8 CLOCKWORK FLORESIENSIS
When the ancestors of the Sinquistion
came into the caverns, wretchedly pursued by drainers and
and fresh waves of the Bloom, there
were others already there - mechanical men.
It was them who built the Necos, La
Ciudead. Perhaps they little realized their nature viz a viz other
lifeforms : their artifice well-concealed and appropriate amid the
workings of their creation Perhaps they imagined themselves living
beings in a stricter sense - that others were artificial, un-living.
(Of course, in matters regarding the
risen dead, they are half-correct : but the question of whether a
thing breathes or not is not important to the clockwork).
Perhaps they constructed the city by
some sort of instinct or mechanical pattern, and the resultant
buildings themselves gave (or continues to give, in exile) something
approximating sentience - via the tall antennae towers that resist
alteration and shoot lightning KEEP AWAY. Perhaps buried, deep
within, is some sort of a queen, waiting, unfertilized. Perhaps she
has been found by the Shadows and colonized, and the resultant brood
will be something entirely new, a fire to clear the drift.
The Clockwork Floresiensis were chased
away by the Sinquisition. The Floreisensis long to return. This is
paramount. All the other details of their lives are subsidiary to
the one purpose: although, being machines they don't pursue this goal
creatively, but rather long after it, disorder their lives after it.
It undermines them. This is a key difference between clockwork life
and actual, formerly breathing (un) life. (Un) life works inside out
: it has a nature from which it derives a purpose. Mechanical life
is high concept : the purpose first : from that it derives its
nature. Even if the situation no longer matches.
The C. Floresiensis still have a
presence in the city, in pockets – for one thing they have a finger
on the tone RE
that opens the Amberduct which allows fast transport through La
Carreterra Anaranjada on a silt river. They oil the great pistons
and scrape off corrosion which cycle the streets.
These Clockworkers are looked at as
nothing but collaborators by the diaspora – they dress pompously
and are not properly serviced, technicians though they are, whizzing
and popping and rattling and prone to prophetic vomiting of
gibberish. (Although there is plenty of bogus work done by hired
undead mechanics who don't properly understand their workings -
shaking rattles and dunking them in chemical baths). Still - the
city is safer than the "Outdoors" and they would see
themselves as preserving and the city itself for an eventual return.
The bulk of the Floreisensis were
chased into the marches and pretty thoroughly exterminated by the
elements.
As it turns out, the nemesis shadows
can lay an egg in THEM pretty good too (see the rumination about
colonized queens above) – and so infested, their longing changes
from the City to their eventual offspring, that incubating and eat
their insides, until the composite thing hatching from their stomachs
wipes out the village. To host an Egg gives magic powers : and those
so "blessed" sleep a dreamless sleep, shivering under
blankets, manifesting illusory quarter-shadows : these too lay eggs
in Floresiensis, or in their minds they do, and make quarter-half
shadows themselves, and so forth, each generation less substantial,
until at last the pool of victims are exhausted, or until the real
offspring is born and kills everyone anyway.
Half Shadows Quantum O.G.R.E. |
This is the end of the process. A war-machine monstrosity.
Skinny : tinkertoy type connections : body parts any which way :
lots of sharp edges. It will kill everything - and then will most
likely go dormant : ant lion like : waiting for further
instructions. |
Quarter Shadows Bag Katies |
There are always 4 : Think of popular descriptions of the 3
Part Goddess : Badb Catha/Macha/Nemain - they from one angle are a
rustle of wings and cloth - and at another are 4 figures - talking
in the same voice, but with a different font, this sort of thing: Nurse Shadow : This is the part of the split-self that tends to the body : it shivers, it tucks the covers in, shhhs. It will deliver the half-shadow. (Angelpoise) Lamp : Light from which the shadows ascend the wall and change size. This is probably loosely the "machine-soul" of the infected. Sometimes it's a creature with an illuminating sphere, sometimes a torch, sometimes a burning body. Claws : Unhinged fury : The protector. Almost without form. Cutting comes from THAT corner. And THAT. And THAT. Architect : Plots the next step with a protractor and sheaves of paper. Stooped, walks with a limp. Most likely to do the stinging, although any of them could, if it came down to it, resulting in : |
Eighth Shadows The Minnow-taur Visibility - 3 |
The Offspring of a Quarter-Shadow (the half-shadow lets nothing
live at all). They run faster and faster (and they better - see
above). Very small. Very fearful. Little motes : think the
critters swimming around that Jabba the Hut catches and gobbles.
Or squigs. Any village around will have them : they are shoo'd
away - pests - and operate a little bit like a flash programmed
fidget game : you push one away, it goes far, and the center of
gravity shifts for the whole bunch : his buddies/proximate points
drift off away toward him : the whole school moves, and then comes
back together. Often they have some ability to disguise themselves : they look FAAAAIRLY normal : but their glamours like everything else drifts with the group : so there is a tug of the skin : a softening on one side : outlier's lurching motion pulled toward the congregation. |
Sixteenth Shadows Baby Visibility - 2 |
The Offspring of a Half Shadow AND an Eighth shadow it has
caught. So : first of all, the group issue is here. The accumulated WEIGHT of the captured eighth shadow : plugged as it is into some hyper complex death machine : draws the others in. They want to rescue their friend. They harass the Half Shadow, as it is weaving itself around the unfortunate. They overthrow it : tear it to shreds : even as it creates the offspring. The host dies too : now you have seven in need of an eighth : they take the baby into their circle : and are quickly dominated by a mind approximately 8 times smarter. No better disguised than the Minnows (really) and they keep the baby bundled VERY well (the odd horror pull away and you look inside the blankets and it's ONLY stars and such). : the thing is, the 7 stay TOGETHER, so there is no distortion. |
Thirty-second Shadows Clockwork Habailis Visibility - 1 |
Some 7th son of a 7th son thing here. Entirely
indistinguishable from a Floresiensis. Say, one is a live image,
one is a flip-book. You made it kid! You are a (mecho) human
again. Except : See below |
Big Rig (32) Gh0st Visibility - 0 |
The child of a Clock Hobbit (aka Clockwork Habalis) and a
Clockwork Man. The resultant child might stick around for a while
: even grow to adulthood, but they will slowly FADE into the
background. Bilbo Baggins that s***. Maybe the hand goes first. Did it get chopped off? Or it it just slowly fade away to the Negative Material Plane. Who can say. Well, the Ghost knows. Maybe. Maybe not. Sure, they are preten....nnding to have undergone an industrial accident : saw, meet hand. But maybe they're not really sure where it is either. Ghosts essentially. (but sliiiiiighly mechanical ghosts, hence the 0) Once they disappear, they are WELL pissed, but can only unwind the maze of negative material (like being covered in a million strands of thin black), or finding your mouse on a malfunctioning screen. They'll f*** with you when they can. |
(and herein is a reskin of Scenic
Dunsmouth) :
The diaspora in fact survives only in
the visage of a single village, Clepsydra, a place of
waterwheels and canals. When the time for this too to fall, two
heroes arose as they must do in these circumstances (that you hear
about – the sample size being exactly equal to the number of
tellers : no survivors = no story). They drove back the wave of
shrieking undead. They burned out the infection with blue fire.
They persist, restless, on guard
without rest, diminishing but alert. They really hate each other.
a : Synchrowulf – that great
hero from the wars before, mumbling to himself at the far side of the
village, killing without mercy or reason if you look at him wrong.
Steer well clear. He will find offense at anything. He has killed
for an impertinent remark. He has killed the ogre Humbaab, he has
killed the Silver Dragon, he has killed the Watch Witch . . .
He has killed the Watch Witch.
He has killed the Watch Witch. He has
killed her again and again.
b : The Watch Witch – frail
and threadbare. But here she is, haunting Synchrowulf, appearing in
his reflection. Sometimes she even gets him, pulling him into the
water until he smothers. Sometimes they have children.
The 2 are always plotting to kill each
other, fomenting factions (such as two particularly anti-social
creatures can politic - ambitious schemers try to keep them on task -
but you'll end up with a knife in your stomach as likely as
anything), setting traps for the other. They defend the village
well, all that remains of that glorious clockwork civilization in its
indigenous form (set aside the clockworkers who are beneath the
villagers' contempt). They defend it well, except when they become
too caught up in their schemes toward one another.
So the Nemesis shadows sometimes get
in. And lay an egg in someone and cultivate a little group around
them.
Maybe often get in. Hard to tell.
Because there is a BUG in the system – a hiccup of time, an anomaly
that runs the clocks backwards. Every time you come to Clepsydra, it
runs differently. Sometimes everyone is infected. Sometimes the
Shadows are cauterized with violence and it's free and clear. Stay
in Clepsydra too long and it resets itself.
The clock resets, but the shadow-spawn
sometimes escape and make war in other parts of the Cadaverlands. If
they can get out fast enough.
The Watch Witch and Synchrowulf are
always insane – that is the price they paid to their clockwork gods
long ago for the strength to endlessly resist the invaders. Perhaps
they were at first able to remember across iterations - or are able
even now but get everything muddled. Holding drifting sand.
Imagine a train turntable – it is
lined up in a certain configuration for a while – but then all of a
sudden you are at a dead end. That is how the Tic Toc Woods are.
They are a source of limitless energy, but it is inward pointing.
Someday some enterprising soul might damn it up and create
electricity from its weird little workings. Someone like :
9 JULIA ATLAS MOTH
Source : Blood in the Chocolate,
Hubris
A cursed sometimes child of Synchrowulf
and the Watch Witch, during one of the reboots that went more Rom-Com
than Boho Body Horror. Formerly an activist against the destructive
exploitation of the Cathedral Arboreal, now a good capitalist busy
turning turnips into tincture.
It is her fate to cross from one mask
to another, and every project that she undertakes is in essence some
sort of trap laid against the designs of her future self. So there
are veins of agitation in the Cathedral which Julia Atlas Moth laid,
in a prior incarnation as Rainbow or an intermediate form, and being
a hyper-efficient maven of machine production she knows too well that
the CREATURE she will become - the plugged in hive-mind - the flayer
- her inevitable descent from idiosyncratic living machine-woman to
mere implement of some larger purpose.
(perhaps this is but summary, the
nature of all men : these differently-limbed creatures ganging up
against themselves in a great super-Nova-ctopus trying to choke out
it's own neck - shabby- chic
in their new but ill-fitting skin
suits, changing clothes every 27 days, the down-stream implication of
that curse of death loosed by Adam).
The different Julia Atlas Moths slip
the bonds of time and appear - here and there - to make mischief for
the other. These creatures, by virtue of their wispy
semi-physicality and bore-bit eyes attract followers - and despite
the falling off over time as the memory fades - enthusiasts persist.
If you meet one, chances are you have already met the others - and
each is attempting to pull you into their orbit at the expense of
these alternate perspectives. They, being the same person, can
disguise themselves as other incarnations, and at least some of the
time keep straight who they really are and what their purposes were
for the impersonation.
TABLE 1 - Julia's MANIFESTATION
1 : Child Julia
Preternaturally aware child - wandering
around the Red Swamp.
Red hair - almost druid-like connection
with the environment - the trees will bend to protect her. Level zero
but possessing copious psychic or wild-magikal power. She will most
probably offer you something to eat : a root, a leaf of exotic plant.
Hair : Straight, Red, Long.
If she is encountered OUTSIDE the swamp
- there remains a bit of the swamp that is with her - the floorboards
are rotted, the tree collapses and is filled with locusts.
2 : Julia Rainbow Moth
In the Cathedral Arboreal - carried
around as a shiny talisman by the Silvertip Skink tribe (a little bit
lizardman, a little bit bullywog - a little bit 40k orks).
She isn't 100% sure what is going on -
she probably believes she is doing some form of activism, or leading
them as a gnomic outsider - but they regard her more as a magical
object, a god-horn, a coat of colors.
Hair : Braided, Painted rainbow.
The Silvertips will make LONG journeys
outside of their territories - to anywhere and anywhen. She tells
them that strangers are coming to mine their home, she doesn't tell
them it will be her.
3 : Julia Atlas Moth
The Skinks enslaved. They dart around
and do mechanical tasks. She has convinced them that they are in
hell, being punished for transgressions, working off their sins with
boring rote polishing of stone to make Vino Huecovo.
Most of her thralls were troubled
before - they were lazy or adulterous or murderers or traitors : and
they thank her for purifying them. This is like a seventh tribe, ill
regarded by the others.
Hair: Grey - dyed BRIGHT red. Pulled
back in a complicated bun with enchanted pins that will pinch on
hearing a lie (hers or by others).
There are distribution points
everywhere - little meth labs run by little Julias - most are
eventually absorbed into the greater Crooked House - they slink
toward it : busted up by adventurers and reforming, ever and ever
closer until it's long tongue hooks them and the Fattest Julia Atlas
Moth pierces the doppleganger's eyes with fishooks.
4 : Julia Atlas
The Sorcerer - who starts dipping into
the Vino herself after long keeping things professional : it makes
you see in all directions that time goes - down through the floor of
the moment : drip drip into the other streams, the long underground
that you die and when you come up for air again it's just after you
were born and there are two of you eyeing each other through a wall,
through a shoji divider.
Hair: Gray - a beehive of a thing,
straight up Bride of Frankenstein style, a Marge Simpson.
Brooding in her tower - she will be
encountered through a portal always as she does not LEAVE her tower
ever, but rather seeds it with doors and brings people to her.
Absolute Center. She is after something she has lost, but whether it
in particular is an object, or a person, or herself, she, having lost
all three over time, she can little tell.
5 : Julia Salt
Hathor of Storms. She haunts abandoned
places, brings their mechanisms back to life through tedious
bench-work. Brings them to life to drain the fluids from their
successors. The horror movie shadow. Masked in grotesque manner.
Hair: Shaved.
She takes joy in causing machines to
destroy themselves : be they physical or best laid plans. It is
Julia Salt that Julia Atlas Moth fears the most and takes the
greatest precautions against - she has laid traps for "The Salt"
to spend her energy against : but even these offer a silver string
back toward their creator, and traps within traps within traps are
necessary to slow her calculated advance.
6 : The Salt Witch
Druid of the Slums, at a level of peace
at last. She has given her life to Shülaff
the Green Dragon - serving him, combing his hair, polishing his
scales. Perhaps she will venture back to the village and become her
own mother. It is not outside the stratagems of Shülaff.
Hair : Gummy white tied with other
people's hair to complete a wild rats-nest.
Encountered probably on the way back
from visiting the mad god himself - he has perhaps tortured her :
flayed her or decapitated her but she is past such trivial things and
will sew herself back together. Everything is for a purpose and that
purpose is Shülaff.
Sources : Scenic
Innsmouth. Warhammer 40k Compilation