19 July 2026

Flowers of Algorab - Episode 12 - The Voyage of the Kumaranti

The cover image for 'The Flowers of Algorab' by Martin Grip for Fria Ligan. It shows an astronaut layered with explores on a blue-white ice field with a ship above, and a red lit wreck with an astronaut floating there. The text "The Flowers of Algorab" and "Into the Great Dark in Search of a Lost Ark Ship" at the top and bottom of the image in a slightly blue white serif font.

This week, our session of Flowers of Algorab we started to play the Fractured Library from the new collection of scenarios that Free League recently released. This hooks nicely into the campaign, and I felt that it would add something more. We were without Hattie (Arda) and Andy (Rashid) this week; when necessary, myself or one of the other players would run with the character. Myself and Simon both managed to forget about the ruin diver that he'd hired so she will only re-emerge into the narrative when the crew finally get to the Library Station. 

This session was home based, and I had no real technical issues. I have, however, picked up a more portable microphone in the style for travel, but more on that when it comes into play.

Some comments on numbers; as a group, we have agreed that I will run if we have three players present (so two can be away) to try and ensure that we have ongoing forward momentum in the campaign. As I record the sessions and post the transcript (and later on the summaries on this blog), the hope is that the players find the time to catch up before the next session. I do still award XP for the characters, but obviously this is reduced as they can't answer the 'was present in the session' question, and some of the more roleplaying opportunities to gain improvement aren't present either.

I have wondered about XP and whether I am awarding it too often. The game says to do it each session, but our sessions are typically around the two to two and a half hour length, so I suspect that I'm probably doing it twice as often as intended. However, I do think that the nature of the game engine means that threat is still very much present, so for now I'm not intending to change how things are working out.


Our Crew

  • Arda Qamar, a Guild Surveyor and Traveller who came from the Far Colonies from a Mining Combine operation. She’s the bird handler and Scout for the team. (Played by Hattie).
  • Meristo Koulas, an Esoteric Coriolite Seer who grew up in the Fog of the Haze, and has ties to the Black Toad. (Played by Paul).
  • Lieto Miesma, a Scholar specialised in Builder Archeology who came from deep inside the Factory City of the Turbine Halls, with a background in the Machinist's Guild. (Played by Graham)
  • Fassour Faradi, a roughneck deep miner who also came from somewhere the eternal fog of the Haze, and - like Merits - has ties to the Black Toad. (Played by Simon)
  • Rashid al-Masri, a scoundrel Hull Cutter who came from among the hulks and wrecks of Hull Town, and has connections to the Gardener's Guild. (Played by Andy).
  • Corvus the Bird, a specter; cobalt blue, with a long beak, always observing. Usually handled by Arda.
A group of five people (four men and one woman) and a bird all gaze out at the viewer, wearing vaguely Middle Eastern and practical garb. The group is set in a spoof of the album cover from the pop group "The New Seekers".
The New Seekers (Fassour, Rashid, Meritso, Lieto and Arda & Corvus)


The Session (Spoilers for The Flowers of Algorab).

In the twelfth episode of the "Flowers of Algorab" campaign, Dom, the Games Master, set the stage for the adventurers aboard a dilapidated but well-loved slipstream cruiser named the Kumaranti, a rebuilt relic of the diaspora crossing from the Old Horizon. The ship, prepared for a journey to the library station at the edge of the Jumuah systems, is peculiarly undercrewed, raising the New Seeker's curiosity and suspicion.

Lieto Miasma finds himself intrigued by the ship's somewhat curt Second Mate, Leah, who briskly welcomes the heroes them aboard despite their notable reputations. The characters, each with specialization ranging from mechanics to seasoned explorers, are assigned a bunk room to themselves much to their surprise due to the apparent low head-count of the crew, giving an eerie and deserted feel to the ship. The Kumaranti is very leanly staffed, and they recall the story that the captain has not been seen in Ship City for a long time.

As they settle into their new quarters, the crew members are given various duties. Lieto, a mechanic by guild training, is tasked with repair duties. Fassour Faradi, familiar with laborious tasks, takes on hull guard duty. Meristo Koulas, showcasing a knack for cooking, commits to assisting in the kitchen, alongside a potential role in medical aid if necessary due to his background.

The group is introduced to other significant ship personnel, including Desmand Merides, the ship’s cook and surgeon, and the First mate, Josiha Melkanter. They encounter the reserved First Navigator, Aliha Coeur-Wannah, and her distinct bird, Histopheles, who pointedly avoids interaction with the crew’s bird, Corvus.

During their induction on the bridge, Meristo spots a grey cat with a cybernetic eye ominously eyeing Corvus, adding a layer of mystique and potential trouble aboard. Duty assignments are discussed with Josiha urging the adventurers to partake actively in maintaining the ship. From sensor patrols to deckhand duties, each member of the crew begins to find their place within the Kumaranti's everyday functioning. They do not meet the Captain, Yeviga Garou, who is said to be too busy to see them.

Amidst getting acquainted with their responsibilities and shipmates, conversations with Josiah reveal the challenge of the journey ahead, not just in logistics but also the potential perils that lie in the unexplored paths of space. They may not be entering the slipstream, and just travelling to the edge of the Jumuah system, but there are still the navigational perils of the White Fields of Albary and the Outer Fields, the latter of which has a reputation for being a haven for Wreckers. The team prepares for a communal meal before departure, signifying a temporary grounding before venturing into the uncertain void of their mission.

In the ever-twisting saga of Kumaranti's voyage, a telling development unfolds as Meristo Kulas decides to explore the vessel, his curiosity piqued by the mystique of unvisited chambers. As he investigates, he discovers a command crew salon and the elusive captain's quarters, marked by Captain Yeviga Garou's name. He notes the added air of mystery caused by the Captain's ongoing lack of a visible presence.

Meanwhile, the presence of the peculiar cat with a cybernetic eye shadowing Meristo's movements brings a whimsical yet eerie twist. This feline, named Vesper, is later revealed to belong to the reclusive Captain Garou, further thickening the plot with its veiled surveillance.

From the cargo hold to the reactor chamber, Meristo and Lieto Miesma delve deeper into the ship's bowels. Lieto, an archaeologist with mechanical prowess, is recognised by the master engineer, Hermouz Saland, and is quickly roped into more technical endeavours, a nod to his diverse capabilities.

The crew's intermingling unveils personal dramas, such as a past relationship gone awry between two crew members, adding a layer of human reality to the high-tech voyage. As tensions and peculiarities unravel, the communal meal gathers the crew and passengers, stitching bonds amidst the sterile environment of space travel.

However, it's not just social dynamics that occupy the Kumaranti. The tour through the ship reveals a rigorous setup of foreboding technology and disrepair, like the out-of-service port rear airlock, which could potentially herald complications. The ship could definitely benefit from an extended period in dock, but is obviously cared for, if under-crewed.

Through mechanical explorations and shared meals, secrets slowly surface—like Captain Garou's seclusion due to past traumas, hinted at by Desmand, the ship's font of knowledge. This revelation paints a portrait of a ship veering on the edge of operational normalcy, steered by a crew neck-deep in their personal sagas yet tethered together by their collective journey into the unknown expanses.

Over the next two weeks, the crew integrated into the day-to-day activities of the Kumaranti, adapting to the rhythms of shipborne life.

Fassour Faradi's injuries from the previous missions received further treatment, ensuring that he is in the best health that he could be. He undertakes the meditative art of blade practice in zero gravity—enhancing both his physical and mental discipline while not standing guard on the hull.

Lieto, ever the astute mechanic, embarks on his duties with a keen eye, averting potential catastrophes such as fires from faulty equipment due to overheating components. His meticulous nature allows him to uncover underlying issues within the ship's ageing architecture, with commendation from the master engineer enhancing his reputation among the crew.

Meristo Kulas, too, engages deeply in his responsibilities, managing to avoid a food poisoning incident in the kitchen, leaving Desmand grateful to his assistant.

Amidst technical and mundane routines, the crew encounters a spectral mystery as a potential trailing ship sets the nerves of the Kumaranti's crew on edge. Intelligence about Wreckers possibly trailing them could spell disaster. Meristo attempts to soothe the creeping anxiety among the crew members.

As the ship nears perilous zones known for previous ambushes, tensions escalate, and the crew must stay vigilant. Legends of past hauntings on the Kumaranti add a layer of eerie intrigue, suggesting the presence of possible otherworldly inhabitants or mere myths among the steel corridors.

Lieto Niesma is tapped for an essential mission to service the crucial sensor arrays, a task critical to the safety and navigational efficacy of the Kumaranti as it threads through the perilous sectors of space. With the robust support of fellow crew members, the group ventures out into the cosmic void, securing not just their immediate surroundings but possibly the future of their entire voyage. There is a moment of tension and high stakes atop the ship where Graham, embodying the skilled mechanic Lieto Miesma, springs into action. With vital repairs pending on the Kumaranti's AE-135 antenna, Lieto, alongside his comrades Arda and Sani, prepares for a crucial undertaking amid the starry void. Lieto, ever the prepared mechanic, dedicates time to perusing manuals, ensuring his approach to the repairs is not only informed but meticulously strategised. With tools in hand and a keen eye, he leads the repair efforts, bolstered by assistance from his capable allies.

However, as success seems within reach, a sudden misfortune strikes. The antenna, after being finely adjusted by Sani, unexpectedly rotates, causing her tether to snap, sending her drifting perilously into the expanse of space. Paul, portraying the swift-reacting Meristo Koulas, wastes no time. His character's fast reflexes shine as he lunges to grab the endangered Sani, securing her firmly back to the ship's safety, much to her oblivious relief.

The ordeal concludes with the antenna duly repaired, the immediate danger averted, and Sani expressing her gratitude, aware of the gravity of her near-catastrophic fate. The crew, now more tightly knit by the shared brush with disaster, returns to the Kumaranti’s inviting hold, their camaraderie deepened, setting a tone of tentative trust and mutual reliance as they continue their voyage into the cryptic reaches of space. Sani and her former lover, with whom there had been tension at the start of the voyage, fall back into a relationship as a response.

Deep within the hull of the Kumaranti, a series of unsettling discoveries unfolds, painting a canvas of deceit and danger against the cosmic twilight. As our vigilant crew members, Lieto Miesma and Meristo Koulas, rummage through the cargo bay, aided in their inspection by Arda and Sani, a curious activity catches their eye—a rogue crate being mechanically shifted by an unmanned crane manifesting the ship's automated mysteries. Amidst the mechanical hum, Lieto, keen to address the incongruities, enlists his impressive Logic and Data Djinn skills to halt the process. They unravel that the command for this unusual cargo movement originated from the galley area, a clandestine operation executed in the cloak of last night's shadow. The crate, of course, contains the precious cargo that they have been entrusted to deliver to the Library Station.

As the tension stirs in the sterile air, a plan takes shape between our heroes, betting on either sabotaging the moving crate to spring a nasty surprise on potential stealers or using subterfuge to let the crate be stolen, but the contents secured elsewhere – all masterminded by Fassour Faradi's mining skills and intuition in setting charges.

Meanwhile, unsuspecting ramifications arise as the Kumaranti's second mate accuses our adventurers of introducing a blighted artifact aboard. With the unity of their comrades and a reluctant yet critical examination spearheaded by the steadfast engineers and crew alike, innocence peeks through the veil of deceit—a mere concoction of misplaced trust and chicanery, potentially orchestrated by shipmate Janid's misleading tip-off about the artifacts. There is a blighted item present, but it isn't one that the New Seekers have brought onboard. 

It is soon revealed that another passenger, Gemez Paraoglu, an algebraist heading to the library station, has planted to the items. The New Seekers assist the crew in an interrogation that reveals that Paraoglu is a member of the Children of the White, a cult that venerates the Sleeper who was recovered from the White Fields of Albary, and who believe that the woman in the sarcophagus is a potentially one of the icons from the Old Horizon. The cult have taken desperate steps to seize the Sleeper, as they feel that the experimentation that she would be subjected to at the Library Station would be both sacrilegious and harm the Sleeper. Hence, a plan had been set up to steal the Sleeper during the crossing of the Memosan Gulf between Amalum and the Outer Fields with the aid of Wreckers who support the Cult.

Fassour, both intimidating and careful in his interrogation, reveals to Paraoglu that the sarcophagus that they are carrying is not the Sleeper. Confronted with the evidence, the chastened algebraist reveals that she had agreed to blow out the cargo hold airlock to allow access to the ship and the precious cargo. There is a debate amongst the Kumaranti's command staff whether to space her, or hand her over to the authorities, but fortunately for the young cultist, cooler heads prevail so she is not cast into the vacuum of space. Fassour and Meristo convince the cultist to work with them in thwarting the attack.

Upon questioning, they uncover a bomb designed to destroy both sides of an airlock and a Fusillard Defender pistol. Additionally, a diary and a secured exosuit with an encrypted commlink add to the complexity of their discovery, prompting stern reflections on the crew’s security protocols.

By the end, though conflicted with her actions, the crew grasps the gravity of the situation, envisaging an immediate threat as they approach the perilous Memosan Gulf. Just as hostile vessels begin to close in on the Kumaranti, the tension peaks, leaving the room tinged with anticipation of what the next session might unfold.

Source - initially Tabletoprecorder.com, heavily edited for names, clarity and brevity with some parts injected to explain or catch elements missed in the summarising. 

18 July 2026

Why I missed TravCon 2026

A photograph of the programme and script book for the theatrical adaptation of “The Spy who came in from the Cold”. Both books are red coloured with a man and a woman heading towards the top of the page. You see them from behind, almost silhouettes. They cast a shadow over white text of the author and title of the play open “John le Carré’s THE SPY WHO CAME IN FROM THE COLD”. A bicycle lies on the M of the word ‘from’. Both images have the words “adapted by David Eldridge” below them. The programme also has ”directed by Jeremy Herron” and the Grand Opera House York’s logo. The script book has a small black tag at the top right that says “methuen | drama”.

I didn’t go to TravCon this year, despite being involved in some of the organisation (although Richard and Andy bore the brunt of that), which was a disappointment, because of the change of venue. However, I had good reason not to, as I was enjoying my Christmas present from my better half.

Some of you may know that, alongside science-fiction, espionage stories are a passion of mine. This passion was borne from discovering John le Carré in our school library during my teenage years. I read everything of his that I could find, then started on the BBC TV and other adaptations; A Perfect Spy, Tinker Tailor Soldier Spy, Smiley’s People and The Russia House were all big influences. I’ve enjoyed other authors in the genre, but none so much as le Carré. I did find his work engaged me less, post the collapse of the Soviet bloc, but he returned with a vengeance later in the his career when you could feel the anger in his writing for the way that the West was behaving with renditions and compromised ethics.  

As an aside, I’ve long since searched for the perfect roleplaying game for that theme, but I’ve yet to find one. I do think that the Berlin hack for Cartel (which will never see the light of day now that Magpie have killed all the extras for the project) that I ran at Revelation 8 possibly came closest, perhaps alongside Cold Shadows (despite it’s flawed mechanics) which I ran at Furnace in 2019

Anyway, the reason I missed TravCon was that I was in York Grand Opera House watching the theatrical adaptation of  ‘The Spy who came in from the Cold”. This was possibly the first le Carré I read (although it may have been ‘A Small Town in Germany’), and it’s not one I’ve revisited except via the film with Richard Burton, and the audio adaptation that the BBC did. 

It was really rather brilliantly done, with Ralf Little as a very angry Alec Leamas, and Gráinne Dromgoole as Liz Gold. If you like the genre or the story, you’ll enjoy the performance. The story remains sad, of course, with love betraying Leamas’ operation against the Stasi and driving him on a course to meet his fate. 

My only regret on the day was that they didn’t have the T-Shirt with all the espionage related words that le Carré introduced into more common usage in my size, and you don’t seem to be able to order it online.

I wholeheartedly recommend this if you can catch it at a theatre. Fantastic Christmas present too!

18 July 2026


13 July 2026

Flowers of Algorab - Episode 11 - A Vengeful Ambush

The cover image for 'The Flowers of Algorab' by Martin Grip for Fria Ligan. It shows an astronaut layered with explores on a blue-white ice field with a ship above, and a red lit wreck with an astronaut floating there. The text "The Flowers of Algorab" and "Into the Great Dark in Search of a Lost Ark Ship" at the top and bottom of the image in a slightly blue white serif font.

This week, our session of Flowers of Algorab started to open up into the broader sandbox part of the campaign. We were without Paul (Meristo) this week, and his character was mostly played by myself. 

A photo of my gaming set up when travelling. From left to right - headphones, MacBook with the Role VTT, a conference disk speaker, a portable screen with the PDFs of the adventure on, plus the core rules for Coriolis: The Great Dark and the Flowers of Algorab campaign, all on a hotel table.

I was away with work in a hotel room in a Days Inn, but the internet connection was rock solid. I managed to cause a technical issue by accidentally disconnecting the microphone (second week in a row) but I recovered it the same way as the week before. In fact, it was trying to recover this session that meant I could get Episode 10 back as well as I mentioned last session.

Our Crew

  • Arda Qamar, a Guild Surveyor and Traveller who came from the Far Colonies from a Mining Combine operation. She’s the bird handler and Scout for the team. (Played by Hattie).
  • Meristo Koulas, an Esoteric Coriolite Seer who grew up in the Fog of the Haze, and has ties to the Black Toad. (Played by Paul).
  • Lieto Miesma, a Scholar specialised in Builder Archeology who came from deep inside the Factory City of the Turbine Halls, with a background in the Machinist's Guild. (Played by Graham)
  • Fassour Faradi, a roughneck deep miner who also came from somewhere the eternal fog of the Haze, and - like Merits - has ties to the Black Toad. (Played by Simon)
  • Rashid al-Masri, a scoundrel Hull Cutter who came from among the hulks and wrecks of Hull Town, and has connections to the Gardener's Guild. (Played by Andy).
  • Corvus the Bird, a specter; cobalt blue, with a long beak, always observing. Usually handled by Arda.
A group of five people (four men and one woman) and a bird all gaze out at the viewer, wearing vaguely Middle Eastern and practical garb. The group is set in a spoof of the album cover from the pop group "The New Seekers".
The New Seekers (Fassour, Rashid, Meritso, Lieto and Arda & Corvus)


The Session (Spoilers for The Flowers of Algorab).

The night before, Fassour received a business card from Misalem Vougir, an Ice Trader working out from Aluminum Bay. Handwritten on the back were the words that it would be good to meet up at The Last Garuda. Fassour recalled that Vougir was associated with the Toad, having taken a loan from them to establish his business. Although long since paid off, he was still used as a cut out from the criminal organisation, one of those persons who lives in the grey between different worlds, or perhaps in the dark between the stars. Without hesitation, Fassour headed out to the docks of Aluminum Bay, passing the Golden Ape and travelling further on the Last Garuda. Despite the late hour, the bar was in in full swing, with the scents of cirra-cirra, tabak and alcohol washing over the space, and the music from a live band drawing appreciation from a small collection of dancers, but more onlookers. The venue was busy, with definite signs of business being mixed with pleasure. 

Fassour swiftly spotted Misalem, who was dressed in a red robe embroidered with gold, a matching round hat, and golden Coriolite galesh. Smoke puffed away from him from a pipe that he was drawing steadily on. Sat at a round table, he was in conversation with others, but then his eyes caught Fassour's and he gestured the Delver over. By the time Fassour had made his way across the room, Vougir's colleagues had left him. Misalem stood and embraced Fassour like he was like a close friend, and offered him food and drink, to which our hero responded by asking for a beer. Of course, during the handshake, the position of the Ice Trader's fingers confirmed that he was, of course, representing the Black Toad.

Vougir turned and called out to the bartender for two mushroom beers and two Pineshroom chasers which were swiftly brought over to the table. Vougir beamed, took a deep draught of the beer, toasted the Icons, and drew a long pull on his pipe before saying "So, my friend, I hear great things about you. Indeed, that you are blessed with a great discovery and an important mission". Fassour responded "You are dangerously well informed" with a quiet menace, to which which Vougir beamed as said  "It pays to be informed. It pays very well, my friend". Fassour looked at him and asked him to cut to the chase. He did.

He described himself as a businessman with fantastic contacts; he could get specialists for the New Seekers. He could get hold of unique and special equipment, on a loan or some other arrangement. He talked about the potential of a beautiful working relationship.

Fassour countered with the fact that the mission was of such a nature that the guilds were falling over themselves to support the expedition, to which Vougir countered by observing that the guilders were untrustworthy, unlike an honest businessman like himself. Fassour observed that though this may the case, the significance of the planned mission was such that he was under close scrutiny. Vougir countered that he could provide receipts. Fassour nearly suppressed a smile at that, and when asked if he had a list of what he needed he demurred, saying that he had to go on a side mission first. He agreed to discuss it further on his return. He then asked about the Kumaranti. Vougir said that the Slipstream Cruiser had a good reputation, except there was something odd about the captain, because they hadn't been seen for a few years; they never leave the ship. The conversation moved away from business, and the Ice Trader's friends started to return. 

Fassour excused himself, but made his way across towards the bar as he recognised, a Black Toad delver known as Soothsinger. He noted that she had been covertly watching him in the bar mirrors. Almost accidentally, she turned as he approached and started a conversation, introducing herself as Gina, offering him a drink. Fassour accepted but studied her, certain she was the well known delver. She made out she was a gear hauler, looking for work, but soon dropped the facade when Fassour worked in a variety of delving terms that only a practitioner would know. She smiled then, and admitted that she was Elena Kharsazian, an experienced delver. While she carried on being chatty and flirting, she was quite direct. She asked Fassour if it was true that his crew had made a big find, because if so she wanted in. An impromptu interview began, and her experience soon became clear. She definitely could talk the talk, and although she wasn't an Explorer's Guild member, her skills could make a good back up to the team. Fassour, ever focused on action, impulsively asked her to join them on the mission on the Kumaranti so he could further understand her capabilities. She agreed, and Fassour soon departed, recalling that he hadn't actually offered to pay for her services for the mission in any way.

Meanwhile, an algebraist, Camellia Marest, crossed paths with Arda at a bar, her dark eyes bright with curiosity about the enigmatic sphere. With Guild credentials flashed, she spoke of instantaneous communications and cosmic discoveries, her plea laced with an earnest desire to join the forthcoming mission. The Navigators' Guild had entrusted Arda with an important mission, kindling a spark of kinship as they shared their fascination for the unknown. Arda saw in Camellia a kindred spirit, and contemplated advocating for her inclusion in their mission team.

The next morning, the dynamic discussion about adding Camellia to the team met with mixed reactions. Some voiced concerns over overlapping roles and the necessity to liaise with current crew members to prevent discord. The debate stretched into broader concerns over other potential team additions, assuring all round contributions from different guilds and ensuring a fortified ensemble capable of traversing the cosmic seas.

With preparations underway, Arda seized a moment to assure alignments with the Mining Combine regarding navigating through their territories, fostering goodwill and securing potential aid for their journeys through starlit slipstreams.

The team headed to the Astrolaab Tower, down into the dimly lit depths and into a laboratory chamber adorned with ancient machinery and flickering terminals. Upon entering, their gazes were inevitably drawn to two significant objects: a metal sarcophagus enclosing the mummified remains of Nikovar, the traveller from the Nadir, and beside it, an open container cradling the enigmatic Singularity Sphere, meticulously nested within hardened foam supports.

It was in this foreboding atmosphere that the delicate nature of their mission was revealed. Due to the severe risk of blight contamination, both the enshrined remnants of Nikovar and the Singularity Sphere were to be transported to the remote Library Station for comprehensive analysis under the watch of Professor Banu Melitrades. The remote location of the Library Station conveniently circumnavigated the stringent blight regulations enforced in Ship City, presenting a safer haven for such hazardous research.

The discussion soon turned pragmatic as the team were instructed to verify the integrity of the relics before sealing them for transport. Sensing the gravity of the situation, Rashid employed his keen perception to ensure that all was as it should be, ably supported by his companions, who contributed varied degrees of assistance. The sarcophagus was sealed, and placed on a sled, along with the Singularity Sphere, sealed in a metal transport box. They headed out and towards the lifts to Aluminum Bay and the docks.

As they approached the lifts, the sharp-eyed Rashid noticed something amiss. Above them, hidden in the utilitarian shadows of the ceiling, loomed a black-hooded figure, nearly invisible against the backdrop, save for the indiscreet silhouette of a rifle. The assassin wore a Coriolite golden mask, and they recognise him as the figure who had attacked them previously with the robotic spiders.

With a calm underlain by urgency, Rashid alerted his team to the presence of the sniper and the potential threat posed. The well-coordinated team sprang into action, with each member drawing upon their individual capabilities and armaments to counter the sudden danger. Lieto and Fassour, armed with their respective weapons, managed to deliver calculated shots despite the chaos, marking the beginning of an unpredictable skirmish filled with peril and suspense.

Sure enough, the mechanical arachnids soon appeared, backing up the sniper. As the battle unfurled under the enigmatic shadows of the ancient structure, Corvus, under Arda's command, struck a crippling blow upon the spiders, disabling their nervous systems with his piercing call.

Amidst this chaos, Arda endeavoured to engage the sniper perched above on a balcony. Due to her lack of familiarity with her Mercurian blade, she opted for the more practical choice, firing her weapon, yet her shots went wide, missing the intended target. The sniper, taking advantage of his elevated position, maintained a steady barrage of fire, complicating the heroes' efforts.

Fassour, wounded yet undeterred, retaliated fiercely, landing significant hits on the assailant despite the sniper's attempts to retreat and maintain a strategic distance. With quick thinking and agile moves, the team managed to overpower the sniper.  Lieto, amidst the skirmish, boldly confronted the swarms of spiders with his formidable Mercurian blade, showcasing a masterful display of skill and combat prowess that decimated the cybernetic foes with lethal precision. His actions not only secured their immediate vicinity but also lent a crushing blow to the lurking threats.

The beleaguered sniper, now gravely wounded and cornered, revealed under duress that others might soon follow in his footsteps, ominously hinting at a larger conspiracy aimed at disrupting the seekers of cosmic truths. With the immediate threats subdued, the team's focus shifted swiftly towards securing the nefarious technology and unearthing the deeper layers of the peril they had stumbled upon, leading them further into the web of cosmic intrigue and ancient secrets that awaited unravelling.

The aftermath of the skirmish left the adventurers with an injured and dangerous sniper in their custody, along with several items of equipment of his that they had secured. Under the stern gaze of Zapti Constable Lestrade, Fassour and his companions found themselves embroiled in the meticulous checking of licences and recounting the peril they had just faced. As Rashid smoothly navigated the questioning with a blend of charm and diplomacy, Arda and Lieto, backed by the authority of a special counsel, hastened the bureaucratic process with evidence and documentation.

As they coped with official scrutiny, lodged under the watchful eye of Ship City's law enforcement, Master Mosca's guidance and their credentials allowed them a swift passage back to their base. Here, more than their silvery trophies of high technology or arcane weaponry, the adventurers pondered the contamination risk presented by their acquisitions. The tragic irony that the very tools that could propel their quest forward were also smeared with the blight, left them in a moral quandary about balancing power against purity.

Arda, grappling with the practical and ethical dimensions, ultimately chose to let the blighted objects remain with the guild, forfeiting potential advantage for safety. Freed from the weight of contaminated assets, they continued their preparations, still reeling from the revelations of the dangerous tendrils of influence that sought to thwart their expedition.

The guild's corridors, once silent, now echoed with the swift steps of preparations as the adventurers, cloaked in the lessons from their recent confrontations, departed for the Kumaranti—a modest ship designed less for aesthetic appeal and more for the robustness needed to navigate through the slipstreams and ice fields that lay in their path to the Library Station. Arriving at the dock, Second Mate Leah Faramand of the Kumaranti chided them that they were late. They boarded the ship having seen their precious cargo secured in the external containerisation. As the gravitational doors of the Kumaranti sealed, the adventurers left the terrestrial confines of Ship City, setting their sights on the celestial expanses that beckoned with both promise and peril. The chapter closed on this segment of their journey with the hum of the gravimetric drives tuning to the frequencies of adventure and the unknown.

Source - initially Tabletoprecorder.com, heavily edited for names, clarity and brevity with some parts injected to explain or catch elements missed in the summarising. 

12 July 2026

Books in June 2026

Infographic exported from TheStoryGraph.com showing a collage of the covers of the books I read this month, arranged in a 4 wide and 2 deep matrix. The top of the graphic shows an orange and blue avatar of myself with sunglasses on, with the text "@cybergoths HUne 2026 Reads" beside it. The books are described in the post below.



A belated post for a variety of reasons. I read slight more pages in June, but less books overall;1,702 pages (12,328 pages in 2026) and 6 books (49 in 2026). This was partly driven by the preparation for LongCon, and partly by work related travel.

Three fiction books, one non-fiction and two roleplaying games. The roleplaying games were all to do with the preparation of my A|State game at LongCon. This included a full re-read of the A|State Core Rules (I probably effectively did this twice over the month but only counted it once) and the first edition sourcebook The Lostfinder's Guide to Mire End.

The non-fiction was Grace Blakeley's Vulture Capitalism, which was enlightening and depressing to read at the same time. Definitely worth the time to read, as it explores how Neo-liberalism took hold across the western world. 

I read three really enjoyable novels in June. Ben Aaronovitch's Stone & Sky was a delightful return to the Rivers of London series, except this story was set in Aberdeen during a holiday for Peter, Bev, the children and Abigail. Oh... and Nightingale! Of course, they're also looking into rumours of a Cryptid. Very enjoyable; not my favourite but great fun.

The First Law of Chaos by Kevin Wignall is an entertaining spy thriller. A university graduate has been recruited into a British Intelligence operation, and things go sideways when he and colleague see something they shouldn't when working cover roles in Slovenia. The story crosses Europe as the protagonists try to find a way out of the mess that they're in and it comes to a satisfying conclusion. Wignall's books are never high literature - this isn't le Carré or Cumming - but they're gripping and well written and I will buy them whenever I see them.

Finally, I read Last Night in Montreal by Emily St. John Mandel, which is her debut novel. It tells the tale of Lilia, a woman with a mysterious past who can never settle in one place, and Eli, her lover who cannot let her go.  Written in delightful prose, the story explores Lilia's past and the reasons why she moves on. I really enjoyed this; St. John Mandel is one of those authors whose prose just draws me through the story and gives me pleasure from the way that it's constructed. 

I read this rather than Sea of Tranquility, which was the bookclub pick, because I'd read the latter reasonably recently. That's been a thing the last few months as the books being picked are ones that I have read, and that I may not want to return to right now when there's so much out there that I've not read and have in my 'to read' list. 

12 July 2026



11 July 2026

7 fiction books I've loved since 2020

I recently took up one of those internet share things over on Facebook, encouraged by my friend Paul. This was to post seven covers of books without comment that have really enjoyed. I've done this before, so I decided to focus this down onto fiction books since 2020, mainly as I decided to discount life pre-COVID. However, I did want to say something about each of them, so here's all seven with a quick comment of why I loved them.


A picture of desert with a radio mast and the remains of a city in the distance. Two riders are crossing it. The text says: "DEREK B. MILLER - AUTHOR OF NORWEGIAN BY NIGHT - RADIO LIFE".

I loved the way that Radio Life was full of hope, despite being set in a post-apocalyptic world. The culture and world building was evocative, and had moments of tension and discovery.

A book covers showing forested islands from the air. The title says "THE GLASS HOTEL - EMILY ST. JOHN MANDEL". There is a badge showing a deer saying "From the bestselling author of STATION ELEVEN". At the top of the cover, there is a quote from The Times that says "Elegant, haunting ... a unique rumination on guilt grief and regret". There are further quotes from Daisy Johnson, the author of Everything Under saying ""Beautiful, enmeshed, startingly clever" and another one from RED saying "Beautifully written and compelling. It will find its way straight to your heart".

I've read several of Emily St. John Mandel's books now and I think that this is the one that has stuck with me most. She writes delightfully and draws you in deeply.

A cover with black houses with orange lit windows and what looks like a sun setting in the background. There are a family of three, a parent and two children in what looks like a maze of directions that they could go. The title is "Prophet Song" by "Paul Lynch". There is a red "The Booker Prize 2023 winner" badge. There are a further two pull quotes but they are not legible.

Prophet Song tells a story of Ireland falling into fascism and answers the question you often see about "Why didn't they leave?" and "Why didn't they do anything". Chilling and well written, but challenging to read at first as the author avoids the use of speech marks. Very much a compelling warning.


A green book cover with a picture of a silver blank faced person with a black fedora. The face is dripping away. "TITANIUM NOIR - NICK HARKAWAY". It also says "AUTHOR OF GNOMON" and has a pull quote from William Gibson "Cross genre brilliance from the superbly talented Nick Harkaway".

Titanium Noir mixes detective noir with science-fiction, and sets the protagonist in a world of 'Titans', oligarchs and their families who are effectively immortal. There's a case to be solved and complicated relationships to explore. Lovely.

The book has a red cover, with the title "SILVER NITRATE" on an oblique rising line split by a pair of wide staring eyes. The author's name "SILVIA MORENO-GARCIA" is below in black text, with the subtitle "NEW YORK TIMES BESTSELLING AUTHOR OF MEXICAN GOTHIC".

I was introduced the author with her book Mexican Gothic but I much prefer this tale of occult horror meshed with film production and history. Delightful and evocative.


The cover is dark and shows a city with is lit up at night. The text is all obliquely rising and says "FRANCIS SPUFFORD - CAHOKIA JAZZ - Author of GOLDEN HILL" is a yellow/white font.

A very enjoyable alternative history where one of the Native American nations has survived the arrival of the settlers from the west thanks to having been converted to a form of Catholicism by a Spanish Priest, and is now a state in the USA. It deals with a plot to strip away the rights from native government. Very enjoyable.


A complicated image of a city in beige and red, with modern looking soldiers lined up against what appears to be masked religious people. The background shows an industrial site with a demon and steel being poured. The text says "CITY OF LAST CHANCES - ADRIAN TCHAIKOVSKY".

This wasn't the Tchaikovsky that came to mind immediately (that was Cage of Souls) but it turns out I read that in 2019. So looking over the other novels from the same author, I picked this one. It's a tale of a city taken over by a scientific-magic led state that literal use the gods and artefacts of other cultures to fuel their conquests. Not quite grim dark, there is something both magical and gripping about the story told here.

Looking back, what would you choose in the same period?

11 July 2026

30 June 2026

Games to June 2026

Doughnut graph of the games I have played or run this year. Details are in the table following.
Quick gaming update for the first half of the year.
  • I've played 30 games, of which I have games mastered 26. 
  • 16 were face-to-face (conventions mainly).
  • Coriolis: The Great Dark is the game I have played most (my current campaign), followed by the equivalent of five sessions of A||State at LongCon.
  • The only VTTs I have used have been Role with Owlbear Rodeo (for the Coriolis game).
Overall, this has been fun, but I will probably explore either starting a second campaign or playing in another game. I expect Coriolis will run through the rest of the year and possibly into 2027 as we're only getting around 2h of play each session.

Game System#GM
Coriolis: The Great Dark1414
a|state55
City of Mist22
Traveller22
Comrades! (PbtA)11
Nefas (PbtA)10
Brindlewood Bay (PbtA)10
Blue Planet Recontact11
Blade Runner11
The Last Caravan10
Outgunned10

30 June 2026

14 June 2026

Returning to the City - preparing the A|State RPG for LongCon

The cover of the A|State roleplaying game second edition taken from an oblique angle. The image is a composite of a man’s face, a city tower and in the background a group of troublemakers, the games’ protagonists. A spot UV of the abstract layout of the city lies over the top, looking like a target. The title “A|STATE” and “SECOND EDITION” are in white at a slight angle. 

Deep into a reread of the A|State roleplaying game in preparation for #LongCon in a fortnight. What a beautifully written and illustrated book this is, perfectly matching the setting. 

A|State is a favourite of mine and I’m excited to get a chance to run a short campaign of it with friends.
It’s also the first Forged in the Dark game I’ve read that made position and effect (risk and reward) easy to understand from the perspective of a GM.

I ran this from the QuickStart quite a few years ago, perhaps at one of the North Stars during lockdown? I did try to run another of the scenarios at a later event, but I lost two players which meant I had to abort the game as the group wasn't big enough.

The bit I am having to remind myself is that although the game has a block of moving parts, the core of it is simple and full of a dark hope. I am nervous, as the nature of the game means I'm going into a weekend running with a far more improvisational style than I usually do for a convention, but I'm with a group of folks I know well, so I have great hopes for how this will play out.

Best get on with preparing then!

14 June 2026

13 June 2026

Flowers of Algorab - Episode 10 - The Council Hearing

The cover image for 'The Flowers of Algorab' by Martin Grip for Fria Ligan. It shows an astronaut layered with explores on a blue-white ice field with a ship above, and a red lit wreck with an astronaut floating there. The text "The Flowers of Algorab" and "Into the Great Dark in Search of a Lost Ark Ship" at the top and bottom of the image in a slightly blue white serif font.

This week, our session of Flowers of Algorab started to open up into the broader sandbox part of the campaign. We were without Hattie (Arda) this week, and her character was mainly played mostly by myself. 

We had no technical issues during the session itself, but once I extracted the audio and transcript, Hattie spotted that for some reason or other, my channel on the audio had not recorded. This wasn't good, because she'd missed the session and the purpose of the recording etc is as a reference for us all, especially if you can't be present. 

I'm not certain exactly what went wrong, but I suspect that the cause may have been when I realised my webcam was disconnected and plugged it back in, the audio feed from that may have overridden my sound settings and changed the microphone in use in the game. As Audio Hijack was set to grab a specific microphone, my channel failed to record because it wasn't generating a feed. Anyway, one to watch for the future. I was quite disappointed that this happened, as I'd put a fair bit of effort into trying to drive interaction and engagement in the session, and was looking forward to seeing how that came out.

Screenshot of blocks from Audio Hijack - the original recording is playing from the MP3 on Apple Music. The Right channel is split and unaltered, but the left channel is run through four 4x level boosters and a Denoise block. Both channels then combine in the recorder and then out to external microphones to monitor.
The funky filter to boost the left channel.

However, I was delayed in completing this write up and I had an issue in Episode 11 where I had massively low audio levels from my feed again. After much thought, I built a custom feed on Audio Hijack and re-recorded the sessions with my channel boost 256 times in level and de-noised, so I was able to get a balanced audio feed and a full transcript and summaries out. I need to make sure I don't get this happening again because this is a real time rescue - I have to play the stream in full to re-record it.

Our Crew

  • Arda Qamar, a Guild Surveyor and Traveller who came from the Far Colonies from a Mining Combine operation. She’s the bird handler and Scout for the team. (Played by Hattie).
  • Meristo Koulas, an Esoteric Coriolite Seer who grew up in the Fog of the Haze, and has ties to the Black Toad. (Played by Paul).
  • Lieto Miesma, a Scholar specialised in Builder Archeology who came from deep inside the Factory City of the Turbine Halls, with a background in the Machinist's Guild. (Played by Graham)
  • Fassour Faradi, a roughneck deep miner who also came from somewhere the eternal fog of the Haze, and - like Merits - has ties to the Black Toad. (Played by Simon)
  • Rashid al-Masri, a scoundrel Hull Cutter who came from among the hulks and wrecks of Hull Town, and has connections to the Gardener's Guild. (Played by Andy).
  • Corvus the Bird, a specter; cobalt blue, with a long beak, always observing. Usually handled by Arda.
A group of five people (four men and one woman) and a bird all gaze out at the viewer, wearing vaguely Middle Eastern and practical garb. The group is set in a spoof of the album cover from the pop group "The New Seekers".
The New Seekers (Fassour, Rashid, Meritso, Lieto and Arda & Corvus)


The Session (Spoilers for The Flowers of Algorab).

The session opened a week after the party's return from their delve below the Well of Souls, where they had found evidence of the lost ark ship Nadir, in the form of a mummified astronaut who was holding what the algebraists and scientists of the Explorer's Guild had started to refer to as a 'singularity sphere'. When Fassour Faradi, the New Seeker's Burrower, had touched the sphere to retrieve it, a powerful transmission had emitted from it, overwhelming all electronics in Ship City and beyond. Systems crashed and rebooted, lights failed, causing panic and dismay across this lonely outpost of civilisation. What's more, Fassour was certain that something had received the signal and responded, and that the Jumuah system had caught its attention. Naturally, the Guilds had kept the source of the event secret from the general populace. 

The group, having recovered from previous ordeals over a tranquil week, found themselves summoned to the austere Vermilion House, an emblem of history and healing now serving as the headquarters of the Explorers Guild. Here amidst the architectural splendour, their resolve was tested by Master Moska, a figure of sagacious command and knowledge, who awaited them in her opulent study adorned with relics of the Builders and scholarly books. The team was rewarded for their service, with Master Moska passing out envelopes with details of their hazard pay from the last mission, several thousand rukh each as gesture of gratitude for their brave efforts in uncovering ancient secrets and unknown flora from their last mission.

Yet, the path forward was fraught with political intrigue as the machinations of the Guild Council loomed over their heads. Journeys speculated to trace mysterious signals across the Hammurabi arm beckoned the heroes towards potentially groundbreaking discoveries about the Nadir, the reason that the diaspora had originally set out to this lonely, lost Horizon. The New Seekers had a summons to the Astrolaab Tower, to give evidence about the discovery and their part of it. Master Moska made it clear that if they handled this well, then they would have a place in any follow up expeditions. They were encouraged to speak openly and truthfully, but always bear in mind the Explorer's Guild's interests. 

Rashid al-Masri scrutinised the navigational maps shared by the guild master marking the pulsing signals from distant cosmic points like Auriga and Habanatum. Their intrigue was met with the sober consideration of their next voyage as Meristo Koulas envisaged the grand ship which would sail towards these celestial coordinates.

Lieto Miesma and his comrades deliberated the prudent allocation of their newfound wealth, envisioning acquisitions from archaeological tools to fanciful attire enhancing their diplomatic leverage. Their conversation spanned the possibilities of enhancing their expeditionary capacities, from sturdy tools to garb that would command respect and authority amidst the Special Council of Ship City.

The next morning, Rashid donned his new finery, anticipated to sway the hearts of even the most austere council members, and set out with the rest of the New Seekers to the Astrolaab Tower. There, within the vaulted chamber adorned with the relics of wood from the Old Horizon and the whispers of ancient navigators, they prepared to unveil the details of their recent explorations under the watchful eyes of the council's luminaries.

Thus, as the council gathered, the weight of history and the gleam of the unknown future reflected in their determined eyes, revealing the contours of a narrative yet unfolded. With each revelation presented and each secret judiciously guarded, the explorers stood on the precipice of the vast, illimitable expanse, their hearts thrumming with the thrill of the Nadir’s call.

Thus, guided by the diligent scrutiny of Master Moska and armed with the lore of navigational stars, Rashid, Maristo, Lieto, Fassour and Arda stood ready. Ready to chart a course across the unknown, with the secrets of the Nadir flickering like the stars in their indomitable spirits, mapping their journey not just through space, but through the storied legacy of their guild and beyond.

The Council quizzed them on the mysteries of the Nadir mummy discovered during their expedition. With the help of Rashid Al-Masri and Meristo Koulas, it was deduced that the mummy was kept alive through artificial hibernation and had died approximately 500 years ago. The council, intrigued, delved deeper into the significance of the discovery. The initial analysis from the specialists at Vermillion House confirmed the mummy belonged to the ancient spectral Nadir, known through the distinct iconography and ancient equipment found with it. 

The discussion transitioned to the perplexing origin of the mummy and its implications for their understanding of the Nadir's movements in the galaxy. The thrilling proposal put forth was to journey to the Hammurabi arm of the galaxy, following the signals responding to the singularity sphere that they found. The hope was that these signals could lead to other spheres and, potentially, a triangulation that could lead to the ancient Ark ship Nadir itself, or at least evidence of its fate.

The New Seekers were asked to advise upon the make-up of the crew for this audacious expedition. They emphasised the necessity of each guild being represented, highlighting the unique combination of skills their team offered, seasoned with experience from prior missions. These earnest deliberations were punctuated by the gravitas of their mission—to decode the long-whispered secrets of the Nadir, representing a beacon of hope and a portent of greater discoveries.

The council sanctioned a expedition to follow up the signals, assigning the explorers as special advisors and emphasising the consequential impact of their findings. The explorers were to be furnished with a slipstream-capable cruiser, setting the stage for a historic expedition across the Hammurabi arm to unearth further artefacts and unravel the enigmatic signals.

With high spirits and a renewed sense of purpose, the crew left the council, custodians of a mission that might alter the destiny of their civilisation. The explorers poised themselves at the threshold of the unknown, their hearts laden with the solemn duty bestowed upon them and the fervent hope of answering the call of the Nadir.

In the verdant oasis of the Cave Gardens, Rashid, accompanied by Meristo, sought the acquaintance of Petume Sibgoli - the High Gardener's assistant, nestled amidst ancient flora. Their purpose was clear—to enlist another doctor for their impending expedition in the hopes of bolstering their medical resources, a prudent move given the usual perils that befell their medic. Upon their arrival, they were greeted not just by Petume but also by the esteemed High Gardener herself, Nefeli Bar-Ezravili. The immediate surprise of her presence was assuaged by her welcoming gesture to join her at a quaint, wooden picnic table. 

As refreshments were offered, conversations unfurled like the green leaves around them. The High Gardener expressed the Gardener's Guild's dedication to locating the Nadir, a mission deemed vital for the future spread of humanity across horizons yet mastered. Rashid, with his typical diplomatic finesse, detailed their need for a secondary medic, citing the vulnerability of field medics based on harsh lessons from past experiences. This prompted a discussion on the practical needs of the expedition, ranging from extra medical personnel to possibly essential supplies.

Nefeli, intrigued by the proposition, deferred to Petume to aid in the search for a suitable medical professional, acknowledging her own potential in assisting with pharmaceutical or nutritional support for the crew. A sense of candid cooperation seemed to permeate the air as Nefeli underscored their genuine desire to support the expedition without underlying agendas, an assurance that resonated positively with Rashid and Meristo, validated through their insightful observation of the guilders’ intentions.

As the meeting wrapped with practicalities settled upon and promises of upcoming support, Rashid and Meristo felt reassured in their strengthened ties with the Gardener's Guild, their departure from the lush cave gardens marked by a renewed sense of alliance and purpose, emboldened by the High Gardener’s commitments and Petume's forthcoming aid in strengthening their collective expeditionary resolve. Their aspirations towards the unknown throbbed ever stronger, propelled by the earnest collaboration of their fellow guild members.

In the bustling hub of Ship City, as the twilight of another eventful day approached, our band of explorers found themselves entrenched in the midst of crucial preparations and unexpected negotiations. The dialogue opened with Fassour Farradi reflecting on the day's hectic pace, a sentiment echoed by his companions. Meristo Kulas, somewhat caught off guard, lamented his ignorance of a vacancy in their ranks, prompting a light-hearted debate amongst the group about the bureaucratic nuances typically involved, which they gladly bypassed this time.

The conversation took a tactical turn when Meristo pointed out their financial strategy for a new, albeit temporary, addition to their crew. Believing fervently in the value of extra hands during their precarious missions, he pragmatically justified the decision, framing it as a trial to evaluate the newcomer's loyalty and utility.

Amid these strategic deliberations, Lieto Miasma found himself unexpectedly engaged in a covert discussion with Maraka Din-Toufrak, representing the Synod of the Machinist Guild's, positioning herself as a benign interlocutor intrigued by his recent exploits. As they delved into pleasantries and the prospect of collaborative ventures, she subtly inquired about the resources needed for his impending voyage. Lieto, cautious yet courteous in his receptiveness, hinted at potential cooperation, albeit restrained by the delicate timing and sensitive nature of their mission.

The Synod representative, undeterred, explored possibilities of engagement with the mysterious Singularity Sphere, a topic that resonated with the undercurrents of their prior adventures. Lieto, diplomatic but firm, managed to convey both the fascination and potential peril wrapped within their upcoming undertakings. As the evening waned, the discussions tapered, with promises of potential alliances and exchanges of advanced technological support lingering in the air. Lieto tactfully declined further advances from the charming Synod aide, reaffirming his commitment to pragmatism amidst the enticements of Ship City's political machinations. Their meeting concluded on a high note of mutual understanding albeit shadowed with the unspoken complexities of future engagements. 

The explorers, reassured yet vigilant, prepared to step into the unknown, their camaraderie strengthened through the trials of diplomacy and the ever-present thrill of the Nadir's enigmatic call.

Source - initially Tabletoprecorder.com, heavily edited for names, clarity and brevity with some parts injected to explain or catch elements missed in the summarising. 

Edit: I've noticed that a key meeting involving Fassour is missing from this, and I will add it at the start of the next episode.

02 June 2026

Books in May 2026

Infographic exported from TheStoryGraph.com showing a collage of the covers of the books I read this month, arranged in a 4 wide and 2 deep matrix. The top of the graphic shows an orange and blue avatar of myself with sunglasses on, with the text "@cybergoths May 2026 Reads" beside it. The books are described in the post below.

May 2026 saw me read 1,652 pages (10,626 pages in 2026) and 7 books (43 in 2026). This is down on my normal month, mainly driven by roleplaying book reading, plus getting distracted revisiting The Lovecraft Investigations podcast rather than finishing the audiobook I was listening to on journeys. 

On the fiction side, I read the latest Murderbot novella from Martha Wells, Platform Decay, a tale of a corporate extraction from a hostile station. Enjoyable but it didn't groundbreaking. That said, I don't think I was really looking for groundbreaking when I read it. I also read another of my back catalogue of Clarkesworld Magazines, #202, which I enjoyed in little bite size pieces rather than doom-scrolling. 

For the Elle Cordova book club, I belatedly read Ted Chiang's Exhalation collection of short stories. They were great thought experiments but they didn't grip me in the same way that they did in his previous collection Stories of Your Life and Others. I'm skipping this month's choice – Emily St John Mandel's Sea of Tranquility – because it's one that I've read recently. Instead, I'm digging into one of her novels that's been in my 'to read' pile for a while, Last Night in Montreal.

Roleplaying books; I read the Blue Planet Recontact Moderator's Guide for North Star 2026 (as a I was running it), and finished The Laundry: Applied Occult Computing. This is the starter set/book for the roleplaying game and has a complete campaign setting in Milton Keynes. I'd have preferred London, but I can see why Cubicle 7 went this way. The scenario does a great job of introducing the rules. I also read Gallows Corner (about which I will post more once I've finished my review) and Caught in the Rain. The latter is a lovely solo game about solving a mystery; as I picked it up on spec, I was pleased with what I got.

So a quiet month; hopefully I'll do better in June.

2 June 2026