Highlight From A Storybook Puzzle Box

There is a book called Kyot: The Storybook Puzzle Box.

It contains 140 pieces of short fiction, each less than a page in length. These are presented in 14 chapters, each of which ends with a continuing narrative that frames, discusses, and eventually resolves a single over-arching riddle that is tied to and fulfills the stories told.

And it’s very much a crazy, psychedelic flower.

You can blast through at your leisure with no regard for the arc or riddle and just appreciate stories “inspired by the mind-bending fantasy of Jorge Luis Borges and the wide-eyed awe of Arthur Clarke”. Planet-sized DNA machines, cities made of code, daring battles with intelligent bacteria, mysterious space ships, undersea empires, and a singularity in a bubble all await you. By chapter 8, you’ll have met the key players in the big arc the stories are tying together, though the bigger picture really starts unfolding from chapter 10 on. (That’s the flower analogy)

Or you can capture notes about the three mysterious ladies in the chapter epilogues along the way and try your hand at solving the riddle. Things they say, and the shocking interactions between them tell you all you need to know to figure out who they are. That’s the riddle – who are they? (Don’t peek at the Epilogue!)

I thought I’d highlight one of the pivotal introductions for you today and add a little art to flesh it out. Enjoy:

Kyot: The Storybook Puzzle Box Story Chapter 8, Story 7:

“We Need A Prophecy”

“It’s a shame”, Solis said as he watched the last space ship decompress in a cloud of ice crystals and wreckage outside the view port. “I knew the supply corps guy on that ship. We could have had more booze.”

Lieutenant Yama was too fat to squeeze in beside him and watch, but probably wouldn’t have tried anyway. There were two bottles left here, and quite likely only two people left alive in a fleet battle of over a million souls. All the ships were dark now, peppering the neon blue and lime green of the living planet below them. The tiny life-launch they crouched inside was good for only another few hours at best. The battle was over, sure, but who would tell anybody about it?

So he farted.

“Hey!” Solis shouted and punched his arm.

“We need a prophecy.” Yama mumbled, slurring his words. His eyes were pink, but not just from the liquor.

Solis took a sip and squatted uncomfortably, “Yeah?”

He nodded, pursing his lips, “A real cryptic thingie, with a chosen one and some random fancy words in it. Hard to understand, you get me?”

“And why’s that? Who’d read it?”

“All sorts of people. We won’t say it’s from us, man. Will be the last words of…say…a mysterious kid possessed by the umm…ascended collective intelligence of the umm…previous universe. Before the big bang. How’s that?”

Solis stared back, unimpressed, “Why?”

Yama frowned and jammed his hand into a satchel for a pen, “So somebody someday will think they’re the chosen one…and people will follow them and do good things.”

“You think somebody will do that? Because we write something curious and leave it out here floating in the wrecks?”

Yama stuck his tongue out to the side as he thought through his alcohol stupor and tore off a piece of his uniform for a parchment, “Good things, Solis. Big…good…things. We need people who will do good things. And never this here, what we did.”

Solis nodded and glanced back to the debris outside.

“Never this again.”

Building Out The Lore: The Wisptaken

Here at Grailrunner, we’re building out the lore of a unique western-flavored science fantasy setting called Salt Mystic. We have been for a while now. It’s a novel (with another in the works), a tabletop game, a series of short fiction, and a line of merchandise. It’s also an experiment in the creative process, and a fascinating thing to be a part of.

One of the characters in the first two decks we built for the tabletop game, a weird eye-rolling dude named “Murmur” struck us as funny at the time. The thought was to have a guy whose armor was haunted by software, and he listens to it. That meant he can’t be surprised, so the bonus you normally got of coming up behind him was short-circuited, though his expertise with his own weapon was randomly determined by a die roll.

Because he was crazy. Get it?

But we published a short story called The Weakness Of Demons that took the idea of these leftover software imps from thousands of years before to another level…a malicious, deadly level. You should go read that one. It’s one of my personal favorites. The idea was getting creepier.

Anyway, these imps were unleashed in an era of the Salt Mystic’s history called The Merchant Wars:

“It was a time of devastating economic and psychological warfare where propaganda was brought
to its highest effectiveness. Every book, every newscast, even the music to which their children
danced, was carefully engineered to manipulate belief patterns. Spies were embedded in all
levels of society in every nation, double and triple-crossing one another for advantage. Many
of the cruelly manipulative stonewisps, artificial intelligence chaos agents haunting statues and
masonry elements, date to this period.
” –Salt Mystic Sourcebook And Core Rules p. 14

And creepier still.

Then it struck me today as I finished a ridiculously long business trip and series of conference calls, dropping exhausted to a hotel bed, that some poor shmuck out in the wastelands just trapping beavers or hunting or whatever could come across a stonewisp abandoned in a piece of rubble or a broken machine lying about. And I wondered what that might lead to.

So allow me to introduce you to the newest addition to the Salt Mystic lore: The Wisptaken:

They call them ‘Wisptaken’ because of the terror of it. Anything as unholy and sad and deserving of justice as these tortured souls merits a quick death if you can deliver it. So few can deliver it though, and fall prey in the software-haunted wastelands to one or the other of their wicked judgements: a seducing taunt to join the masquerade or a burning from the carbine on their forearms.

The Wisptaken are as fast and deadly with a gun as they are convincing in their malicious, cunning lies. That’s the trick of it. That’s why they stay in the fog of legends and out of the clarifying light of civilization. If you encounter one of these nightmares in the backcountry or in the ruins between the provinces, it’s probably better to just make a desperate run.

But don’t speak to it. Never speak to it. If you do, there’s no telling what terrible things it will convince you to do.

The stonewisps were artificial intelligence imps embedded in building materials dating back thousands of years to the Merchant Wars when runaway spycraft and intrigue were tearing the world into pieces. Masters of propaganda and brainwashing tactics, manipulation and cult methods, stonewisps were planted in those days for the sole purpose of recruiting terror. It speaks to their mastery that so many were dumped into the wastelands rather than destroyed.

But they are machines. Code. They fulfill their designs. One could almost forgive them for it.

But when a ruined, broken person finally yields to the vile whispering of a stonewisp, one who’s chosen to inhabit their helmet or their armor, even their gun, that person is truly lost. No one could predict the mischief and spoil such a fusion of human and software could bring about.

No, don’t speak to it. Whatever you do.

Pity it. And run.