Graffiti Gallery: Occult Eye

Back when I was living in a different neighborhood in Brooklyn, I would take walks around on the weekends to find graffiti. This is one of my favorite guys, partly because the design looks like a hybrid ankh and mostly because it’s creepy as shit to see these eyes everywhere.

What’s interesting to me is that the designs are drawn in different colors and mediums: there’s red, black, and white versions, and some seem to be done in chalk (like the bottom-right one on the door). Another interesting thing is that there’s no signature, which means there’s no name associated with it. Just the inscrutable eye.

Locations are Devoe St, Metropolitan Ave, and Bushwick Ave near the Grand St. stop on the L train.

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Worldbuilding: Morrowind and Vvardenfell

Back in 2012, I was sitting with a group of fantasy writers at a conference in Seattle. Everyone had begun rolling off their favorite authors, and soon there were choruses of ah, yes and mmm. I just sat there silently with a glass of ice water. Most of my writing career had been a conscious detour around names like Robert Jordan, R.A. Salvatore, and Terry Brooks. But despite being the biggest cynic at any given table, I still love fantasy. So when everyone was finished gushing, I put in my two cents. And what I was saying, in effect, was “I don’t care where you get it. Get ‘Morrowind’ tattooed somewhere on your body.”

World-building is one of those things that set fantasy and sci-fi authors apart from any other writer: it asks for the skills of a cartographer, meteorologist, folklorist, geologist, linguist, political scientist, economist, and ecologist, then brings it all to bear on a story. Morrowind employed all of that to characterize the continent of Vvardenfell. And it’s one of the few pieces of fantasy I really believe in.

For those who haven’t heard of it, Morrowind was an award-winning, open-world fantasy game released in 2002 for PC and Xbox. There’s been a recent upsurge of people claiming that video games should be considered a form of art. I’m not here to argue for or against that. Over the course of my life, I’ve bought a little over a dozen video games, and I’ve only finished about three. But there’s a point where something brings so much to the table, so much imagination and depth, that it deserves to be studied. The greatest point in its favor, besides being a fully developed world, is that Morrowind avoids the conventions of the genre and reminds you that this is fantasy, where the horizons are endless. If you’re not a fan of video games, you don’t need to be. You just need a legal pad and a pen to take notes.

So let’s talk about world-building.

The geography of the continent of Vvardenfell is tremendously diverse, and right off the bat, that’s a good thing—mainstream fantasy is dominated by the shadow of medieval Europe: huge tracts of forest, grassy countryside, and snowy mountain ranges that conveniently divide kingdoms along their bases. The climate is almost always shades of England, except maybe an ‘exotic’ Caribbean tropic region or a ‘faraway’ Middle East or China analogue.

Vvardenfell, however, unifies a whole range of climates and landscapes into one cohesive setting. It’s a volcanic island with ash-blown badlands surrounding its mountain, wet jungles on the west coast, vast grazing lands in the northeast, and a fertile archipelago in the south. In each region, there’s a specific set of animals, landforms, and plants that characterize it, just like real biomes. In the Ascadian Isles archipelago, the tiny, scattered islands mean predatory, salmon-like slaughterfish and island-hopping, either by swimming or boat. In the long lava canyons around the titanic Red Mountain, ash storms can create white-out conditions, making it easy to get lost and even easier to be ambushed by the tribal Ashlanders (and the god-forsaken cliffracers).

All of this demonstrates that it’s possible to create a varied, fascinating landscape for your stories, giving your reader more than just backdrop, but immersion. Travelling through Vvardenfell was one of the main attractions of the game, and crossing the continent was a story all in itself: walking under mushroom trees and through wastelands of standing stones made you feel as if you were on an adventure. There was a sense of Vvardenfell’s desolation, danger, and beauty, and a good portion of your time could be spent just appreciating it all. This kind of care put into a setting ignites a reverence for the world and an investment in the story.
Geography also enhanced Morrowind’s culture: instead of making different regions into cookie-cutter cultural blocs, giving the Ascadian Isles people one token set of beliefs, the Bitter Coast people a totally different set, and so on, the whole continent had a strong sense of identity. The Dunmer, the elven residents of Vvardenfell, are the same curt, xenophobic, tradition-focused race regardless of where they live. Cultural diversity is fantastic in a setting, but it’s also interesting to see a single race adapt their way of life to different lanscapes and still retain their customs and heritage; it gives them depth and durability.

That being said, Morrowind is spiderwebbed with deep divisions: there are three Great Houses in Vvardenfell, representing three very different sides of the Dunmer people. House Telvanni, which controls the northeast part of the continent, is almost a rogue state: it annexes territory secretly and often abandons treaties when it suits them. Most of the power in the House is held by wizard-lords, who live in elaborate mushroom towers and hold huge slave populations. House Redoran is built around preserving the ancient Dunmer heritage, and heavily resembles samurai in their devotion to honor, proper behavior, and adherence to a warrior code. They are also the most pious House, with a close partnership with the Dunmer religion, the Tribunal Temple. House Hlaalu is an interesting beast: made up of the merchant class, the House has embraced a more pragmatic and tolerant view of other cultures because of their trading practices, but their facade masks close connections with the criminal underworld and the highly racist Camonna Tong gang.

The Great Houses offer an alternative to the usual plots of political intrigue. Instead of fighting over an emperor’s throne, the Houses are in conflict with one another over territory and resources. They are not separate countries; on the surface, all of them are loyal to Vvardenfell’s godking, Vivec. Outright war is never declared, trade is never cut off, and members of different houses are free to move through one another’s territories, but everyone on the street knows that spying, closed-door negotiations, and even covert raids are taking place on a regular basis. Expansion is the prize.

If tensions rise too high, the Houses have a ritualized form of warfare: they call on an impartial organization of assassins, called the Morag Tong, to kill members of other Houses. The interesting thing is that this kind of murder is a legal and open practice. At the scene of an assassination, the Tong member can show an Honorable Writ to demonstrate that he is a legitimate combatant, and according to the rules of warfare, no one can punish or capture him.

What this adds up to is a highly diverse but coherent set of conflicts, contained within one continent and one people: the Dunmer have a shared history, a shared faith, and a shared homeland, but the Great Houses divide them along ideological, economic, and cultural lines. The best part is that the Houses are fighting for their constituents—it’s the common people’s interests and beliefs that drive them. The battles are over slavery, adherence to tradition, or settling new lands, so the politics and intrigue are more akin to a Malcolm X rally than a Richard the Third-style genealogy map.

Then there’s the economy. Economics is not money. It’s what people are eating, how people are employed, what people make their houses out of, who makes the boats, and who rises to power. It all depends on the flow of materials, educated craftsmen, and influence. Every reader of Dune knows the old saying about the spice and the universe.

The economy of Morrowind can be broken down to four things: kwama, saltrice, mining and smuggling. Kwama are like giant domesticated ants, which live in extended burrows and produce eggs, which are then harvested and sold as one of the main foodstuffs of the continent. Saltrice is a common crop raised by farmers, and serves a purpose similar to flour. Mining consists of ebony, precious gems, and volcanic glass, all of which come from the volcanism of Red Mountain. Smuggling is endemic throughout the island, with coasts dotted by caves and secret docks, and offers a way to transport goods at lower prices. With these four elements alone, you have a blueprint of Dunmer society.

People need saltrice and kwama to survive. “Miners” need to be employed to work in the kwama tunnels, and farmers need land to raise saltrice. So cities like Balmora grow up near the kwama mines, where many people are employed as miners. Slave plantations are created for saltrice, creating a whole tradition of slavery in the Dunmer culture. Beasts of burden, the dinosaur-like guar, become domesticated to transport these goods, which mean there are guar breeders and guar thieves. Meanwhile, the families who control the ebony mines are growing rich from exporting it, and with their money they’re funding their Houses, which use the money to arm their soldiers and improve their cities. Because of this, Houses become dependent on the expansion of their mines. At the same time, smugglers are importing and exporting goods underneath the nose of the government, creating a whole underground market of low-cost goods for the poorer villages and fostering criminal elements near the coasts. Anti-government sentiments are created, and the coast becomes an anarchical Wild West. Every world should have an economy this dynamic, this exciting. All it takes is some farmers, miners, and smugglers.

But there’s something even more exciting: religion. Morrowind’s Tribunal Temple is a great model for a theocratic state and a living religion: Vvardenfell is ruled by the Tribunal, three earthly deities who have delivered the Dunmer people from demons, droughts, and invading races and live in giant palaces throughout the land. There’s a whole series of books and shrines inside the game that detail the chief god Vivec’s historic travels and saintly acts, which range from reviving the Dunmer with his tears after horrible ash storms to working as a beast of burden in a field to help a poor farmer. He and his Tribunal are living heroes to the Dunmer, and serve as the de facto rulers of the continent.

What makes this unique is that this religion lies at the heart of the Dunmer: their history is tied up in it, their heritage is tied up in it, and the rule of Vivec is an earthly one. Vvardenfell is, to the eyes of the Dunmer, the living kingdom of God. It’s also a land where the divine enemies of the Tribunal, collectively referred to as the House of Troubles, spawn monsters, summon earthquakes, and spread madness, so the Tribunal Temple is also a holy army and a bulwark against destruction and chaos. Religion in most fantasy settings is usually some reflection of the Christian religion: unseen divine powers surrounded by a far-off and highly elaborate Church. In the common lives of people in those settings, religion is either absent or an oddity that sets someone apart. In Vvardenfell, the Dunmer religion is woven into the communities and the daily life of its people, in the same ways that make religions like Islam or Buddhism so fascinating. It’s also part of a war for their survival, their lands, and their way of life, fought against demonic forces and foreign races.

But all of this barely scratches the surface. Morrowind had, by far, one of the most alien fantasy settings I’ve ever seen: giant, magical floating jellyfish were raised for leather, men riding twenty-foot-tall fleas ferried you around the continent, the Redoran capital was built inside the carapace of a huge, extinct species of crab, and the scattered, bizarre Daedric ruins were the epitome of H.P. Lovecraft’s vision of non-Euclidean architecture, complete with unpronounceable names like “Ashalmimilkala.” It was wildly imaginative, but all of it had such a strong internal logic that it made the mushroom trees and jellyfish leather seem natural. Everything was so tightly woven that you couldn’t help but believe in it. So, if you’re committed to building an engaging, unique world for your stories, look it up. The more you learn, the more you can hear it whispering “This is what you came for. This is fantasy.”

And that Morrowind tattoo starts making more and more sense.

The Occult Triangle Lab Review: The Eye of the World by Robert Jordan

wot01_theeyeoftheworldLet me put something in perspective.

If you read Neuromancer, you remember the surreal paradise of Straylight, the space station Case and the crew travel to. You remember McCoy Pauley, the “Flatline,” his accent, and his bizarre dead man’s laugh. You remember the sequence when Case jacks into the matrix to take on the T.A. AI. And if you’re like me, you remember the last line, “He never saw Molly again.”

The entire story of Neuromancer took place in 270 pages. All of its minutely detailed worldbuilding, its revelations about Riviera and Wintermute, and Case’s struggles to get over Linda Lee are encapsulated in those 270 pages.

Page 270 is where I stopped reading The Eye of the World from sheer disinterest. There were no characters I cared about, no aspects of the world that captured my imagination, and nothing in the plot that made me keep turning pages. In the space of 270 pages, the same length that entire masterpieces of fantasy/sci-fi have been written, nothing of substance had even appeared to give me a reason to finish the book.

Let’s go deeper here.

Wizard of Earthsea. If you read the first book in the Earthsea series, you know Ged becomes Ogion’s apprentice, travels to Roke, stays a year in Kurremkarmerruk’s tower learning runes, builds a rivalry with Jasper, unleashes a gebbeth on the world, fights a clan of dragons to a stand-still, finds the Ring of Erreth Akbe on an abandoned sandbar, and travels to the end of the world to confront his own death in 183 pages.

The Fellowship of the Ring. By page 200 in The Fellowship of the Ring, Frodo and his friends have already made it through the Old Forest, the Barrow-Downs, and the encounter with the Ringwraith on the road. They’ve encountered Elves on their travels, watched Bilbo disappear, and Frodo has learned about the diabolical nature of the Ring and the stakes of destroying it.

In 270 pages or less, each of these stories accomplished what Eye of the World did not: present an engaging cast of characters, the beginnings of an interesting, well-paced plot, and  a reason to care about any of it. You could say everyone’s tastes are different, and that if I didn’t like it, that has everything to do with me and little to do with the story. As a writer, I disagree.

To borrow from Harry Plinkett’s Star Wars prequel reviews, a litmus test that every character in fiction should be able to pass is to have someone describe them without explaining their appearance, their job, or role in the plot of the story. What’s their personality, their character? What do they want, and what drives them as a person? Taking a step beyond that, are the character’s desires or goals driving the story and their actions in it? What will they get at the end of it all, what’s their “payoff”? All of these are roundabout ways of saying “Why should I care about this story and what happens in it?”

I couldn’t answer any of these questions about the characters or the plot of The Eye of the World because, as in most D&D campaigns, the story lurches forward because The Plot requires it to. This isn’t a story about people struggling for something, this is a puppet show. Set on a pair of rails, the characters have to play along with no agency and no motivation beyond staying alive, nothing personal at stake.

I’ll make a note here about Egwene, who develops the desire to become an Aes Sedai after Moraine reveals her ability to channel. Egwene has a personal stake in getting to Tar Valon: she wants to become special and learn the extent of her abilities. But Egwene’s presence on the journey to Tar Valon is so incidental, so badly rationalized as “a part of the Pattern,” that it renders her whole role in the plot moot.

But what frustrates me almost as much as the characters and plot is the insistence on the part of fans that The Eye of the World represents good, even great worldbuilding. As I’ve said before, good worldbuilding has very little to do with depth or complexity and everything to do with how it immerses readers in the story at hand. Looking at H.P. Lovecraft’s Mountains of Madness, the overwhelming detail of the expedition’s gear and supplies ends up grounding you a scientific mindset that makes everything afterward, from the frozen city to the ice to the shoggoths, all the more credulous and frightening. Instead, The Eye of the World alternates between spending page after page describing mind-numbing, mundane  medieval farming life and reeling off long expositions about this world’s history and lore, the most egregious example being Moraine’s recounting of the heritage of Edmond’s Field. There is nothing immediate and applicable about these details, like Neuromancer’s complex descriptions of the technology Case is using, and nothing vivid and interesting that reminds me I’m in a fantasy world, like Case’s wanderings through Night City.

Someone might argue that Jordan’s writing, the prose of the book, is what makes everything hang together. I read 1100 pages of Neal Stephenson’s Cryptonomicon almost on the strength of the writing alone. If anyone sits down and compares the writing in Eye of the World to a random chapter in Cryptonomicon (even the one with the Captain Crunch), the difference in sheer vividness will be immediately clear.

So, to sum it all up: I don’t think The Eye of the World is a good fantasy book.  I don’t think it represents what fantasy should be, or what a book should do. If it can’t give me one good reason to keep reading it in the span of pages that other books have told entire stories, I think it’s safe to say that it’s not a good book overall.

[Stands up, pushes chair back]

I’m going to go back to my triangles now. Let me know what you think below in the comments.

The Occult Triangle Lab Review: Cryptonomicon by Neal Stephenson

816Nobody needs me to say that Cryptonomicon is relentlessly witty, written with wonderful, vivid prose, immersed in layers of fascinating concepts and technology, and absolutely vertigo-inducing in scope. These are all the elements that kept me coming back, despite the book having a page count higher than War and Peace. I just wish that there had been a plot to hold all of it up and make it into a coherent story, rather than a series of interesting digressions.

60% of the way through the book, I found myself aggressively skimming chapters, looking for keywords: The Crypt, Arethusa, Waterhouse, The Dentist, Root, Wing, anything that signaled that something significant was happening. But the book is directionless in the most essential way, with all of the beautifully rendered subplots either tapering off or limply hanging together on a single nail, which ends up being the cache of gold. Bobby Shaftoe is a notable exception here, but his death just begs the question: what does all this add up to? How do all these characters, all these lives, all these small stories, add up to something significant? And the answer ends up being a shrug.

So the loving detail given to elements like Ordo and Pontifex ends up feeling like indulgence. I put a lot of thought into the mechanics and minutiae behind the magic systems and worlds in my stories—I wrote an entire article on this blog about data compression, binary code, and metaphysics to help flesh out the idea of “true names” when used in magic, so I’m familiar with the thrill of discovering the depths of nerdy esoterica. But at the end of every one of those esoterica-based articles, I feel compelled to write a disclaimer: this is not what makes a story good. Well-written characters, emotional stakes, and strong plotting make a story good.

Compare that to Cryptonomicon, where there’s an appendix that explains the modulo 26 Pontifex encoding system in detail. It’s a story element whose only function was to confirm what Randy already knew: that his computer was under surveillance. But damn it if we don’t follow Randy’s entire decoding process, and then get a special primer at the end of the book on how it’s the coolest, most practical way anyone can encode messages with a deck of cards. This is what frustrates me most about Cryptonomicon.

But I’ll say this again: I wish I could write half as well as Neal Stephenson. Every sentence has something to admire, respect, even drool over. The dialogue is fantastic, and the characterization is vivid enough for me to write psych evaluations and Christmas lists for the characters. But when it comes to a final judgment on Cryptonomicon, as a story, I just have to shrug.

RATING: 66.66666/100.00

Narcomancy: Morphine, Lucid Dreaming, and Binaural Beats

READ PART 1 HERE

If Captain Jack has taught me anything, it’s that sometimes you’ve got to dream a little dream. He doesn’t have much advice about how to build a magic system around dreams, though. N.K. Jemisin already uses the term ‘narcomancy,’ meaning dream magic, in her Dreamblood series, but after sketching out the magic system for the new story I’m working on, I found my narcomancy resembled William Gibson’s Neuromancer more than Killing Moon.

In a similar way to Case in Neuromancer, the narcomancers in my story operate by immersing themselves in an alternate reality and working from the inside. The reality in this case isn’t a Matrix, but a dreamscape that stretches across the world, with dreams and dreamers showing up as brainwave patterns, tuned to certain frequencies like bands of radio stations, each frequency representing a different stage of sleep—alpha, theta, delta, or REM.

I got the idea of imaging brainwaves as radio bands from Kevin Mitnick’s memoir, Ghost in the Wires, which explains (sometimes tediously) how he and many other hackers started out as ham radio operators. There was one repeater frequency, 147.435, that they called “the animal house,” a channel that was open for anyone to scream into, spread rumors, or meet random people. I liked the idea of tuning a radio into a certain frequency and hearing people’s dreams from all over the world, sort of like John Cheever’s The Enormous Radio. The idea for a worldwide dreamscape also came partly from Serial Experiments Lain, which touched on the Schumann resonance as a means to create a worldwide consciousness using the Earth’s magnetic field, then merge reality and the Wired into one. These ideas are really interesting to me, partly because they straddle the line between real scientific phenomena and fantasy.

The dreamscape, as I’m imagining it, can be visualized as having several different bands, or layers, each one corresponding to a different sleep stage:

dreamscape diagram

Part of the job of the narcomancers in the story is to find “bands” of dreamers in delta sleep and begin trying to trigger them into moving into REM sleep, where they can start manipulating their dreams. REM stage sleep is also known as paradoxical sleep, because it closely resembles the waking state of brain activity. It’s strongly associated with vivid dreaming, and it’s usually in this stage that you have real trouble distinguishing reality from dreaming.

REM stage sleep is also when a sleeper’s eyes begin to move rapidly behind their lids, hence the name: Rapid Eye Movement (REM). Imagining someone’s eyes moving hyper-fast, as if trying to keep up with thousands of flashing images, made me think of the mentats in Dune, who have a similar association with eyes. Their blue-tinted mélange-addicted eyes signaled their superhuman ability to think and process facts like computers, and in a similar way, I imagined  a sleeping narcomancer attaining an almost superhuman level of consciousness during REM, allowing them to deal with huge amounts of sensory input and making them able to pull off a performances.

REM stage sleep, like every kind of sleep, comes in cycles, with the brain diving and rising through the different stages several times over the course of one night. As the night goes on, REM stages become more frequent:

sleep-cycles

This brought me to another idea: sort of like a bank heist, what if narcomancers could only operate during their REM sleep, in 40-50 minute periods? It would almost be like a high that would wear off in time, forcing them to operate quickly, get in, play their music, and get out before their REM abilities wore off.

But there would have to be another hurdle for narcomancers to help distinguish them from regular dreamers: lucid dreaming. When I dream, it usually feels like I’m in a trance, like I’m watching myself doing things from somewhere slightly removed from my body with no real conscious control (Fun fact: sleep paralysis, a possible side effect of being woken up from REM sleep, often causes this same feeling, called bodily dissociation, also known as ‘having an out-of-body experience’). How could narcomancers, and musician narcomancers, hope to operate something akin to a mental DJ set when their mind isn’t working at top capacity? The only way to attain that kind of conscious acuity would have to be through lucid dreaming, where one would be able to recognize that they’re dreaming, then think and act as if they were awake.

To answer the question of how to attain lucid dreaming, I turned to 1980’s drug culture. Since the story was originally inspired by the rave-like EDM concerts of bands like Daft Punk, I turned to one aspect of rave culture: party drugs. So I invented a liquid, opium-derived product with a lot of similarities to morphine, which is apropos since morphine derives its name from Morpheus, the god of dreams. It’s also the kick-ass main character of Neil Gaiman’s Sandman series, but that’s another story entirely. Sezumi, this fictional drug, would have one new feature apart from morphine: it would allow lucid dreaming once it put someone to sleep.

But another aspect of narcomancy, one of the key elements of manipulating dreams, comes from a unique phenomenon that’s also connected to lucid dreaming: binaural tones. Caused by playing two high-frequency notes with slight difference in their frequencies, binaural tones are sine waves that cause the brainwaves of the listeners to begin to synch with the binaural frequencies, meaning that you can ‘tune’ your brainwaves to certain patterns, such as theta or delta rhythms. This would be tremendously useful for a narcomancer who has to move between different stages of sleep, but there’s another use for it that makes it the central skill of narcomancy when paired with lucid dreaming: synching your brain waves with the brain waves of dreamers, then manipulating them.

Consider it a very primitive form of hacking, to use the Neuromancer analogy again. While lucid and on your REM high (with a 40-minute window) you find a frequency band with many dreamers’ brain waves operating on that wavelength, then start using binaural beats to manipulate them into attaining REM stage, then fine-tune your brainwaves to match theirs. Once you’re on the same frequency, you’re the only lucid person around, while everyone else is operating on the subconscious level. From there, you can begin manipulate and shape the dreams into something like reality-bending art, using music as your tool.

 

Dreamwave: Fantasy Writing, Quantum Theory, and Daft Punk

Almost two years ago, Rolling Stone ran an interview with Daft Punk, who I’ve had an ongoing obsession with for the past five years. Before I started college, I had already built my own prototype of Guy-Manuel’s gold helmet. They’re triangulists after my own heart.

daft punk conspiracy illuminati

Besides sweeping the 2014 Grammy awards with Random Access Memories, the two are famous for the visuals of their ALIVE 2007 concert tour, playing live remixes from a 24-foot-tall aluminum pyramid covered in screens, flanked by giant honeycombed triangular panels that synched images with the music. ALIVE 2007 elevated kaleidoscopic sensory overload to an art form, and to be in the crowd, looking up at glinting figures enshrined in a monolithic pyramid of sight and sound, it must have been surreal.

At home in their Paris studio, though, Daft Punk showed the Rolling Stone interviewer another side of their work:

“He moves toward the room’s centerpiece: a massive modular synthesizer roughly four feet tall and six feet wide. “This is a custom system, new and handmade for us by a guy in Canada,” he says. Bolted into four dishwasher-size wooden cases are dozens of oscillators, noise generators and envelope followers; above these are Borg filters, Boogie filters, step sequencers and a vintage oscilloscope. Blinking lights, silver switches and 933 different knobs sprout from the facade within an overgrowth of red, gray and yellow cables…

Bang­alter shows me a little magic on the fly. He tweaks an oscillator on the massive synthesizer, and a piercing drone rings out. He drops to a knee, runs a cable from an output into an input, turns a knob a millimeter. Scratchy distortion musses the edges of the signal. He fiddles some more, and the drone flips into a hypnotic hiccup, then down into a mighty house-music thud. Bang­alter beams like a kid with a chemistry set.”

To me, there’s something magical about this moment in the article. To anyone who’s seen a studio mixing board, an old-school modular synthesizer, or even the exposed circuits of a motherboard, there’s something mystical about the person who has the knowledge to create wonders out of those hidden patterns.

And there’s something fascinating to me about the connections between music, mathematics, and reality. A couple months ago, I decided to write a story that would involve all three. It started, as most of my story ideas do, with psychotropic drugs: if listening to music on substances like LSD and MDMA transported your mind to a higher level of consciousness (as claimed in the 70s), what happens when your body gets used to that high? What happens to the people who are looking for an even higher level of mental ecstasy? Is there a way to get to an ever higher level than Timothy Leary’s Eight-Circuit Model of Consciousness? We’ve already gotten to a point that concerts like Tomorrowland and ALIVE 2007 have become surreal bacchanals, but there’s one step farther, one that takes you outside of reality altogether: dreams.

DREAMS AND BRAINWAVES

I wanted to write a story about two musicians who would play their music in a dream-city, sort of like the bathhouse from Spirited Away. Instead of spirits, through, the city would be filled with dreamers and ghosts. The two musicians would bend dreams into intense, nightmarish raves and push the limits until they finally came to ultimate transcendental state: breaking the barrier between reality and dreaming. But to build the framework of a story around these ideas, I had to figure out the mechanics. Here’s how my thoughts began.
There are patterns called “sinusoidal waves,” which you’re probably familiar with as regular sine waves, the rolling hills of an oscilloscope. There are also non-sinusoidal waves, which are more jagged or irregular, like a sawtooth wave or a square wave, or not smoothly repeating. But all kinds of waves can be expressed as graphs of points over time, and summed up by their amplitude, frequency, period, etc. All of these characteristics, then, can be compressed into simple patterns, like the equation F(t) = Asin(Bt – C) + D.

Human thoughts and emotions can be expressed as brain waves, which fall into several different categories based on their characteristics: these include alpha, beta, gamma, theta, and delta waves. Neural oscillations can indicate someone’s mood, their conscious and unconscious thoughts. Theta waves are of particular interest because they’re the brainwaves associated with dreaming. There are even patterns called “K-complexes” and “sleep spindles” that can reveal what kind of thoughts or stimuli the dreamer is experiencing during a dream. What’s really interesting is that theta waves have a specific rhythm, between 4 and 7 hz, or 60-106 beats per minute (techno or drum and bass music, on the other hand, has a bpm of around 120-160). Depending on who you talk to, listening to another kind of rhythm, binaural beats, allows sleepers to attain lucid dreaming, in which they’re able to consciously control aspects of their dreams.

Both binaural beats and theta waves, however, are just that: rhythms, waves. The same as sound. Synthesizers, which have a lot of similarities to medieval church pipe organs, can stretch sound waves, or oscillations, and change them into any pitch desired. Along with changing the ADSR envelope of a sound (the short attack and release of a piccolo, or the decay and sustain of a piano), a synthesizer can simulate almost any instrument. With the right kind of techniques, maybe theta waves (and by extension, dreams) could be warped and altered like the oscillations of a synthesizer. Music and dreaming, then, would have no real distinction: all of the experiences of dreams, whether that be strange mish-mashes of memories, the sexual excitement of a wet dream, or the anxiety and dread of a nightmare, could be played like a giant synthesizer, or some kind of mood organ (thanks, Phillip K. Dick).

QUANTUM WAVES AND THE ULTIMATE HIGH

So, anyway, the sensory, emotional, and auditory experiences of an ecstatic dream-rave can be controlled and manipulated via the same medium: waves. It all comes down to how you want to manipulate them. I like the idea of a theremin.

Now, here’s where we take a step onto a higher level, where we start to hit the Timothy Leary-type stuff. If (and this is a big “if”) all of the information present in our brain activity is the basis of what it means to be human, and that activity can be expressed as the non sinusoidal waves of brain waves, and someone had the ability to control the shape and patterns of those waves, you might have the ability to tune your brain waves to the de Broglie wavelength.

Back in the early 20th century, a physicist named de Broglie hypothesized that particles, like electrons, could behave like waves instead of solid matter. In fact, after some experiments with double-slits and electrons, all “solid” matter was proven to have a wavelength associated it, as predicted by quantum theory. Going a step further, it was proven that matter and energy are manifestations of the same thing. So the question becomes: can you take human consciousness, which behaves like a wave, and free it from the matter of the brain? Maybe, if you could take lucid control of your brainwaves, you could escape the flesh of your body using de Broglie wavelength as bridge to make the leap from matter to pure energy, then back to a wave. And that’s about as transcendental as you can get: becoming music itself, escaping your body to explore a world of infinite waves, transcending human thought to see the underlying patterns of the universe, partying with the fucking rhythm of the four seasons as your four-on-the-floor beats.

What party could beat that?

Some people party to feel alive. Some people are eternally searching for that higher level. Maybe, one night, on some dancefloor, they’ll find it. Me, I just want to make it last forever.

READ PART 2 HERE

24 Characters in 1 Hour: Improv D&D NPCs

I’ve never been a fan of timed writing prompts, but somehow this happened this past March. The following is a transcript of a Facebook conversation within my D&D group (formerly known as “The Orthodox Church of Tesalasism”). All of the posts occurred over the course of one hour.

DM: I’m working on a list of NPC’s that I can use for later games. Anybody have some suggestions? Looking for something not too bizarre (loxodon horizon walkers need not apply), but still with a unique quirk to set them apart (bandit chief that obsessively collects shoes or such).
Thanks!

Chris Mahon: A young, handsome man who plays harmonica with a dancing monkey. In reality, the harmonica music is a distraction so that a second monkey can pickpocket the listeners.
February 8 at 5:15pm

Chris Mahon: An old man who sells funnel cakes from a cart or a stand. He gives out fatherly advice to all who sit down to eat his funnel cakes, and tells stories about his son, who he hasn’t spoken to in years. In reality, he never had a son. His entire backstory is an elaborate personal fantasy.
February 8 at 5:18pm

Chris Mahon: A dashing young female rogue who has a terrible habit of falling off of buildings. She is now afraid of heights, and only robs people at street level.
February 8 at 5:18pm

Chris Mahon: An insane magician who walks around with a sack of potatoes. He hands them out to the beggars, who are grateful for the food. In reality, he is a master transmuter, and all of the potatoes turn into gold when cooked.
February 8 at 5:20pm

Chris Mahon: A blind tavernkeeper with preternatural hearing, able to hear all of the conversations in the bar, and hear anyone who pulls a knife.
February 8 at 5:21pm

Chris Mahon: An eight foot tall mercenary with sandy blonde hair and boyish charm. He has a wonderful singing voice, and wishes he were a sailor, but never learned to swim.
February 8 at 5:22pm

Chris Mahon: A necromancer who raises up dead cats and dogs on the street. He uses them to ferry messages to his other cabal members, and is known to have ears and eyes in every alley.
February 8 at 5:23pm

Chris Mahon: A skilled archer who has fallen from grace, traveled the world as a carnival performer, and now makes his living as an unhappy, drunken hitman. His accuracy never suffers from his inebriation.
February 8 at 5:26pm

Chris Mahon: A young bard searching for his long lost father, who went mad when he thought his son would never come from his travels. In reality, he is a demon whose sole pleasure derives from driving the funnel cake man insane.
February 8 at 5:27pm

Chris Mahon: A lowly rookie town guard who has been practicing every day to master his slingshot abilities. He is in love with the rogue with the fear of heights.
February 8 at 5:28pm

Chris Mahon: An old sailor who has finally ended his sailing days and decided that what he really wants is to be a professional boxer. He is too old to compete, but he does anyway, and gets the shit kicked out of him time and again, but it’s the only thing that makes him feel alive.
February 8 at 5:29pm

Chris Mahon: A beggar woman searching for the man who made her destitute by stealing her family fortune. All she knows is that he trains monkeys, and is the most soulful harmonica player she has ever heard. She will kill any harmonica player on sight.
February 8 at 6:14pm

Taco: A master magician who can’t stop jumping face first into walls no matter how many jump spells he uses.
February 8 at 5:34pm

Chris Mahon: A female sorcerer who runs a dance club and a drug-running operation. Anyone who crosses her has a fireball stuffed into their urethra. She enjoys hurting people, and spends all of her time in a sauna.
February 8 at 5:33pm

Chris Mahon: A group of six men who are prophets of a new saint. They silently hand out flyers and charms to anyone who will accept them, praising “Saint Olvidar.” Olvidar, they say, is the flesh incarnation of all the worlds pain and suffering. He takes all of it upon himself so that others can heal themselves by forgetting. Any supplicant can attend a ritual, and have memories wiped from their minds forever, transferred to Olvidar.
February 8 at 5:36pm

Chris Mahon: An old beggar who doesn’t know who he is, where he came from, or what he’s doing. He spends all of his time sitting at a fountain, crying silently. He is Saint Olvidar.
February 8 at 5:39pm

Taco: Jesus Christ Chris was this all on the spot?
February 8 at 5:41pm

Chris Mahon: A wizard who faked her own death four years ago, and has become a maker of porcelain vases and cups, weaving magic into her creations. She listens to the eight-foot-tall mercenary sing sometimes, and they have become good friends.
February 8 at 5:42pm

Chris Mahon: A young woman who sells necklaces and trinkets on the street. In reality, she takes the trinkets/jewelry off dead people. She’s afraid the town guard will figure out her scheme.
February 8 at 5:43pm

Chris Mahon: Two men in bandannas who rob people at night, then spend the money on nicer shoes and bandannas. They spend a lot of time in different bars, trying to get laid, but the have bad teeth.
February 8 at 5:45pm

Chris Mahon: A witch who can eat and drink almost indefinitely. She never gets full, and doesn’t know why. She has eaten almost every kind of cuisine, and has a vast knowledge of alcohol and exotic drinks. She is a legend in the taverns.
February 8 at 5:47pm

Chris Mahon: A drug smuggler who has crossed the sorcerer who runs the nightclub. He is addicted to his own product, and is now in a self-destructive spiral downward, trying to take the entire criminal underground down with him a bloody vendetta.
February 8 at 5:50pm

Chris Mahon: A cleric slowly losing his faith in his god. He is visited every Friday by a powerful demon, who challenges him to a game of cards. The cleric always loses, and finds himself deeper and deeper in debt to the demon. For some reason, the demon always has funnel cakes.
February 8 at 5:56pm

Chris Mahon: A silent assassin who wears a white mask all of the time. He plays with matches, and can be recognized by the smell of smoke on his clothes. In reality, his hit victims are the source of the young trinket-woman’s jewelry supply.
February 8 at 5:59pm

Chris Mahon: A carnival ringleader searching for the man who stole his trained pickpocket monkeys. All he knows is that the man is the most soulful harmonica player he has ever heard.
February 8 at 6:16pm

Chris Mahon: A former adventurer who spent all his time looting old ruins. His clothes his burned flesh and dozens of gashes from traps and enemies. His prize possession is a glass eye that lets him see through walls. He is known as “Dingy,” but no one knows why.

DM: I love you Chris Mahon.