A 13th Century Machine For Seeing The Future

“Chance favors the prepared mind.” -Louis Pasteur

That’s a great quote, one of my favorites. And it’s a crucial philosophy for anybody who has to be creative in what they do, which I believe is pretty much everybody. If this isn’t your first time around here, you’ll know Grailrunner’s key driver is inspiration for innovative ideas. Mainly we’re into science fiction and recently, tabletop gaming, but dropping idea-bombs like the one today is gasoline for us.

You never know when you’re going to be able to draw a connection between ideas and make something wonderful happen in what you’re doing, so it’s best to file away all sorts of gems as you come across them and do everything you can to understand what made that idea work, what made it fascinating and useful to whoever dreamed it up.

Which brings us to mysterious brass machine crafted around 1241 AD, marvelously decorated with inlaid silver and gold, emblazoned in gorgeous Arabic script, and stored in the British Museum’s Oriental Antiquities Department:

“I am the possessor of eloquence and the silent speaker,

and through my speech [arise] desires and fears.

The judicious one hides his secret thoughts, but I disclose them,

just as if hearts were created as my parts.

I am the revealer of secrets; in me are marvels

of wisdom and strange and hidden things.

But I have spread out the surface of my face out of humility,

and have prepared it as a substitute for earth.”

-Naskh script inlaid in silver on the Geomantic Tablet

Let’s get this out of the way now, and don’t say it to offend anybody who feels otherwise, but there’s no reason at all to believe that patterns or movements in the stars, random dots in sand, or how birds move around brings any insight into the evolution of future events. There’s no known medium or physical law that would fuel something like the supposed axiom fortune tellers often lean on: “As above, so below”.

That doesn’t make it less fascinating to me though, how people throughout the millennia have given it every effort elaborately and exhaustively. And somehow, whether in hexagrams flipping through The I Ching or the dots in the sand of geomancy or other avenues, we find insights into ourselves and human dynamics in the intricate connections, metaphors, rules, and manipulations of fortune telling machinery.

If you find this sort of thing interesting, download this 2003 study by Emilie Savage-Smith and Marion B. Smith updating their earlier work on the same device. They’ve really done some exhaustive and illuminating work, fleshing out what this amazing machine was built for, how it was used, how it’s constructed, and the Islamic divination background from which it came. This is available for free in a few places on the internet, but I’m including it here so it doesn’t get lost.

What is this machine called? Most references to this device call it the ‘geomantic tablet’.

Who built it? A craftsman named Muhammed ibn Khutlukh al-Mawsili in 1241 – 1242 (he signed and dated it).

What was it for? This device is a unique machine for conducting geomancy divinations without the use of sand or dirt. Someone wishing to know the outcome of a future event could manipulate four sliders and a number of dials and then, following geomantic principles, get detailed insights into what was likely to happen.

But what’s geomancy? Geomancy is a divination technique usually involving poking random numbers of dots in sand or dirt in 16 rows while concentrating on a question for which the seeker wishes to know. Since the mind is supposed to be absorbed in the question and the mood, it’s important for them to be unaware of how many dots they’re making. Geomantic rules outline how the seeker would count the number of dots in each row and form four standard figures (called “the Mothers”). From those, rules explain how to form four more standard figures (called “the Daughters”), then more manipulations to further derive two more generations of figures and ultimately a final resulting figure.

Does geomancy work? The figures have names and a host of connections that flavor the oracle being provided, which is (to me) where the actual magic happens. Our minds find patterns everywhere; it’s literally how they’re built and how they reform themselves. Complicated jiggery like this makes it seem like science, but in my mind these manipulations and connections draw out our ability to see events and circumstances differently by throwing random noise into the problem solving process. We seize onto bits of noise that seem relevant, our rational processes jump out of the rut we’ve found ourselves in trying to resolve the issue, and we focus instead on puzzling out how this other new bit is related. In doing so, we may have found an answer that our paradigm and assumptions were preventing us from seeing before. So an oracle has spoken.

How did this machine work? The authors do a really nice job of piecing that together, actually. Those four curved sliders in the top-right corner each bear all the standard geomantic figures on them in a non-standard sequence. It’s likely the user would concentrate on their question and randomly pull the slider out to some position without looking, then look at the bottom-most figure visible in the window to see which figure was to be placed as the first “Mother”. And so on till the first four figures were found.

The dials also all held all the standard figures (each one being identical), so they’re just basically registers for the user to display the relevant figure as they use the “Mothers” and the geomantic rules to know which one to turn to. Inscriptions around each knob name and explain the figures.

Each figure is housed in ‘houses’ and brings all the requisite connections to flavor the oracle (The House Of Fathers And Mothers, of Offspring And Children, of Illness And Disease, of Women and Sexual Matters, etc). The elaborate starburst knob at the bottom, with its arcing display window, is for gaining deeper understanding into the result by linking that figure to not only its adjacent figure but to states of the moon (setting, rising, etc), and omens (mixed, tending towards good, increasing good fortune, etc).

Interesting, but how does this help me? Well, back to the point I made at the beginning…or at least Louis Pasteur’s point. There’s something to be said here about problem solving and the idea-creating process, about fascinating lore and beliefs from the 13th century, and maybe all manners of stories to tell about mysterious divination machines and the intrigue that could result. In our Salt Mystic line, there is an enigmatic calculus done with the manipulation of figures that is in many ways based on what geomancy purports to be, though the emphasis is on repeating patterns in human behavior along the lines of Asimov’s psychohistory.

What can you you do with all this? Maybe nothing now, but check out the hard work the Smiths put in here, and file it away. You never know when something might be needed.

So prepare your mind.

Till next time.

Salt Mystic Update: Groundbreaking Developments Coming In Volume Two!

Salt Mystic is our signature property here at Grailrunner, a science fiction setting with a western flair that aspires to break your mind with its innovation and immersion. No modern politics or agenda, just intrigue, action, dialogue that pops, and crazy-cool technology, and at heart inspired by Frank Herbert’s Dune, Asimov’s Foundation series, and Stephen King’s Dark Tower books. Click the title banner below if you’re new to this and want to learn more:

First, a little history. You see there was this book…

The kickoff novel introducing the Salt Mystic universe is called Tearing Down The Statues, and was published in 2015.

This one goes for blood, diving straight into the heart of the rise of this generation’s guardian. Maybe. Hard to say. Anyway, it’s the core story around which much of the rest of all this is orbiting. I tell the tale of where this came from here if you’re interested.

…which led to a game…

We published a terrain-based trading card wargame in 2021 set in the Salt Mystic universe, both advancing the story and providing incredibly immersive ways of exploring it.

The Sourcebook And Core Rules is a one-stop shop with everything needed to play a basic game. Two complete battle decks (Karak: Hammer Of The Red Witch and Segmond: The Loreblade) were also made available, sold individually but collectively referred to as Volume One.

…then the merch.
We found people liked the iconic Skull & Carbines logo and slapped it on a laptop decal and coffee mug. The gunslinger logo is a new one, just added to a white t-shirt. A Canadian artist named David Paul concocted the basis for that image. We’re looking into custom gaming mats with narrative-based terrain printed on them. But anyway, that all started with the publication of the game.

Bringing it all to life!

And we’ve just gone live this past month with a place we call The Story Arcade, where you can download (for free) unique one-page pdf’s with original art and short fiction set in the Salt Mystic universe.

This is where you can dip into elements of the grand narrative, and get previews of locations and characters that will appear in upcoming novels and game elements.

And all that took an incredible amount of work. Exciting, life-changing, adrenalin-fueled work requiring new skills and unholy amounts of frustration, but we can handle it!

So what’s coming in Volume Two?

Ahhh, glad you asked. One question that comes up a lot is why aren’t there airplanes or spaceships in Salt Mystic. To be honest, keeping the action on the ground was a design decision back when I wrote the first novel, to keep the action tight and different.

But it’s time.

In the Story Arcade (lore card 008), you’ll meet a fellow named Lamberghast Mazewater.

Mazewater is the subject of an upcoming novel (I’m only three chapters in, give me a break!). He hails from a place called The Jagganatheum (lore card 006) and is known as ‘master of airships’. He’s a War Marshal, expert sniper, and telepathically commands a golem glider that circles overhead till he needs to take flight.

His card mechanics will entail airships only he or his designates can fly, as well as incredible speed and unpredictable movements. Mazewater is why we will have aerial dogfights in Salt Mystic games.

We also get asked about the Salt Mystic’s mysterious calculus of history, the weird runes and manipulation she used to predict events and harness the forces that drive people.

Shiloh Taprobane will appear in the upcoming Mazewater novel, but she’ll have her own Lore Card in the next couple of months. Shiloh has mastered the Salt Mystic’s calculus and the mystifying ways of the extinct order of The Malthus who could tear down nations with ideas.

Her card mechanics will involve secret pacts and corruptions of her opponent’s forces, driving unpredictability and madness on the battlefield. She’s why we will learn just how those rune manipulations work and what they can do.

Maybe the fan-favorite and most unique element in Salt Mystic is the system of oriel gateways to pockets of artificial space, built in the old Republic and so many abandoned. Behind those gates could be treasure or doom.

Born Ash Madra (see Lore Card 012), our final new War Marshal calls himself FireSermon. He’s the son of the devious and mysterious engineer that managed to pull of the most amazing stunt of his time and created the nation-state called The Seven Oriels. Many of those secrets went to the grave with him, but Ash knows a few tricks of his own with oriel gates.

His card mechanics will center around innovative use of Inflation Engines, Dirt Wraiths, and Wraithbusters.

And finally, a seemingly very popular request is to have characters that can play on multiple factions. So far in Volume One, there have been special faction icons on the character cards allowing their use only with their assigned War Marshal. But…

Auroch:

That’s Auroch in Lore Card 017, a wandering gunslinger and treasure hunter. He’ll appear in a game scenario for Volume One later this year. I particularly like him because he’s got an on-and-off romance going with one of my faves, a lady called The Wake who works for Karak on the Mountains faction. And because he talks to his rifle, and it talks back.

Madessa:

Madessa has appeared in a lot of our art, and in Lore Cards 001 and 013. She introduces herself as ‘surveyor and cartographer for the Reignition Society: sisters and brothers for the free and open mapping of the oriel webway’, right before stealing somebody’s maps or some coins to pay her way. She’s awesome because I love the idea of exploring all those oriel worlds where people have forgotten they live in an artificial world.

Grebel:

Grebel is a key character in Tearing Down The Statues and played a major role in events after The War Of The Rupture. He’s also a genius with guided tornadoes and ephemeral torpedoes, able to do things on the battlefield he shouldn’t be able to do. Honestly, when I wrote him, I had Morgan Freeman’s face and voice in mind, but we can’t afford him so the imagery we went with will have to do.

And that’s the roundup!

This preview article has to be just a teaser because of how much work is left to do. If you’re a freelance artist and interested in commissions, reply here with a link to your work. Not a lot of the guys we’re contacting are responding, so we’re doing a lot of the art in-house, which is slow.

I hope you enjoyed the peeks and appreciate the direction we’re going in. It’s super exciting to help build this world out and tell incredible stories both in art and print, and to immerse into them on a gaming table.

Let us know what you think. Till next time.

Dreams are engines. Be fuel.