Showing posts with label fantastic diseases. Show all posts
Showing posts with label fantastic diseases. Show all posts

Sunday, August 16, 2020

Lamplighters: Darkness

"Intan, shine your spotlight over toward that mass over there please."

"What the hell is that, Doctor?"

"An umbral mass that is undergoing the final stages of absorption."

"What did it used to be...?"

"It could have been a cow. Or a freight train. It gets difficult to tell. Come this way now, please."

- Radio chatter from a routine field work assignment at the Elu Igwe Land Reclamation Front


 "All that is, is kith and kin. All is stardust. As moon reflects sun, we reflect moon.

Darkness gave way to light, absconded with it, and shall yield it again soon."

- "Prayer against the Dark", Kith of the Moon


The human instinct to fear the night once served a valuable role in self-preservation.

Now, with darkness ever-present and deepening, it is perhaps humanity's greatest distraction and detriment.

Learning to temper one's fear of the dark with a healthy amount of something else--stoicism, hate, prayer, professionalism, the list goes on--is a vital lesson that no one grows up without. Even in the heart of a settlement's pallite processing facility, the dark is never very far away. Exhausting, miserable vigilance is the only way forward, even if "forward" only leads to a slightly more delayed death.

Of course, one can't get along with plucky determination alone. One has to know the enemy.


Qualities of Deeper Darkness

Everyone learns about the mechanics of that which perpetuates the Long Night differently. Some lucky enough to receive a formal education are taught about its dangers in the form of lectures and texts. Most learn more informally from parents or other community members growing up. A few learn firsthand, and a few of those even survive.

Deeper Darkness (DD) is a phenomenon that breaks most previous understandings of physics, thermodynamics, and a slew of other fields in ways that are still being accounted for, decades after its first appearance. This has not stopped certain, more practical pieces of information about it from becoming common knowledge today, fortunately. What little is known about is as follows:

It is Spontaneous

DD does not appear to stem from any single source. Any shadow, if left undisturbed by light for a long-enough period of time, has a chance of generating a patch of DD. Controlled experiments with pallite cannons have concluded that the probability of DD generation increases exponentially over time until it reaches 1.

The speed of this increase varies considerably depending on circumstances that are not fully understood yet, but which likely include preexisting local DD density- this is why it can spread rapidly in trackless wilderness, but is relatively manageable when it appears in an untouched storage room in a populated area.

On average, DD can manifest anywhere from minutes to weeks in a darkened area. Shining a light upon a darkened area, even a low intensity one, is sufficient to reset the clock on generation so to speak. Only sustained, direct bombardment by high intensity light can dispel DD once it has accumulated in an area, however. Exact brightness varies, but a general rule of thumb is that the ideal "scrubbing" light has a high enough luminosity to blind operators without proper protective equipment.

The task of keeping every surface within a space illuminated or scrubbed regularly enough for it to remain habitable is a major preoccupation of the vast majority of human beings at present. Pallite light arrangements need regular maintenance, and demands for energy efficiency encourage the use of claustrophobically small spaces with sparse furnishing. Major settlements often have enormous custodial departments specially trained to remove and prevent domestic DD deposits.

It is Palpable

Describing DD as "caking" over things or requiring "scrubbing" is not an elaborate extension of metaphor. It is an actual, physical thing. It can be interacted with in a range of ways, including not only the visual, but also the tactile, olfactory, and (highly discouraged) gustatory senses.

Observing samples of DD for full knowledge of its physical properties is a challenge, because the light-absorbing properties of DD renders almost all known areas of the spectrum unable to penetrate its aura or 'halo' of anti-illumination. This halo of darkness extends beyond the physical body of a DD sample by anywhere from several millimeters to meters, depending on size and relative strength of its steeping. Pallite is one of the few forms of lighting known to penetrate the halo and reveal what is underneath.

Prolonged exposure to pallite causes DD to deteriorate over time. (Un)fortunately, the world is in no short supply of DD samples, and most lab technicians need only walk a few meters beyond their settlement's safety fences to obtain more.

DD in its natural state superficially resembles a severe mold infestation growing upon any surface. Large, spot-like structures radiate outward into smaller and smaller blotches in uniform fractal patterns, forming a pulpy, fibrous carpet that ranges in thickness between a few millimeters and several centimeters deep.

It is tough and slightly spongy to the touch, difficult to damage in any meaningful way with small arms. It is also extremely flame-retardant, mitigating the effectiveness of controlled burn methods used for containment.

The color of DD is so uniformly black that it looks more like a hole in reality than a physically present thing. This is due to the fact that it absorbs ~99.9998% of all light across the visible and most of the invisible spectrum.

Prolonged exposure to pallite causes DD to stop expanding, shrink, and 'die' so to speak. Its halo diminishes, and its spongy growths become weak and brittle, like a dry old insect hive. Larger structures slough apart, and with enough concentrated illumination, any trace of it other than leftover scars will sublimate into apparent nonexistence.

The general consensus is that DD has a smell, but what exactly that smell is depends upon the observer. Some accounts describe it as one or several smells of rot and decay, burning plastic, bleach, or a particularly cloying, artificial fruit candy scent, among others. These smells may be due to the breakdown of the matter that DD has grown over, rather than a product of the DD itself.

Dubious reports claim that DD tastes like the color purple. Subjects who taste or ingest a sample are rarely able to articulate the flavor more fully than that before rapid infection and fractalization sets in.

It is Mobile

DD 'grows' at a constant rate unless checked by pallite illumination. It can attach to and spread over any surface, whether organic, inorganic, living, inanimate, or artificial. Some of this new mass can be accounted for as previously belonging to thing which DD has broken down, but most appears to be continued spontaneous generation of matter.

Like the rate of spontaneous DD generation, the speed of DD growth is highly variable depending on environmental conditions. Growth is fastest within the halo of an existing mass, and slowest within an area of shade that is entirely surrounded by pallite.

Minor domestic growth can be managed on a daily or even weekly basis, but objects left unattended within areas of wild dark are rapidly enveloped. Caravan vehicles that have gone dark have been observed to become caked within a matter of hours.

Lingering pallite radiation seems to slow the growth of DD. This is supported by evidence of Lamplighter lamp-wagons taking days to fully succumb to envelopment, even after running out of pallite fuel. Pallite miners and Lamplighters themselves, living or dead, have been known to possess a sort of "resistance" to DD growth, remaining incorrupt after hours of prolonged exposure with minimal protective equipment.

DD particles suspended in the water or air large enough to sustain DD can also turn into micro- or macroscopic orbs of darkness, ensuring that danger and limited visibility are three-dimensional and omnipresent within areas of sufficient steeping. Drinking water must be run through pallite filters, as does air in any facility with extensive ventilation shafts that could house patches of darkness.

Atmospheric conditions and prevailing winds permitting, clouds of airborne DD particles have been known to form and blow across the land, distributing DD across a very wide area. This phenomenon is known by the unoriginal but sufficiently ominous moniker of darkstorm. Darkstorms are extremely dangerous, and are one of the leading causes of settlement compromise and loss of reclaimed territory. They resemble sandstorms or blizzards of black snow, and have been known to consume entire kilometers of illuminated land in a few hours.

It is Corrupting

Deeper Darkness does not fit most definitions of what constitutes a living thing. Some have compared it to a slime mold or even a virus, but it does not reproduce or depend upon hosts, nor does it "eat" in any conventional manner, regardless of what it seems to do to living tissue that it absorbs.

Regardless, it sometimes behaves like a living thing, or perhaps a force of nature that trends toward an end goal of expansion and absorption. Considering its antagonism toward the human species (alongside just about everything else in the world), it is all too easy to ascribe a malevolent intent or intelligence to the darkness. The topic is subject to extensive debate across many fields, and is beyond the scope of this piece.

When DD interacts with matter, it breaks it down into its most base elements and adds those elements to its own mass. At some point in this process, those base elements are converted into more pure DD. Even after being subject to illumination, no trace elements of absorbed matter can be found where a DD sample had once been. How exactly this conversion process occurs is not known.

Living tissue is not spared by this process. It breaks down all the same, causing severe damage to any organism infected with DD as it expands across and throughout the body. Bodily trauma is inevitably fatal unless the infection is quickly neutralized by pallite illumination and radiation bombardment. Survivors are known to bear deep, sprawling, fractal-shaped scars which are prone to act as sites for spontaneous generation, and therefore reinfection.


Early stages of DD tissue damage.
Subject I-82 of the Lavada Project.
Limb later amputated to prevent spread.

Infection can occur from prolonged bodily immersion in darkness, or from direct contact with DD, even under controlled conditions. Ingesting contaminated food or water, or breathing air with darkstorm particles in it, can lead to a far rarer form of internal infection.

The exact effects of internal infection are poorly researched compared to pallite poisoning at this time, but is believed to be rapidly and uniformly lethal, with organ failure the leading cause of death- euthanasia at the first sign of alveolar or lymphatic fractalization is recommended by the ethics boards of most leading medical institutions.

Darkness does not always kill, at least not immediately. Sometimes the rate at which it breaks down a host animal is slow enough to afford the organism hours or even days of in-tact motor functions and at least some mental faculties.

The near-universal violence and aggression displayed by these individuals can likely be attributed to mental stress caused by intense, nonstop pain. Their tendency to seek out sources of light may be rooted in a lingering association of light with safety, despite the fact that immersion in light causes harm once enough of the body has been assimilated. Their resultant efforts to smother light sources can therefore be interpreted as a misguided attempt to reach that safety.

The fact that infected organisms rarely attack one another, and instead make concerted efforts to attack uninfected individuals using a vast array of spontaneous mutations and bodily abnormalities, up to and including destroying light fixtures from afar, is not so easily explained.

Friday, February 21, 2020

Crypt-Cities: The Greenherders.

Islands of Green in a Sea of Death

You wouldn't expect there to be much of a rapport between Nomads and Holt-Dwellers. Their borders were fluid yet haphazard and cause for tensions for centuries, and that was before the curse of the Awakened gripped the land, before your kind started shambling about and the soil started to die beneath their feet.

And for the most-part, no, they are not on very friendly terms.

But that didn't stop a handful of them from working together when the world began to die.

At first, it was just a couple of the Dwellers who were desperate to move to a healthier tract of forest. The old growth had been dying away, allowing the Nomads to expand their grazing territory. The green-wardens bought their way into a traveling band, who brought with them dozens of wagons laden with plant life. Pots, sacks, and entire troughs of rich, black earth housed hundreds of shoots, sprouts, saplings, and other young green lives desperately trying to grow. When the waste-wanderers dropped them off at their destination, they were given a few choice specimens in payment.

Over time, more nomads gave more holt-dwellers transportation and protection, particularly when an entire community was suddenly cut off from the rest of a forest by sudden natural or unnatural disaster. Some were small affairs, while others saw entire trees uprooted and safely replanted. Something of an understanding formed between the two peoples, and cultural exchange grew deeper.

It isn't entirely clear when the plants started walking themselves.

Maybe some of the old wood-shapers started to meddle in few fields of esoteric knowledge, or maybe they'd always had access to it.

What is known is that a few hundred years ago, the transitional grass belt became populated by mixed bands who herded both animal and plant. Simple words, lassos, and crooks were enough for the beasts, but it took a special kind of magic to coax a shrub into uprooting itself and squirming forward under direction on roots like so many clumsy, twisting legs.

Over time their art was honed and perfected. Soon, trees could drag themselves along by their roots. Before long, entire groves would walk or stumble at the lead of these Greenherders. They were far slower than draft animals, but comparatively implacable so long as they had water to store and good soil to root in at the end of a journey.

It was a natural conclusion of the process to weave them together. Roots not needed for movement were made to knit themselves together into vast meshes which could hold and bear the weight of good soil. Specialized roots bored deep into the earth to tap increasingly hard-to-find groundwater reservoirs. Over time this practice was strengthened until earth, stone, other plants, and even pools of water could be carried by these increasingly large agglomerations of flora.

They could even be inhabited.

Rather than subjecting them to the harsh wastes, the herders loaded their animals up onto a bed of animated earth before every major migration. The dead, human or beast, began to be buried amid those groves so that their every element could benefit their nascent ecosystems. Villages were built on the backs of those groaning forests, entire generations living and dying within view of a wasteland which they were almost able to separate themselves from entirely.

But as the earth continued to wither and resources stretched thin, the greenherders split up. Their bands ranged far and wide, each adapting to the strange and unique hardships of the region which they ultimately found themselves in, following the old paths known only to the Nomads. Roots dug deeper to pursue the fleeing water reserves. Vines as fine as hairs with fingers like cilia cling fiercely to soil for fear of losing a grain. People once at the forefront of a sociable, trans-cultural exchange have become reclusive and wary.

Now, it is vanishingly rare to see more than one or two of these walking green islands in a lifetime.

But when you do, it can be such a sight.

walking island by CoconutMilkyWay


Rot Blossoms

In their quest to become as resource-efficient as possible, a few more unorthodox innovations were made by the greenherders. Simply feeding the dead to the land is rather tame, after all- even if the idea is horrifying to the Awakened.

Their botanists hazarded to guess that a whole body could be made to benefit nature just as much as all its parts. So, they cautiously adapted plant life which could root itself directly in dead flesh without waiting for fungi and other decomposers to break it down first. A few relatively minor mishaps occurred in which calipers and pruning sheers became surgery implements and personal grooming tools, but before long the greenherders enjoyed hauntingly beautiful success.

Cropped from an image by Lora Zombie

A myriad of different plants were raised to grow from decaying flesh, but over time the umbrella term of "Rot Blossom" caught on and stuck. Normally innocuous elements of greenherder islands, Rot Blossoms have taken on quite a different character among the pained, raspy whispers of the Awakened worldwide.

You know them well, don't you? Bet you hate to hear someone confirm that all of the rumors are true, huh? Quit your knee-knocking and pay attention before you break a joint.

Yes, Rot Blossoms can infest the Awakened.

Your flesh may be animated, but it is most certainly decayed. And the slower rate at which you decay actually makes your kind an ideal bed for some of them. They can take root and lazily drain the nutrients from you until there is nothing left of a husk, unable to move as it overtakes your entire body in its sweetly sick tendrils, left to wait for some unlucky scavengers to happen upon you and start the whole cycle over.

Of course these aren't the ones to be feared. You can simply avoid their little boring seeds, or rip a sprout out long before it could suck you dry, resulting in minimal damage to your carcass.

No, you need to fear the ones with minds of their own. The ones released into the wastes by accident, never intended to be used on the Awakened- and therefore the ones without any well-known guards against them. The ones with the same walking-roots as the titanic green islands, but on a minute scale. The ones whose seeds can fly in on the wind, land on your shoulder, and then worm their way into your ear canal. It's just a few finger-widths of wriggling from there before they hit your rotten brain.

That's when the fun starts.

It can take over what little is left of your motor functions from there- subtly at first, of course. You'll think it's you deciding to go this way instead of that, or to lie down in the sun with your head tilted just so, despite never having done so before. But over time its control will grow more overt and difficult to resist without inflicting massive, potentially debilitating trauma upon your own skull.

By the time the first buds erupt from behind your death mask to bloom in the parched air, you'll be powerless to do anything about it.

If you're lucky, you'll have fallen for its intoxicating presence by then, and won't really mind.

What's that? 

Of course you will still be conscious.

Not even burning to ashes can fully kill you, so why would a little decomposer-turned-parasite?

With no heed given to the ever more agonizing pangs of the Need to find a crypt-city, it will lead you far astray. But it won't force you to do it alone, oh no. It knows an ambulatory host is better than a still one, and it has no use or interest in healthy, living bodies. So it will make you bring it to other Awakened, in order to grant its seeds to them. And other Awakened will come in search of you in turn, either to destroy you if they have the sense to, or to join you, damn that alluring reek.

There are tales of truly pungent flower beds tucked away in the ruins of the world; rumors of fallen crypt-cities overgrown with this aberration of nature.

Rot Farm Skeleton by Maciej Kuciara

Monday, February 10, 2020

Graft-Elves.

Elves are just a fairy tale. Everyone knows that.

There are no little people living in holes in rocks, or beautiful flaxen people living in trees, or beautiful little flaxen people living in rocks in trees for that matter.

There are no elves.

Or at least, there weren't any. Not before they tried creating themselves.

No one knows who the original tribe of scavengers was, what they looked like, or what they called themselves. All that is known is that they were sick.

Sick of body, that is. They were diseased, wracked by horrible afflictions and conditions which ensured that they each died a painful, early death. Gelid bones snapped like twigs and pallid skin ripped like paper. Buboes wept across each frail, emaciated form. Every child born was mourned as if it was their funeral- and after a fashion, it was. Life was painful death.

Perhaps their homeland was contaminated. Perhaps a god was angry with them.

If any of them even remember, they aren't telling. It doesn't matter anymore.

What matters is that one day, they found a way to beat the hellish lot they'd been given.

Consummate surgeons as a matter of course, the wretched kin were no strangers to excision and amputation. But as these short-lived creatures honed their skills over the desperately scrambling generations, a strong undercurrent of grotesque and creative experimentation developed.

If there were only some way to unlock the true potential of their flesh, they could save their people.

Eventually, they discovered the truth. That their own flesh was irredeemable.

But the flesh of others, meanwhile...

The first grafting was done using spare parts from carcasses found in the wild. They were messy, unsuccessful affairs that ended in rejection and infection. But they sparked a desperate hope in their palpitating hearts and gave an extra glint to their knives. They honed their craft, catching live specimens for extensive study until they could determine ideal "donor" conditions.

At last, there was success. A mismatched paw grafted onto an arm's stump. It succumbed to the same diseases as the rest of its body in the end, but it deteriorated just slowly enough to give the cutters and slicers the last terrible inspiration they needed:

If enough fresh, spare parts could be kept on hand, they could be swapped out faster than they decayed. Skin, limbs, tissues, vital organs, all could be replaced. Longevity could be achieved.

The first of the truly grafted were frightening amalgamations of parts taken from whatever animals they could hunt. But they were looked upon with such hope and adoration. The plague burned slowly within them still, but it could be fought.

Life expectancy began to rise. It was a mere few weeks here and there, but that was enough to feel like a lifetime to the wretched kin. Many more of them flocked to be augmented, and the demand for spare parts steadily rose.

It wasn't long before they looked to other people as a source of parts. Those who had shunned and shunted out those anemic little creatures were now looked upon with a fascination bordering on hunger. They were a better fit, being humanoid. And while abnormality and asymmetry had been the norm for generations by that point, there was a certain aesthetic tickle to having healthier arms and legs than any of them had ever been born with.

The grafted ones stalked the wilds, hunting only the strongest and healthiest humanoids they could find at first, and harvesting them on the spot.

It wasn't long before their actions became known to the wider world, their vile handiwork chalked up to fey and capricious mythical creatures.

At first they were indifferent to their operations being attributed to cryptids. It made their jobs easier, if nothing else. But over time they grew coolly curious about these "Fair Folk" the donors kept screaming about. Curiosity turned to fascination as they pried more and more elaborate stories out alongside tissues.

These Fair Folk, these "Elves" as they called them, were as beautiful as they were frightening. They commanded the respect of the donors, and from the sound of it they lived to be centuries old, if indeed they ever died at all.

Such wonders were unimaginable to the wretched kin. They imagined what could be gained from finding these people and studying them. There were no secrets in their own flesh, but surely the tissues of the elves held the key to their future!

Unfortunately, try as they might they could not find any of these elves, let alone harvest them. No matter how deep into the uncharted and ancient wilds they crept, they could not be found.

Eventually it occurred to them that they truly did not exist.

But they did not let despair grip their freshly transplanted hearts. Doing the best they could with the dead meat of any given situation was in their nature. And so they turned the elf from an object of admiration, to an object of aspiration.

The grafted ones endeavored to become elves made flesh.

Of course, no two of these new "elves" completely agreed on what an elf should look like. Differing aesthetics resulted in highly individuated forms, each elf a patchwork of different parts fitted together into an uncanny whole.

Life expectancy surpassed their formerly wildest hopes and dreams, but that was no longer enough. Now, the long centuries were spent honing and fine-tuning. No longer was there a demand for mere healthy parts. Now they had to look and feel a certain way. They needed to be custom-fitted for any purpose.

In fairy tales, children are kidnapped from their cradles at night to live with the elves forever.

Now, in reality, this is technically true, depending on one's definition of "live" and "forever".

When a child is whisked away, they and any descendants they are made to have effectively become humanoid cattle, raised for the explicit purpose of being harvested for as many parts as possible.

How and when this happens depends on the purpose each donor is given. Some are given gilded cages and treated like pampered veal to keep their parts delicate and unblemished. Others are put through rigorous training regimens until they have reached their prime. Others still are given all manner of apparatuses and surgical "adjustments" to ensure that they grow into the desired shape and form, sometimes quite unnatural.

All are treated with the same care and borderline sacrosanct adoration, however. Not for the sum which they are, but for the parts of the whole and the potential lying in wait therein.

Perhaps it is best that most donors do not realize this, even as the knife is coming down.

Tuesday, November 5, 2019

Lamplighters: Pallite

"Finish whatever thought you are writing and then proceed this way, class.

This area is the morgue, which the administrators of the mine have been kind enough to allow us access to for this trip. Be grateful, pay close attention, and do not touch anything.

As I am sure you all know, the extraction of pallite is not without its dangers to the human body. What you are about to witness are the remains of a miner who has regrettably died from pallite poisoning in the past week. I am told that his name was Navin. While this is unfortunate for him, his family was selfless and considerate enough to donate his body to science. Take that to heart and show your respect, please- these are the men and women who keep your homes illuminated.

... Now, now. Keep it together, everyone. I warned you about eating lunch before coming here.

I am sure that some of you noticed the smell as soon as you entered. You've been looking particularly green around the gills since you walked in, Alisher. These body bags are made of very heavy-duty material, but even they have trouble suppressing an advanced case like this. Mind you, class, that this is not the scent of decay that you are smelling. This is the smell of raw, unrefined pallite. The smell clings to you long after everything has been scrubbed down with chemical wipes.

If you will step in closer--I said, if you will step in closer, thank you very much--you will see how advanced the tumors grew before Mr. Navin expired. Four of them metastasized, and the fifth here on his abdomen was well on its way.

See also how early signs of squamous-cell skin cancer began to appear on his face, as well as around his hands and lower legs- all of which are normally completely covered in protective clothing.

Yes, Rani, question?

I'm sorry?

Rani, Mr. Navin was not the victim of any "containment breach". There haven't been any breaches at any facility owned and operated by Morning Star Limited in half a decade, or so I am told.

This is the result of constant, low-level exposure to pallite radiation over the course of an average twenty-year career. As far as other Depth-3 miners are concerned, he died of natural causes.

Now please stand back while I attempt to excise one of his corneas.The damage caused by years of direct pallite illumination is quite distinct, and can even manifest as physical scratches on occasion..."

- Dr. Baruch Yohannes, Professor of Pathology at Canopus' Landing Polytechnic


A Brief History

The miracle fuel known as Pallite was discovered sixty-eight years ago.

It wasn't "discovered" so much as "stumbled onto by a half-dozen independent actors simultaneously", of course. Had it been the product of only a single team's experimentation, the human race would have come even closer to extinction at the end of the sun's final hours.

The first pallite deposits to be found were gas jets and liquid reservoirs close to the planet's surface. They were found by the lucky few who managed to bore deep enough into the earth to escape the immensity of the dark above ground. They were horrific sights, like sulfur lakes crossed with volcanic eruptions. But the lurid light each outcropping shed was different from the mundane sources of illumination that the survivors brought with them. It was enough to keep the deeper darkness at bay.

It was enough to draw humanity to it like moths to a flame.

As those filthy, fear-ridden refugee camps grew in size, their occupants dug deeper in order to compensate. It wasn't long before their picks and shovels struck pallite in its solid state. Being somewhat more stable in its crumbly mineral form, this was the first type of pallite which was deliberately harnessed as a light source.

Through painful trial and error, it was eventually adapted as a fuel just as it was needed most. Solar energy died with the sun, rendering the majority of non-emergency power sources useless. Centuries of abuse prior to that ensured that fossil fuel reserves were either depleted, or buried so far beneath the earth that the amount of labor available to humanity made extraction impossible. Not even burning wood was an option before long, thanks to the darkness caking up over the dead forests of the world. Anything that still grew out there was tainted. Geothermal and hydro power are still theoretically possible, and small attempts would be made to take advantage of them in the future.

But in that desperate time, humanity gave itself to pallite.

It embraced them, and in doing so exacted its price.

Properties of Pallite

There is no general consensus on what exactly pallite is. Theories posit that it is a newly discovered element, a group of isotopes of one or several elements, or more complex chemical compounds whose catalysts for creation are completely mysterious to experts at this time. Attempts to observe the atomic qualities of pallite have proven unsuccessful, primarily because of a lack of necessary equipment and professionals trained in its use.

In all states, its density and vapor pressure are slightly higher than that of sulfur. This, coupled with pallite's coloration and distinctive odor, has led some to draw the conclusion that pallite is some form of sulfur. While exposed to open air, pallite naturally evaporates or sublimates into a gaseous state and then dissipates over time according to its MTP-adjusted half-life.

(MTP Adjustment refers to the manner in which pallite "breaks" the normal laws of radioactive decay, if indeed that is even what you can call the change which pallite undergoes. Under normal conditions, any radioactive substance decays at a certain rate which is proportionate to its nuclear mass and unaffected by temperature or pressure. In pallite decay however, decay is theorized to be slowed down exponentially by the presence of other pallite nuclei, but sped up by applied temperature and pressure. To quote a cliche from a bygone era, "further research is needed".)

This release of energy results in pallite's "pallid light" and radioactivity. Applied heat or agitation of pallite in any state causes a higher release of energy. Sufficient disruption results in combustion. Efforts to observe or force the transition of gaseous and liquid pallite back into a solid state have ended... poorly.

It is unknown by what mechanism concentrations of pallite appear on or near the earth's surface. The leading theory is that the topographical phenomena caused by unobserved areas of steeped darkness penetrates deeper into the planet's mantle than first guessed. This deep and sometimes violent disruption allows outcroppings of pallite to rise up to the surface from whatever point of origin they have.

Carcinogenic Qualities

Pallite illumination offers few of the benefits that the sun once did.

It offers no Vitamin D, but very high levels of Vitamin C(ancer), and its strange properties vex many common-sense precautions. For example, an electrical generator should generate the same kind of electricity no matter what fuel it's designed to use. Pallite-generated electrical power, however, carries with it just a hint of its unique radiation, even through miles of wire. It simply shouldn't, but it does. This is doubly troubling due to the fact that over 90% of food is grown or raised under pallite-powered grow-lights. As heavily shielded as those lights may be, they can't block 100% of harmful radiation.

The average uninvolved citizen of a larger town has relatively little to worry about in terms of death by direct pallite poisoning, barring freak accidents such as explosions which could irradiate a building or area. But they do still live with moderately higher risks of illness or congenital conditions than people did before the Long Night began.

This moderate background fear is not the case for people who live in smaller settlements, or who have careers directly involved in the handling of pallite, such as Lamplighters and many trade workers. They face the much more serious risk of complications from handling, maintaining, or fueling pallite machinery, and it is much more common for sickness to manifest in several ways. Pallite miners or extractors rarely grow old enough to retire, and the average life expectancy of human beings in general has been pulled down by anywhere from five to fifteen years compared to a century ago.

Random Pallite Effects

While its effects are not as severe as those of deep darkness, exposure to raw, unrefined pallite can lead to a host of physical and mental health complications over time.

The average manual worker directly involved in the extraction of refinement of raw pallite, whatever its form, will eventually accumulate as many as four or five of the below conditions.

The average Lamplighter worth their salt suffers from at least one symptom of pallite poisoning, either rolled for, picked, or invented and agreed upon between the player and referee.

1d20
Pallite Poisoning Symptom, Mutation, or Condition
1
Adermatoglyphia – Years of handling raw pallite rock, or years of scrubbing away its greasy residue, have left you without fingerprints. You also lack sensation in your palms.
2
Alopecia Areata – Say goodbye to eyebrows, eyelashes, and other types of hair. It happens at random, and very unevenly.
3
Anosmia – A lifetime of steeping in the reek of unrefined pallite has deadened your sense of smell, and some of your taste.
4
Blindness – The lurid yellow has taken most of your sight from you, leaving you with visibly warped and damaged corneas. You can still detect pallite lights, somehow.
5
Cutaneous Horns – A little splash here and there has left you with several conical projections from the epidermis resembling horn, wood, or even coral. They make clothes and hats ill-fitting.
6
D-Deficiency – Your vitamin deficiency is even worse than most. You enjoy weaker bones as well as increased risk of cardiovascular disease, cognitive impairment, and all the cancers caused by pallite.
7
Flash Fever – A sudden, high dose of radiation from a mishap has left you vulnerable to episodes of elevated body temperature and delirium.
8
Haemolumia – Your red blood cells have become luridly bioluminescent. Some areas of your body even glow in the dark. That can’t be good.
9
Intestinal Distress – At one end or the other, your digestive tract has decided to take a long-term purgative approach to some radiation sickness.
10
Irradiated Gametes – Pallite has guaranteed the survival of future generations of humans, but it has also left its indelible mark upon them. Expect higher rates of mutation in your progeny.
11
Miner’s Perfume – The smell of pallite never leaves you. It’s in your skin, hair, and breath. It’s pretty bad. Don’t expect to make many friends.
12
Nyctophobia – You take greater comfort from the lurid glow than most. Without a light source close at hand, you are stressed and on edge. In a world where everyone fears the dark, you have an extreme fear of it. This may not improve your chances of survival in the long-run.
13
Pallite Allergy – How did you even survive to adulthood with this?
14
Pallite Tan – Your skin has been discolored by pallite radiation. Probably does not look like any natural skin tone. Not that you had a natural pallor to begin with.
15
Polydactyly – Beginnings of extra fingers and toes are appearing on your extremities. Invest in specialty gloves or shoes.
16
Pulmonary Sequestration – An extra lobe is growing off of one or both of your lungs, courtesy of pallite gas inhalation. The lobes are nonfunctional and take up space.
17
Siphoner’s Shakes – Your nervous system has started to reject pallite exposure- as well as most of the rest of your body. Constant or episodic tremors are common.
18
Sunsong – An auditory hallucination which leads you to believe that you can hear pallite resonating or “singing”. Occasionally drowns out all other noises.
19
Tumors – Handing them out like consolation prizes at an old game show. Whatever that is.
20
Weakness – Fatigue comes to you quickly, and it doesn’t take much to leave you looking anemic.

Wednesday, October 31, 2018

Crimson Honey (1/2).

We always know they've come when we hear the laughter.

When the fishermen draw their nets in from the river and the village matrons usher the children indoors. When the mist settles so heavily over us that we can barely see our shaking hands in front of us. When the raft people have long since left, for fear of those cursed evenings.

This is the time when they come to us. This is the time when we go out to meet them again.

We come out from many places. Most of us have no homes anymore. No families. We crawl down out of mangroves, or up out of covered ditches. The way toward the river brings us down the path through the village. Candles are snuffed out. Children cry or question.

Families shut their doors and cover their windows before they even see us. They don't like to look at us. They stopped wanting to look long ago.

We walk in a line down toward the bank. We always move slowly. Most of us can no longer walk straight. We do not help the ones who trip and stumble. They will have to crawl after us, and then we will get first pick.

The laughter comes again, louder and closer. It laughs at nothing, and everything. The boat's hull pushes aside the reeds and strikes the side of the dock. Ropes tighten and creak. Bottles clink and rattle, and our ashy mouths water until our cheeks ache.

The mist slowly peels away to reveal them. They stand as they always do. They tower over us, even sitting down in their little boat. They are always taller when we fall to our knees.

Words form out of the laughter, as the one with a face like an elbow rubbed raw looks to us. He folds back the sleeves of his neat robe and slowly opens one basket. We don't need to look inside to know what it is. The smell wafts over us.

Sickening sweetness coats our throats, and we choke.

He asks us how we have been. If we are all still here. Someone lifts their head to tell him that Sibe has died. He feigns sorrow, and then asks how it happened. How much it hurt. Where the body was now.

No one says anything, and no one looks up to see the smile we all know he has.

The boat rocks, and the other stands up with his stick and his tablet. He is so pale, we all thought he was a ghost at first. Now we know that he is something worse. He taps the stick upon a bottle impatiently, and all our hands fumble.

Coins spill out onto the sagging pier beneath us. Stones and cowries clatter together on strings. A grey ring, still with a finger attached, is lifted up in bloodied palms beside me.

The laughing man collects, offering congratulations at bigger piles, and tutting at the small. He does not stop or look at the ones who bury their faces in the wood, weeping and empty-handed. He stops to look down at me for a long time. If the hairs had not fallen out of my skin a long time ago, they would all stand on end beneath his gaze.

I know not what the thing I hold is.

Only that it is made of metal, and glass, and that it has a weight which makes me hope for its value.

He asks me how I came by it. I spare no detail.

The raft man had separated from his fellows to walk through the trees. I tackled him and came down hard on top of him, grabbing for the knife that they all carried with them at their hips. But it was dull, and the point was broken. Twenty-eight times before he stopped moving, and I could take my hand away from his mouth. I took the thing from around his neck. I lie and tell myself that I don't know why I counted the stabs.

I know why.

The man delights. He takes the thing from me and clasps his hand upon my shoulder. I recoil, but I start breathing again at his passing.

When his hands are filled, he turns and walks back to the boat. He empties them into a chest which weighs the aft end down and thrusts the prow upward. The pale man makes more marks in his tablet and nods or shakes his head. Coins and cowries land upon many more of the same.

We are not their first stop today, and we will not be their last.

One by one we stand up and step into line. It is the longest walk to the end of the dock. Tremors run through us. The one in front of me doubles over and vomits. The tight skin of his back stretches and then tears around a sore next to his backbones. It oozes. I walk through his puddle as the line moves.

Golden-red at the edges of the vessel, darkening to a deep, bloody red at its deepest. Murky, and always swirling. Glowing in the dim light. The cork and one side of the neck sticky and slimy, insects landing upon it and then falling off dead.

Before he lets me have it, the pale man grabs my jaw. I open my mouth and he peers in. He counts my teeth, checks my arms and legs. I turn around once for him, raise my fingers up to my nose. He grunts and then lifts the bottle up with a gloved hand.

When the bottle comes into my hands I have to force myself to stop shaking. I can't drop it. I turn and hold it close to my heart as I hurry back onto the dirt. Others are already sprawled out with their own bottles. Some get it thicker, if they've done well. The ones who brought less get the bottles that are cut with water. The ones who brought nothing at all are still crying on the dock.

The stupid ones pull the corks out and tip them right back, drinking it like they would water.

I squat down and use my fingers to spoon it up a bit at a time. That way it will last longer. Last me until the next time they come.

I suck my fingers clean. Something comes off in my mouth. After swallowing the honey, I spit the thing out. I've lost another fingernail. There is no blood this time. The hole underneath it looks like it should hurt. But the honey is working, and I don't feel anything at all.

I keep scooping.

Old Koge falls down in front of me. He can't drink anymore. It makes him sick, and if he vomits he loses all of the honey in it, even if he tries to scoop it back up. So he uncorks his honey and brings the neck up close to his cheekbone. Old Koge leans back and holds the mouth of the bottle over his eye- the one that doesn't see anymore. I can see his eyelid open through the murk. It takes him a few seconds to cry out in pain, but he holds it until enough of it absorbs, and the pain stops. He brings the bottle back down, honey running down his cheek. I don't know if it is honey or blood in his eye.

He across grins at me.

One voice is louder now. I look up, and everything leaves a trail of color behind my eyes when it moves. A man whose name I do not know is raising his palms toward the laughing man. He is begging. He says that he cannot bring enough anymore, not without his leg. I did not notice the festering wound until now.

The laughing man puts a hand on the top of his head and pats him. He tells him that there is a way. He takes his hand and helps him up. The pale man moves things around on the boat, emptying a space. He brings the man down into the boat and sits him there, but he ties his hands together before he can reach for the honey. He will come with them back to where they come from, and where the honey is made. He says that there will be plenty.

We all know what will happen. We will not see him again.

I keep scooping.

The line is gone now. We are all taking our honey. The laughing man holds his hands on his hips and smiles. He smiles when he is disgusted. He always smiles. The pale man finishes his writing. He puts the tablet away under a sheaf of dried leaves. He takes a new one out. He speaks to the laughing man in their tongue. The laughing man barks something back at him.

They argue.

The laughing man grabs the handle of the bullwhip he wears like a belt. The pale man lifts his coat to show all of his gleaming knives.

They both stop, and start to laugh together.

The boat pushes away from the dock. The crying man is crying harder now.

The laughing man waves his hand and begins to bid us all farewell.

His hand blurs into a smear of fuzzy light, and his voice is like the sound of bullfrogs in the swamp.

My toes tingle, and I start to taste orange.

The color. Not the fruit.

The mist begins to cloak them again.

I keep scooping.



Click here for Part 2.

Friday, September 21, 2018

Hope is a Rat.

In the early morning of the fourth day in which we camped at the roadside during our gradual procession south, several of the draft animals were startled from where they had been improperly tethered, promptly running away. According to one of our guides, the upset had been caused by one of the ornery mustelids of the region stumbling into the animal area and attacking a workhorse. It was seen snarling and clinging to the animal's flank even as it galloped out of the area.

Fortunately however, no lasting damage was dealt to any of the panicked animals, they were all rounded up, and almost no more was seen of the badgering marten. The good fortune did not extend to Ciudo, however. Our linguist was one of the volunteers who went out in search of the animals--or more accurately, to be used as a blundering sheep dog meant to scare them back into the arms of their handlers--and while doing this, he apparently encountered the animal, which bit him. As he shook it off, he stumbled back and fell off of the sheer side of a short knoll and cut his shoulder up on the way down.

He wished to shrug the injury off when he returned to camp, I think because he was already considerably embarrassed by his behavior and treatment over the past few days of our expedition. I can sympathize with the feeling, and I should keep in mind not to coddle or patronize him. But Sarq insisted on making a full examination of the wounds and cleaning them up accordingly, having come to take his role very seriously.

It was routine, and the injury would not be harmful, I am happy to say, but Ciudo complained when Sarq insisted on washing the cuts out with one of the liquids given to him by Elrusyo. He remarked that it seemed entirely pointless except to make the cuts hurt more, and burn. Sarq explained that it was indeed unpleasant, but that it was necessary to the prevention of infection.

Ciudo and a few others began to give Sarq a look now like he was suddenly talking about esoteric ritual, but I vouched for him by stating that an increasingly popular theory nowadays was that inflammation, fevers, or disease can take hold when their motes enter a body through any opening, cuts included. I explained that this was the latest learning to be accepted by the ITU, after having disseminated from Serminwurth over the past several decades. My intention was to add an air of authority to the theory by dropping that name, but it only seemed to increase Ciudo's incredulity.

He remarked that it did sound like something from Serminwurth- macabre, hopeless, and wealthy in new ways that you can die or be killed.

And while I cannot entirely disagree with that sentiment, given the genuinely reprehensible actions of certain alumni of the city's less ethical colleges, I did tell Ciudo that the people of that city can be very passionate and hopeful at times.

Hope in Serminwurth, I explained to him, is a rat.

You can find rats everywhere in that labyrinthine city, particularly on the streets of the ground-level where the poor tend to dwell. But they live in all districts and at all heights of the dark grey city, sometimes without much molest so long as their numbers are within a prescribed "safe" range. Food is even tossed to them in and around areas dominated by statues of rats.

The city owes its independence to those scrabbling heroes, after all.

Once upon a time, in the early years of the Haraalian succession wars, Serminwurth--as the westernmost center of the empire--came under the hegemony of a particularly infamous grandson of the Ersuunian god-chieftain. He was a man named Seddah, and he was known for his ruthlessness on the battlefield, as well as general cruelty off of it. His army was comprised of personally loyal elements of the now thoroughly divided and decimated imperial army, as well as mercenaries and bandits, or former soldiers who had turned to brigandage before being welcomed into Seddah's somewhat morally lax chain of command. While the old guard liked to put on airs that Seddah was going to eventually expand and save the empire from itself, it seems more likely in hindsight that he was just staking his own claim while the world burned.

The army besieged Serminwurth after negotiations broke down between it and the governing body of the city. The siege was protracted, lasting between six and nine months depending on the source referencing it. It had been somewhat of a hopeless one from the start, because the army's encirclement and the city's lack of allies in that harsh time meant that supplies would not be coming. But it the effort had been made because it was possible--almost likely--that another roving group of successors would pass through in the interim and dislodge or disrupt Seddah enough for the city to repulse what was left. Such a thing had happened in Meroth two years earlier, when Rhotil the Last swept in from the north with an enormous cavalry army and drive his half-brother Olfeer southeast. Rhotil continued to pursue the other army south past the borders of the empire, eventually resulting in the Avalanche of Raan and all of its hilarious comeuppances, leaving Meroth relatively unscathed.

Fortune did not favor Serminwurth, however. Food and water dwindling, the governor eventually renegotiated with Seddah and opened the gates to the army to prevent the wholesale slaughter and sack of his people and city. To Seddah's credit, the slaughter and sack which did follow was restrained, and relatively in line with all of the other violence occurring in that time.

The horsemen marched in on top of the bound body of the governor as they entered the city in a classic expression of victory, slowly rendering him a pink stain across the cobblestones of the city's gate-street. Today you can still see a long line of rosy cobblestones adding a splash of color to the dour streets, though contrary to popular belief these were put in place specifically as a memorial to the man and others who died during the occupation.

The people of Serminwurth simply had to endure this at the time. Food grew scarcer, the wealth of the city was seized, and the compromised bodies of those who had survived the siege were now faced with an outbreak of diseases, chief of which was Nambarish Pox.

The disease is not in any way identifiable as Nambarish- the name merely comes from the coloration of the blotches, spots, and welts formed on the body of a person infected by the pox, which are supposedly similar to some of the small, rindy citrus fruits grown in east-central Nambar to the west.

The pox is transferable through a distressingly wide range of vectors, but the one most commonly remembered today is by contact with rats who carry it. The disease appears to be endemic to the area in and around Serminwurth, because the people of that city were quite used to it, and had adopted ways of combating the disease. A particularly creative servant of Najis is credited as having developed the local form of inoculation, in which the spittle of the ill was collected, boiled, diluted, and then poured into a cut in an otherwise healthy individual to force them to face and overcome a less severe form of the pox.

Here, Sarq interrupted to assure Ciudo that this was not what he had been washing his wounds with. The group laughed, uneasily.

To those with no access to what was considered at the time (though still somewhat today) an insane procedure, they simply endured to the point that their descendants developed something of a resistance to the disease. Outsiders, on the other hand, were highly vulnerable, and experienced the full gamut of symptoms which could often result in fever, coma, and death.

When the pox again flared up in the occupied city, its population did nothing to halt it.

And then, the people worked to deliberately propagate it.

Rats began to be caught and bred, ostensibly as food for the starving masses, but in secret to infect them with the pox, which was harmless to the rat and did not even manifest in the animal, and then to release them into the portions of the city most heavily populated by Seddah's soldiery. When the higher ranking members of the army demanded treatment of the local doctors, the surgeons and herbalists dressed their cures up in pomp and mystic circumstance, all while ensuring that the infected material introduced to the officers was not diluted or treated in the slightest. Many ended up being beheaded when their wards grew sick and died, but they reportedly walked up to the chopping blocks content with the damage they'd done to their oppressors.

Eventually the army grew sick and disorganized enough that a general revolt became possible, and the dour city-dwellers pushed them out of Serminwurth. There is no official record of Seddah's death, but there is no shortage of possibilities offered up by the city's culture today. One popular play focused on the end of the occupation involves a pit of rats, and an apocryphal torture device obliquely referred to as a "juicer".

The city was slow to recover, and to the reckoning of some--particularly the elite in Deneroth--it still has not reached the height it once occupied. But the people had reclaimed their self-determination, and almost as a side effect their academics developed the practical knowledge they'd gained from the weaponized disease to inform many future medical discoveries and innovations.

Hope is a rat in Serminwurth. Never truly dying no matter how hard you might try to root out all of its nests and warrens, always demanding attention in the back of your head with its constant scampering and gnawing. And, if you're not careful, its stinging bite can infect you with the drive to overcome all hardships.

Or a horrible inflammatory disease.

One of the two.

Monday, July 17, 2017

Yishel, God of Uncomfortable Revelations.

"Fear not, for you will survive your next battle. Your legs will not."

"The raiders will be funneled and led to slaughter by your ingenious town defenses. Their children will starve to death this winter."

"Your parents shall not seek divorce, your house shall stand tall and proud. Their love is strong, and their lovelife increasingly experimental since your conception."

"Enter the tournament resolved in yourself and your abilities. None shall take heed of your failures. Or your successes."

"Soon you will become the most handsome, most desirable man in the entire village. Weeping Liver Plague has a ninety percent fatality rate."

- Various prophesies of Yishel, as they were found transcribed upon plates of tortoise shell by the back-alley fortune-tellers of Shur'nab.



Information is, by itself, mindless. It does not want to be released nor remain hidden. It is not good or bad. It exists whether it may be observed or not, even if it is somewhat pointless in that case. It is as immaterial a substance as time, and just as valuable a resource to the thinking, conscious mind. Taken into the intelligent mind, information is only as limited in its applications as the ability of the informed. Thus, among all of the things which can be counted as sacred by the peoples of the world and beyond, knowledge is among the absolute most powerful.

Of course, the gods born from knowledge and from whom knowledge arises do not tend to care much for actually using their knowledge to effect change upon the spheres of existence. Aside from making them natural candidates for the devotion of hundreds of Ivory Tower University staff and faculty, this also made them seem somewhat inactive, unimpressive, or even boring. They simply existed, in possession of all information known and unknown, as persistent and primeval a force of nature as any forest god or sea spirit.

And so, over time, those mortals crafty enough to gain knowledge for themselves developed means and ways in which to treat with these beings and personifications. The first priests of knowledge and wisdom were therefore less like clerics or shamans, and much more like scholars experienced in communicating with the comatose. Through their careful study, ritual, and astral suggestion, ancient secrets were able to be made known, and the innumerable progressions of thought, technology, and innovation were irrevocably changed. The early scholars eventually left their own imprint upon the vast, featureless godheads of information, making them more alike in small ways over many eons to the tiny mortals who prodded at them and picked their brains for wisdom

Gods of prophesy were among the first and most fabulous, followed almost immediately after by the clandestine deities of well-kept secrets and hidden things. Then the concept of illumination was wedded with knowledge by some, and darkness with ignorance by others, and ever since there has been a metaphysical war between the two camps. Firmly established upon the side of spreading any and all knowledge is one strange, tiny being who has come to be named Yishel.

Yishel effortlessly, almost thoughtlessly spills any knowledge which it possesses whenever it seems relevant to the situation at hand. Thus it is the easiest of the gods of prophecy and revelation to access, and oftentimes one of the most accurate. But that does not in any way mean that what is revealed is what the asker of the question wanted to know in the first place. Wedded with every delightfully clear answer given is a related yet often unwanted second answer, tailor-made to confound the bearer of curiosity. Through this, Yishel balance any resulting satisfaction or confidence with uncertainty, and a reminder of the infinite and uncaring tangencies which the universe has in store for all.

Yishel's petitioners tend to be desperate or cynical enough to be willing to weather the double-answers of the god. It has few allies, tending to alienate everyone who has direct dealings with it. Even those beings of pure knowledge who try to paint a more positive image of free information find it to be an unhelpful and annoying compatriot, while those who would prefer to keep something secret and safe for the sake of all simply gesture toward the disconcerting blabberer of weal and woe as reason enough why some things are better left swept under the metaphorical rug.

Saturday, July 8, 2017

Excerpts Concerning the Nature and Treatment of Coherent Shambler Disease.

"Also known as Rioter's Syndrome and Saint Wido's Dance, this affliction of the body is a reminder to all on this earth that the powers of heaven are creative in their cruelties indeed. Through the touch of the spittle or humors of one afflicted by this disease, another may within a matter of hours join them in a state of bodily dissociation. From the neck down, one becomes an entirely feral creature bent toward the destruction of his fellow man, relinquishing all assets of civilization and preferring to deal grave bodily harm to others not so afflicted through the strength of his own hands. From the neck up, the afflicted becomes an inconsolable wretch, sobbing and shrieking at the evils which he is unable to will himself to cease. They are infused with a hellish might and resilience, such that only swift and blunt force trauma to the crown may permanently cure them."

- Arstokhlus, Ecclesiast of Porylus Mons


"The misinformation surrounding this disease for so long has caused nearly as much human suffering as the disease itself. While it may be transferred through saliva, this seems ineffective unless the fluid makes direct contact with an open wound. Considering the state of distress of the sufferer, a bite is wholly unlikely to occur. Rather, the disease enters the body through some other means which has yet to be determined, though ingestion of contaminated food or water, or the inhalation of certain vapors, are the most likely culprits. In either case, a population is infected well in advance of any symptoms manifesting, making an outbreak even more difficult to predict and then contain.

The afflicted remain in full control of their mental faculties as the malady runs its course, even retaining control of the head, neck, mouth, eyes, and vocal tract. More often than not, due to the slow, shambling gait of one's body while in a "neutral" state meant to conserve energy for an outburst of surprisingly quick violence, a person may warn others well in advance of their own condition, such that the worst may be averted and the unfortunate detained. Exceptions to this are of course the most famous and commonly reproduced in media, such as the large-scale infection at Ul-Qib, which was taken by many as an excuse of certain behaviors, leading to an impromptu rebellion against the highly unpopular governor of the city."

- Sark ad-an-Rish, Court Scholar at Nambar


"It truly is fascinating, the disconnect between body and mind in this syndrome. As I write, my patient attempts his very best to maintain civil conversation with me, even as the adrenaline pumping through his veins causes his limbs to push and fight against his restraints to the degree that I fear muscle and sinew will soon tear away from bone. Though deeply apologetic and prone to bouts of melancholy, he is fully cognizant of his body and what has happened over the last four days. Indeed, his remorse may have been the deciding factor in him providing me his consent for these tests. Perhaps the disease is infectious in spirit by some means, for I find myself giddy, and must force myself repeatedly to remain within the bonds of ethics and professionalism while faced with this truly extraordinary opportunity.

 He explains that one morning, he simply woke up attempting to strangle his sibling and lacking the means to stop doing so until a much larger group of kin was able to drag him off. The process of transporting him to the authorities was a messy affair which at one point involved three relatives chasing after him as he hopped with rope-bound legs across a field in an effort to ineffectually body-slam a random farmhand. I shall continue to run tests on his sense of touch and other extensions of his nervous system while the local judiciary attempts to work through his case. If his condition can be substantiated to those magistrates unfamiliar with the Dance, he hopes that he may repair the rift with his family- while under constant restraint for the foreseeable future and being fed using a very long-handled spoon, of course."

- Mersind, expelled biologist of Serminwurth and amateur anatomist


"In my entirely professional opinion, I would opt for a pickaxe through the brain."

- Roberick Bertrum Litte, Professional Dropout at Ivory Tower University