various reasons. Impassive, violent, and calculating men and women, heavily armed, professionally armoured, and completely used to killing other people over nothing at all. 

The mercenaries inside the house are expecting an attack, and will have their armour on and weapons to hand unless specified. 


Baronial Mercenary

Humans with HD1+1, medium warhammer and shield or heavy sword, light dagger, 50/50 heavy and plate armour, 1 in 3 carrying a pistol or musket. Disposition: good morale and hard to spook or intimidate, but not willing to die for the coin in the house. 


Arditi

Professional light infantry, often used as terror troops and infiltrators. HD2, medium fighting knife and buckler, light armour, 50/50 pistols or a single firebomb. Arditi carry climbing ropes and hooks with them, and are famously good climbers. They also carry stimulants for use in the field. Disposition: aggressive, vain, and dashing fighters - still not willing to die, but very easy to provoke. 


Balder the Sharpshooter

An unarmoured Arditi fighter armed with a musket, a medium knife, and climbing gear. A very good shot - rolls with +1 to hit. 


Officer Senet 

Senet is a large, lean Baronial of indeterminate gender, dressed in expensive plate and wearing a full face of professionally applied cosmetics. Senet is completely hairless, including eyelashes and brows. Their teeth have been replaced with sharp crystal dentures, worth 60s if you could pul them out in one piece.

HD4, bite as light, or as heavy in a grapple (this attack can be made freely in a grapple), plate armour. Disposition: calculating and ruthless. Thinks of people in terms of use value. 



Dramatis Personae


Euron and Phelter

Euron and Phelter are old friends of Sapphon and Tinter's. They can't quite being themselves to believe what's happened, and have come to confront Sapphon and learn the truth. If he confesses the murder to them, or can't give satisfactory explanations, they will kill him and claim the bounty. Neither is expecting a hostile reception from the mercenaries - this is all just a big misunderstanding. 

Euron has HD1, carries a medium hangar sword, is unarmoured, and shares his body with an entity he has has never revealed the name of. The nameless entity can blind everyone that it can see through his eyes, for as long as he can see them - note that it blinds everyone that he can see, he cannot pick and choose targets for this ability, though he can switch it on and off.

Phelter has HD3, carries a medium cane sword and pistol, and wears medium armour. She deals an additional 2d8 from ambush in melee. 


Bliss

A poet of some standing in the city, and one of Tinter's best and most trusted friends. Bliss has a strange, wrinkled, bestial face, enormous strength, and beast-like fangs and claws - she is a beast, or fast becoming one, which is very strange because she has never been a soldier as far as anyone knows. She writes poems with a famously detached and precise style, and is well respected in capital society. She is here for revenge, which to her means hurting Sapphon before she kills and eats him, and, as a wealthy woman, doesn't care at all about the head or the money attached.

HD4, claws as light weapons, bite as heavy weapon. Light armour worn beneath expensive, fashionable clothing. Roars when she kills something, which forces a morale check on enemies in combat. Has 1DR against weapon attacks. 


The Telamont Boys

Fanboy bravos and themselves amateur poets, here to do a good deed and make a bit of money in the process. The Telamont Boys are spear-affiliates of the 52 Girls, and not well established. They study literature at the university. All five of them are here: Tenna, Burr, Belit, Sisoon, and Poulindred. They are clever and capable fighters, but seriously out of their depth against the mercenaries. Bicker constantly with one another, and are genuinely courageous and heroic.  

HD1, light cross knives and medium steel clubs, light armour, harlequin half-capes, white ape masks. Skilled in acrobatics, stealth, and climbing. Disposition: somewhere between The Warriors and the Scooby Gang. Will freak out if comrades start dying. 


Fia's Party

Fia is a professional, and will approach the problem of getting the head without sentimentality or over-complication. She and her crew will set fire to the house, and shoot whoever comes out - if they can, they will block the doors from the outside before they do so. They have bought oil and guns for the purpose. They do this sort of thing a lot. 

Fia has 3HD, a heavy spear, a musket, and heavy armour. She is also carrying 2 petrol bombs. 

She is accompanied by 8 bandits with medium spears and medium armour. Four have muskets, and the other four have a single petrol bomb each.  



The Truth

Sapphon really did kill Tinter over the royalties. He always considered his writing superior to hers, and convinced himself over several bitter weeks that he was the sole reason that their collection sold at all. When Tinter laughed at this he shot her dead. 

In the days that followed he became panicked, remorseful, and delusional (he maintained that she had made him do it), and gathered the mercenaries for both protection and emotional validation. After a few days of putting up with him they cut his throat and buried him with Tinter in the back garden. That was this morning. Now they are getting ready to strip the house of valuables, including the (meagre, as it turns out) royalty payment, and leave for the southern petty kingdoms later in the night. They don't know about the bounty on the head, but fear the vengeance of Sapphon's many enemies. 



This post is courtesy of beloved Xeno's 'Baronial Poets' prompt.