Sunday, August 27, 2017

A(n edited) love letter to my feet

A love letter to my feet:

The first time I woke up in a bed not knowing where I was, it was disorienting. It was dark and I didn't know which side the wall was and I went to sit up and slammed my head on the low ceiling.

Now, the mornings where I don't know where I am number more than the mornings when I do. I've learned to grope carefully for my glasses and headlamp before moving. Reaching gently through the dark. I learned to take an extra breath before sitting up. To orient where my feet are, where my head is, where the nearest hard wall is.

Wanderlust is like the ugliest part of love and the most beautiful part of devastation met in a bar one night. They danced all the slow dances and held hands under oily street lights. They went home together but neither stayed the night.

The summer before my first year of highschool I went backpacking. Day after day I walked on my own legs, carrying my life with me on my back. At night we would eat like we were starving and sleep like we were dead.

Often, I would walk alone for long swaths of time. I was not the slowest or the fastest. I found the rhythm of swinging my pendulum legs as the days passed. Sometimes I would sing to myself or talk to myself or tell myself stories to keep myself company. Mostly, I would listen to my footsteps mix with the sounds of the forest and let the feeling of solid earth passing under my feet take up all the space in my mind.

Wanderlust is a feeling in my chest. Like my lungs are simultaneously empty and filled to bursting. It's the feeling where I’m in the kitchen and I’m so hungry that it hurts in stabbing pain but I can’t think clearly enough to decide what food I want. My hands are shaking but I can’t pick up a knife. My lungs are screaming for air but I can’t possibly inhale any more.

My sophomore year of college I won the "most likely to be barefoot" superlative. The seniors handing out superlatives called my name and I walked up to the stage to accept my prize, head held high and feet bare. What it says about my college that "most likely to be barefoot" is somewhat telling.

Two weeks later, when I received my associate's degree, I walked down the aisle barefoot. My dress shimmered in the wind and the grass caressed my feet and whispered congratulations.

Wanderlust is the trail of the "keep in touch" platitudes I leave behind me, kicking them up like dust on a dirt road. I make friends like hickeys. They stick around for a while but eventually they fade into fond memories, and I let them go. I watch them in my rearview mirror until they fade out a view but I’ll never turn around.

I started running every day in my freshman year of college.  Every morning before classes I would walk out my door and slap my feet against the unforgiving pavement for an hour or so. Sometimes I run with friends. Often I run alone.

Running is the only thing I have kept through fifteen states, three pairs of hiking boots, two pairs of sneakers, five different hair styles, three pairs of glasses, seven water bottles, four suitcases, two cars, and countless friends and lovers.

Wanderlust is running. Wanderlust is the blood pumping through my legs. It is muscles contracting and expanding. It is the power in my calves and thighs. Wanderlust is the persistence of my lungs and my heart. I run until I felt grounded enough to face the world.

Friday, August 25, 2017

A list of things I’ve learned as a nomad:

To me, wanderlust feels like the most tragic parts of love and the most joyful parts of tragedy melted into my lungs

After three months of not knowing where I am when I wake up it stops being scary and starts feeling like another part of waking up. I turn off my alarm, put on my glasses, figure out where I am, go to the bathroom and get dressed.

Libraries are a good place to be when I don’t know where to be. There are bathrooms, comfortable places to sit out of the rain, and wifi. Sometimes bathrooms are hard to find,

Rain means something very different from the inside of a warm house with a dryer than when I don’t have a place to dry my clothing. Cold is a very different creature when it’s temporary.

Random acts of kindness are just that:
The lady in the yellow car who offers you a ride in the pouring rain or the cashier who sees you rooting in your wallet and gives you a donut on the house are no more or less predictable than being catcalled in a gas station or having to cross the street to avoid the two large men in a fistfight.

Walking down the road, pepper spray clenched in hand is a shitty feeling but no worse than being on the same road minus the pepper spray.

Sex is unlikely, dangerous, and spaced in odd clumps. I get propositioned seven times in a week and then not again for seven months.

Running is necessary. It provides structure, stability, and self reliance. Also, my butt looks fantastic. I like to run with friends but running alone is the closest I’ll ever come to praying.

I have so many things to write but so few words on the paper.

A list of things I know to be true:
1 my muscles get sore. I do not live in a body without consequences.
2 my least favorite pain is the pain behind my eyeballs.  
3 fudge is delicious.
4 herons are graceful but have a silly call.
5 All sunsets are beautiful. All sunrises are rare.
6 pressure drops before a thunderstorm.
7 I saw a dead mouse today. I do not know why it was dead.
8 knowing why it was dead wouldn't have made it any less dead.
9 people carve their names into beech trees. It's something about the smooth bark immortalizing their temporary love.
10 this summer is a cicada summer. Their buzz puts me to sleep at night

. . . Eventually

A love letter to my feet:

The first time I woke up in a bed not knowing where I was, it was disorienting. It was dark and I didn't know which side the wall was and I went to sit up and slammed my head on the low ceiling.

Now, there are more mornings where I don't know where I am than when I do. I've learned to grope carefully for my glasses and headlamp before moving. Reaching gently through the dark. I learned to take an extra breath before sitting up. To orient where my feet are, where my head is, where the nearest hard wall is.

Wanderlust is like the ugliest part of love and the most beautiful part of devastation met in a bar one night. They danced all the slow dances and held hands under oily street lights. They went home together but neither stayed the night.

From the time that I learned to run I learned to depend on my feet. I could beat all the boys in my fifth grade class in a foot race. My mom and I would go running and talk about life. My dad and I would toss a frisbee around the backyard,  and I would chase it down, watching it until it was firmly in both hands.

The summer before my first year of highschool I went backpacking. Day after day I walked on my own legs, carrying my life with me on my back. I was often tired. But I was never lonely.

Wanderlust is a feeling in my chest. Like my lungs are simultaneously empty and filled to bursting. It's the feeling where I'm so hungry I'm in tears but I don't know what I want to eat.

In college I won the "most likely to be barefoot" superlative. When I accepted the prize I was barefoot. Two weeks later, when I graduated, I got walked down the aisle barefoot. The grass caressed my feet and whispered congratulations.

The barista at starbucks says "it's like you brought all the dirt with ya" and I look down at my feet and smile, pleased someone noticed although the barista is talking to a young woman on the other side of the shop.

Wanderlust is the trail of the "keep in touch" platitudes I leave behind me, kicking them up like dust on a dirt road. Wanderlust is collecting facebook friends like post cards. They look nice, but will probably just take up space on your parents' fridge for a few years until the next postcard comes.

I started running every day in my freshman year of college.  Every morning before classes I would walk out my door and slap my feet against the unforgiving pavement for an hour until I felt grounded enough to go about my day.

In the summer when I run I see iridescent cicadas and graceful snakes warming themselves in the pavement. I have to leave early in the morning to beat the heat and the birds almost invariably sing me along.

Wednesday, August 16, 2017

Little things

Cyclical spinning, spiral and swirl
Whimsical wonderful wishing and whirls
Tremendous tapping on tippy tap toes
Leaping and laughing now super-imposed.


Firecracker crack bang snap
Sky of noiseless stars
Shattering the night with noise
Heard from near and far

Friday, August 11, 2017

Role Playing and story telling

Dread Role playing discription:

Quick rules explanation:
The game uses blocks from the familiar family game Jenga and the rules of Dread are quite simple, as shown below:
  • Character creation: Dread uses a unique questionnaire method of character creation. The character questionnaire provides the skeleton of a character, while the player gets to add the flesh when they answer the questions, thus creating the character they want to play. In this way, characters are guaranteed to fit into the story, and yet players are invested in the characters, lending weight to the decisions they make.
  • Game play: Throughout the game, the host describes what happens to and around the characters. Players contribute by declaring what their character is doing. The game ends when the story comes to a conclusion, or when all of the characters have been removed from play.
  • Mechanics of play: Dice, cards, or other more-traditional randomizers are replaced by a tower of blocks. When a character attempts a task beyond their capabilities, the tower determines their success. They can succeed by successfully pulling a block, or choose to fail by not pulling. Tension builds as the tower becomes more and more precarious.
  • If you knock over the tower during your turn, your character is removed from the game, never to return. Your character’s fate could be death, insanity, cowardice, imprisonment, possession, or some other horrible fate.
  • If you knock over the tower by accident, the host decides the fate of your character, as the story dictates.
  • If you knock over the tower on purpose, you can choose your own heroic or dramatic exit.
That’s pretty much it. Time to grab a Jenga and go scare your friends.

Dread themes:
Fairy tale
Steampunk
Mafia//werewolf

Fairy Tale story idea:
The king calls together a band of misfit adventurers to help him reclaim his forest from various forces of evil.
As the adventure goes on; the adventurers interact with various increasingly powerful creatures in what seems more and more like a suicide mission and struggle just to stay alive . . .

Act 1:
Adventurers meet at a royal tournament
They are called together and sent on a quest by the king to “reclaim the royal forest from various monsters terrorizing the forest”
If asked for detail, the king with describe malevolent magic beasts and unnatural spirits
Refusal could result in blackmailing, imprisonment, or the character(s) being run out of the kingdom into the forests
The characters are given an inaccurate map, and a set of camping materials including a poisoned water filter
The characters meet the princess--the king’s only child, beloved by the people and next in line for the throne. She warns them that there are unexpected danger in the forest and that not everything the face may be as it seems, but seems afraid and won’t tell them any more (if any character makes a particular impression--write this down for further use

Act 2:
The adventurers meet various forest monsters
In order of encounter:
  • Bandits--hired by the king, the number of bandits should be n+1 more than the number of players, they were originally prisoners of the king and given the choice of death or this mission, if captured, unless stopped, they are instructed to commit suicide with the capsule of arsenic in their sleeves
  • Griffins--the players, unless they successfully perceive the nest, come between the mated pair of griffins and their children and get attacked by the griffins, one of the griffins should have a sheep in its claws, if the players don’t make a note, they won’t see the baby griffins, there is a small chance of pet griffins (adult or baby)
  • Will ‘o the wisps-- lights carried by more employees of the king (wizards), designed to lead the characters off the path and into quicksand, the characters will have to pull to resist the lure but if they’re successful, they skip the unicorn encounter, a sense magic will reveal if the wisps are human created but no more than that, if characters escape the quicksand they will find themselves in a ring of fire in the middle of the unicorn’s territory
  • Unicorn-- pissed off by humans setting fire to its territory, its first few are designed to miss and scare off the humans, if humans attack the unicorn will then act in self defense and only kill if necessary, humans can successfully placate the unicorn by putting out the fire or through another show of good faith that puts their own life on the line--most of these actions would require a pull, if placated it will weep healing tears that will disable the poison in the water filter (the unicorn is not a possible ally)
  • Encounter with the poisoned water filter--any character that drinks from it has to make a pull and loses strength, knowledge of nature can heal the poison or knowledge of magic can sense or heal the poison
  • Werewolf--set in the adventures’ path by the king, the wolf form of the werewolf is a mindless beast that wants blood with no regard to its own safety, if the adventures can kill him, he turns into a naked dead man who looks “oddly vulnerable”, an investigation pull will and the adventurers will find the seal of the king freshly burnt into the wolf’s palm, if the adventures can successfully hide, trap, or in another way not kill the werewolf until morning, the werewolf will turn into a man again, be hostile and disoriented, he will complain of pain in his hand and his brand will be visible, when pressed for his story he will claim to have been kidnapped in man form, he remembers extreme pain and then being dropped in the forest as a wolf (the werewolf could be a possible ally)

Act 3:
At this point the party can turn back to the castle or go on to meet the goblin army
If they chose not to go back to the kingdom they’ll meet the goblin army more directly
If they chose to go back they might get lost, and they will encounter the goblin army but it might not be direct
  • Goblin army--the goblins are eager for bloodshed and can definitely kill any or all adventurers unless they are stupidly good at jenga, the army is around 300 individuals and careful observation will reveal a mixture of goblins, orcs, werewolves, vampires, and other hulking creatures. Their leader is a giant and misshapen orc named Grunt near the front middle of the pack. If the leader is defeated the battle isn’t over but will pretty quickly resolve after only a few more pulls. If the band approaches the goblins in a friendly way, the goblins will be initially aggressive but if the adventures continue to be non-threatening and agree to putting down their weapons, the band will reveal the purpose is to overthrow the king and invite the adventurers to join them
  • King--the king has an army of about 500 folks but only about 150 are well armored and well armed, assassins could also off the king, and the king’s people will be convinced by the sight of the king’s dead body or if the king’s flags were lowered over the castle, the king will beg for mercy and the adventurers could also switch to his side at the last moment for money or power or whatever reward the king offers, Grunt may try to install himself as a new king, the adventurers can install themselves as the new king, or they can install a democratic government. The princess can be killed, seduced, convinced to join the rebellion, bribed, or forced to join the rebellion (she will commit suicide shortly after being forced to do anything)

Characters:

  • Highborn fighter--Your character has strong morals; what are they? Which of these morals has your character broken in the past and why? In what way does this still haunt them?
  • Scholar (magical)--Why is your character so driven to discover knowledge? What knowledge did they discover that should have stayed a secret?
  • Con man OR pickpocket--Who holds some big secret over your character’s head? What is that secret? What was the first illegal thing your character ever did?
  • Lowborn fighter--Where does your character come from? Why is it such a deep secret? Why does your character want to socially climb so desperately?
  • Healer--Why are is your character so deeply afraid of the king? What keeps them up at night? How do they cope with that fear?
  • Wizard-- Why was your character so driven to master magic? What sacrifice did they make to get closer to mastering magic? What still stands in their way of mastering magic?