A CROCODILE, EATING
(Photo by Shuyi)
A CROCODILE, EATING is an installation work, ritual performance, and shrine.
It is part of WEIRD HOPE ENGINES, a contemporary visual art exhibition about tabletop roleplaying games, running at Bonington Gallery, Nottingham, UK from now until 10 May 2025.
If you ask me to build a world, I will build a crocodile.
On linoleum flooring, stones are arranged into the shape of a saltwater crocodile. Embedded in the stones, on the crocodile’s back, are bowls, jars and platters of all kinds.
At the snout of the crocodile, on a rickety stool. At regular intervals, this printer noisily begins to print on coloured paper—stories about generational pain, family trauma, personal curses.
A printed notice reads:
The crocodile is kind. They love us. They eat our pain. Help them eat.
1. Take a sheet, read its prayer aloud. Help the crocodile understand.
2. Tear up the sheet. Help the crocodile chew; they have no more teeth.
3. Place the shreds of your sheet in a jar. Help the crocodile swallow.
4. If the jars overflow, wedge your shreds between the stones. The crocodile must swallow.
5. Thank the crocodile aloud. They are too full to reply.
The crocodile is kind. They love us. We have so much pain. They must eat.
This crocodile has many origin stories:
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Specifically its cover. A loving and reverent tableau by Nadhir Nor, who presents the titular crocodile of the adventure as a sumptuous feast—each organ served on its own platter; spiced, wreathed in perfume; the meat arranged as both lingam and yoni, filled with flowers and water.
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2. Modern magic.
(Excerpts from my proposal doc for A CROCODILE, EATING)
Southeast Asian magical practice, when depicted in anthropological or art contexts, is often rendered in a particular aesthetic language, designed to read as authentic:
Black-and-white photographs. A woman in traditional clothes. Verdigrised bowls and platters and incense holders. Fresh-cut flowers. Muted, archaic, like a temple complex unearthed by archaeologists.
But magic as it is practiced today isn’t like that. Curses are between feuding neighbours, in low-cost housing. They are cast in a flat, by a gig worker, with victims’ faces printed by an inkjet printer with clogged nozzles.
Temples are painted in bright pink, lined with linoleum, beautified with artificial flowers, lit with white fluorescent tubes—affordable, long-lasting, bright.
Which bits of a ritual are essential, and which bits can you abridge? Can you cast a blessing over WhatsApp?
True magic and belief care more about being practical, than reading as authentic.
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3. The tomb at Pengkalan Kempas.
(Image source)
The tomb of Syeikh Ahmad Majnun, a 15th-Century saint, was used to swear oaths. At the foot of the tomb is a pillar, with a hole. You would place your hand in this hole, and speak your oath. If you spoke lies, the hole would close on your hand and crush it.
As shipping a whole oathstone to Nottingham wasn’t practical, A CROCODILE, EATING is built from Cornish pebbles, bought from a garden-supply store.
Whatever works, you know? Again: magic is practical.
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4. Hang Tuah’s footprint.
This shrine marked the spot where the Malay demigod Hang Tuah once stepped, thereby indenting the rock with his footprint.
It was used by locals: to ask for children, to ask for love, to ask for fortune. People would leave live chickens as offerings. (Nearby villagers would take these chickens home, to eat.)
Religious authorities destroyed the shrine some time in early 2023, on the basis that it promoted idolatry.
When I build a shrine I am always rebuilding the Hang Tuah shrine.
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5. Shrines as art.
(Image source)
Both Sharon and I have been thinking about shrines, lately.
We have come to see them as an artistic and political counterargument to national institutions, official religions, corporate IPs, platform monopolies—the exclusive franchises of power, money, and the state.
Despite nationalism’s efforts to centralise and clone a national identity, still we mutate, still we bootleg, still we graffiti, becoming once again ourselves.
And—particular to post-colonial societies—in doing so we casually continue the work of liberation, sneaking the idea of freedom away from our own architects and elites and prime ministers, who would seek to seize its meaning for their own purposes.
The churches or mosques or temples to demos that the federal government builds are ours to transform. To take from. To ignore.
“No need. We’ve got our own shrines at home.”
Along with David Blandy, we made ShrineShare, an exhibition-in-a-folder of personal shrines by sixteen artists from around the world.
A CROCODILE, EATING is me sharing mine.
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6. Games as shrines.
(My home group, with custom T-shirts our GM Amanda made. Mine says: “Impostor Syndrome? Not In This Economy”)
Tabletop roleplaying games resist dogma. As much you might like to appeal to RAW or Jeremy Crawford, play always and inevitably mutates to fit the mood and metre of your own table.
The rules system you use might furnish a set of cultural mores, an architectural vernacular—
But it is you and your players who actually make the game: your habits, your house-rules; your preferred procedures of handling particular situations; your in-jokes and callbacks and thematic fixations.
In play, a TTRPG is a shrine dedicated to your home game, a set of unique rites—always unique, always local, always small-scale.
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7. TTRPGs in galleries.
(Works by Scrap World, Amanda Lee Franck, Chris Bisette, Laurie O'Connel, David Blandy)
How do you present a roleplaying game in an art gallery?
I am no visual artist. I have no paintings or sculptures I can present, to transport visitors into a different world.
As a writer I mainly think in texts, narratives. I could have presented something narrative for WEIRD HOPE ENGINES: invited audiences to sit and play through an adventure; given them rules and characters and a scenario to play through.
Would’ve been unsatisfactory, though. While imaginative and experiential, such a work would not really have been visual. And TTRPGs take time—“sit down, participate for half-an-hour” time—which is a lot to ask, even of the most eager gallery visitor.
“Games as shrines” gave me a solution.
I’d make a shrine in the gallery. You’d play the shrine by performing some simple ritual actions. The shrine is tangible, made of stone and accompanied by a diffuser putting benzoin oil into the air. Its associated meanings and practices evoke a world, a cosmology.
You pray to the crocodile. The prayers are real and in earnest. You feed the crocodile. The crocodile changes with every prayer; as the exhibition continues the crocodile grows and is furred in colour.
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8. Pain.
None of the prayers you offer to A CROCODILE, EATING are fictional. All of them—stories of family loss; fraught relationships with parents, with homes; abuse, cultural misogyny, ethnic tension, toxic masculinity—are true.
Some of them come from my own life. At least half come from my friends, who shared with me their stories via THE CAT IS KIND, a prototype shrine I made a week before leaving for Nottingham.
You would ritually offer “a story that aches” to this cat-shaped piggy-bank, and the cat would eat that ache for you.
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9. Port Dickson.
Everything I make is ultimately about Port Dickson, the small Malaysian town in which I live.
Port Dickson is defined by its relationships to places across the sea. It is a town of petrochemical industry; exporting diesel and jet fuel abroad.
In return, from the First World, we received unwanted textiles by the container-load, in huge bundles—there are many “bundle” shops in my town, thrift stores essentially, where locals sort through the piles of discarded factory uniforms and fast fashion for still-usable garments to sell second-hand.
(Fun fact: all of the coats I wore in the UK I bought from the bundle!)
We fuel your civilisation, process your trash.
For A CROCODILE, EATING to embody my context it has to communicate the flavour of this relationship:
The shrine’s rites do not allow gallery visitors to say their own prayers. You are only ever feeding the crocodile burdens imported from somewhere else.
The sense of an exhausted land, continually asked to take on more weight from without—growing more exhausted and strange, changing.
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10. Sincerity.
For this shrine to work it had to be real.
I took my shoes off whenever I stepped onto the linoleum. I prayed as I built the crocodile, stone by stone. Every time I entered and left the gallery space I faced my small, tired crocodile god, and I bowed to them, and believed.
I hope my belief makes the shrine real, and you feel this, if and when you visit, yourself.
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WEIRD HOPE ENGINES, curated by Dying Earth Catalogue (who are David Blandy, Rebecca Edwards, and Jamie Sutcliffe), featuring works by:
- Angela Washko
- Andrew Walter
- Amanda Lee Franck
- Chris Bisette
- Laurie O'Connel
- Scrap World
- Shuyi Zhang
- Tom K Kemp + Patrick Stuart
- Zedeck Siew
- Adam Sinclair + Lotti Closs
At Bonington Gallery, Nottingham, until 10 May 2025.
WHO GETS TO BE A PERSON?
The opening of my soon-to-be-real Cairn RPG adventure, The Tide Returning, is a crime scene.
The king of Zum and his sceptre has gone missing in the night. Hired to find him, you are allowed a tour of the royal bedchambers, to find clues to where he’s gone.
Design objectives for this opening:
- Give players an idea of who and where their quarry is. Who did the king prefer spending time with? Why did he write a letter to the governor of a nearby town? Why was he swimming the span of the canal?
- Allude to the faction politics of the adventure. These are mainly embodied in the characters present in the intro, and their relationships with each other. What is the culture of Zum like? How do they treat the indigenous witch-folk culture? Do the witch-folk resist? Do the witch-folk disagree on how to resist?
- Present complex setting detail in an evocative, gameable way. The fact that the Zum-folk practice slavery, and how that slavery functions, isn’t just set dressing, and shouldn’t be conveyed via lore dump. Players should be engaged, alarmed, invested.
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Particular to culture of Zum is canny-ware: human servants permanently bonded to heirloom objects or furnishings.
This is what the adventure text says about it:
CANNY-WARE
To the priests of Bowed God Market bring 500gp, a thrall you own, and the inanimate object you wish to make canny.
There will be one night of fearful rites. In the morning: your thrall is permanently joined to this object—if physically separated from it, they are wracked with agony; harm done to it transfers to their flesh, instead.
Henceforth your thrall is no longer a person. They are called by the canny object’s name. Their own is expunged from all record.
War galleys and weapons are never made canny. The priests insist murder is the province of actual people, not mere things.
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The idea that things have their own spirit is pretty common, ya? You beg your computer not to crash; you plead to your car to go just one more kilometre on an empty tank.
Plus: the baseline animism of Southeast Asia.
Plus: the fantasy trope of the sassy talking sword, the whispering One Ring.
So: if things have spirits and personalities, worthy of respect and consideration; if we already treat our possessions as characters in their own right—
Could the things we own be people?
Why not?
Considering we own animals which we believe have rich interior lives. Considering our history of owning actual humans; our ongoing objectification of whole genders; our industrial extraction and toolification of whole classes, cultures.
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In Zum a magical self-propelled cart is not powered by magitek nor combustion engine. It is pulled by a person whose personhood has been erased.
Canny-ware expands on an idea I used in (of all places) a personal essay on language and being a bilingual writer from the third world:
A prisoner of war is given to the sultan—“At the palace she was called Dagger. Because that was her function: to bear the royal dagger.” Because the magic dagger is, in her cultural context, considered more worthy of personhood than she is.
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Who gets to be a person?
What degrees of personhood are they allowed? How are these various degrees of personhood changed, or challenged?
I’ve fixated on this question for most of the time I’ve been thinking about and making art.
A perennial, perhaps now-overplayed question in science fiction: “OMG are robots / AI human???” “Do you lose your humanity the more cyborg you are???!!!” etc.
I like the question better in fantasy, though.
Asking whether a robot is a person gives the question a “Is this where we are headed?” speculative frame. Asking whether an ancient tree is a person lends the question a mythic “Maybe this has always been an issue?” air.
Its proper register, I think! Contained within the question is—everything, honestly? Everything in history, everything happening now. Colonialism, imperialism. Race, sex, gender, class. The webs of relation / power / violence in all these subjects.
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Anyway, back to the intro for The Tide Returning.
The royal chambers are full of precious heirloom canny-ware. They include:
The front doors—a pair who can tell you who came in and out of the rooms that night. The chamberpot—a blind fogy who’s kept the king’s hygiene and confidence since boyhood. The pillow—a jealous girl who was the king’s lover, before he started favouring the sceptre instead.
The writing desk—a prim woman who scoffs at indigenous traditions. She is indigenous, herself, but has grown accustomed to present luxuries.
The peacock fan—an agent working with local rebels, trying to maintain her cover. The silk parasol—who bristles at their bondage, the only one who will tell you their own name (Kanan) and that of the missing sceptre (Shiri).
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Essentially: looking through the king’s room is a series of interviews.
Less CSI, more Murder On The Orient Express. Clues aren’t facts passively waiting to be discovered, but NPCs with personalities you have to roleplay with.
Having play-tested this introduction with my home group I am pleased to say it is a fun time, and works as intended!
My players came away with the facts they needed; a better idea of what to expect in the hexcrawl ahead; and a deeper understanding of the stakes.
Playtest highlight:
“Wait wait, how does this canny-ware thing work, actually? Is it Beauty And The Beast? Because if it’s like Beauty And The Beast, then the chamberpot—” (cue horrified faces)
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( Image sources:
https://commons.wikimedia.org/wiki/File:Canopy_Bed_of_the_King_at_the_Chakraphat_Phiman_Hall.jpg
https://yayahkiki.wordpress.com/2009/09/02/cari-keris-berdiri-berani-harga-tinggi/
https://digitalcollections.archives.nysed.gov/index.php/Detail/objects/1725
https://commons.wikimedia.org/wiki/File:China;_a_woman_carrying_buckets_of_night-soil._Wellcome_L0056427.jpg
https://www.theatreco.com/galleries/beauty-and-the-beast/ )
Three Objects
Sketching has been good at breaking up the misery of staring at a manuscript and being stuck. At least with the drawing I’m roadblocked by my lack of skill rather than my lack of ideas.
There are things from an adventure I am currently writing for Colin Le Sueur’s We Deal In Lead. It began as a homage to Wisit Sasanatieng’s tomyamgong western Fa Thalai Chon / Tears Of The Black Tiger.
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WIDOW GON’S PALANQUIN
A broad teak throne: canopied, curtained, cushioned. Stinks of tobacco.
Its bearers: the captive brothers Khol. Every night Lady Sao Rai visits their garage, selects a brother, and fucks him in her grandmother’s palanquin.
The Khols are too afraid to refuse her.
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The Widow is matriarch of House Gon. It will be her fiftieth birthday, soon. An elaborate fete is planned.
Captives are found across the sea, created through poverty, criminal sentences, or legal abduction. By Admiralty law, a captive must go free once they earn their owner their original price, a hundred times over.
In practice, few owners obey.
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It should be obvious what captives are. I ding-donged with myself about the nomenclature, here.
A simple reason for avoiding the word “slave” is because most people think “transatlantic slave trade” as soon as you say it. If nothing else I want to avoid the association because it is inaccurate.
On the other hand: annoying to have to decenter Southeast Asia in this way! The equivalent of having to say “chai tea” when I should be able to say “tea”, because that is what the word means to me!
(I strain against this specific problem often.)
Finally I decided “captive” was good, after all. This kind of legalistic euphemism (“Oh, they aren’t slaves, they are indentured servants.”) is exactly in character for rich assholes bending language to assuage their consciences.
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HOUSEHOLD PSYCHOPHONE
Listening room: settees; shelf of wax-cylinder records; a podium on which sits a psychophone.
Pop a cylinder into the psychophone, point its antenna at a servant wearing the receiving brooch, listen to them sing in an alto entirely not their own.
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Psychophones have been ruinous to local performers. Once-celebrated local singers have been reduced to glorified loudspeakers: vessels for the voices of famous chanteuses from across the Ocean.
This home entertainment system requires at least two to operate:
- One servant (or more commonly a servitor) to turn the crank;
- One servant to serve as a receiver-singer.
A receiver-singer’s health eventually suffers. When you have somebody else’s voice (and soul) forced into you over and over, and you begin to lose your own …
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This one was troublesome. Felt like production design. Appliance design.
Had several goals:
- The core mechanism has to look like it makes sense, to its own internal logic. No greebling; every bit needs to look like it has a purpose.
- Lots of ornamentation. This is a luxury device belonging to aristocrats from a rococo Indochinese-inspired society. It needs to be a jewelbox.
- Genteel normalisation of vicious magic. The needle made of bone; the antenna that is basically a massive needle pointed at your head—but disguised as a pretty bird.
The receiver-brooch is something I discovered while sketching. Seems gameable? Also, in the spirit of point 3: the brooch has a pin you stick in your forehead.
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GHOST WATER
Auw Yin Yan, the Sea of Sorrows—of Sighs.
Imagine bodies in a mass grave the size of a country. Imagine them luminescent, in motion. Pulled by the moon, waved by the wind, clawing at the quay.
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Always forms into human shapes: when poured into a bowl, ghost water sits as a balled fist.
Like saltwater in most respects. The Sea teems with marine life, though these are cunning and cruel in human ways. Humans cannot swim ghost water. Do not fall in.
Ghosts wear the outfits and injuries they had at death. Rarely, one will crawl onto land, eyes open, a hungry ghast.
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Yeah, so: the wider campaign setting for this adventure is defined by the Sea of Sorrows. It has whales and islands and pirates. It is filled with ghosts instead of water.
I saw the Sea in my mind as a vast Escher-esque tangle of interlocking ghost-bodies.
A wave would be bodies flinging themselves on a beach; their arms and hands dragging on the sand as they pull back into the surf.
I drew a way simpler visual. And the ghost’s hair is cheating: it already looks like water.
Still: very pleased with this sketch. Gentle, sort of sweet, quietly creepy. Also it is a modest bailing bucket, which contrasts with the material excess of the palanquin and psychophone.
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Three Clerks
Last week I tweaked my back. It hurt. A lot. As I recovered, I found that sketching with pen and pencil was less strenuous than writing on keyboard. So that’s what I did.
Sketched characters from an adventure I am currently writing for Colin Le Sueur’s We Deal In Lead. It began as a homage to Wisit Sasanatieng’s tomyamgong western Fa Thalai Chon / Tears Of The Black Tiger.
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SHIN SUL SHAP, SHRINE CLERK
4 Grit 10 STR 10 DEX 10 HRT
Switch (d4)
Face hidden by a broad-brimmed bonnet and veil. Patrols the lines of pilgrims; like a schoolmarm she thwacks anybody chit-chatting. Piety should be silent!
A waif snatches a lead token from her pouch, and bolts. A chase ensues. He begs your help. If Sul Shap finds him, she will sell him to captive takers.
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Sul Shap is a clerk at the Shrine To The Headless Sun: a bare plaza; a marble pavilion; a golden man, with an ever-burning flame where his head should be.
The Headless Sun is patron saint of the Admiralty, whose laws now govern both Ocean and Sea. He was its founder. The kings of old captured and beheaded him. He overthrew them anyway.
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References for Sul Shap were basically Buddhist nun robes (mainly for the volume of fabric), plus an European bonnet.
Initially I’d imagined a conventional broad-brim hat—ie: her veil would be a cylinder around her whole head. But as I sketched I thought the bonnet made a more interesting shape? Also its rear was an opportunity to create a crest / halo of sun-rays. Religious iconography!
Alms bowl, because giving is a virtue. But the Headless Sun values ego-death, not asceticism—so colourful beads and gold amulets and pouches full of lead tokens (money).
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RIS SHAY NAM, RECORDS CLERK
2 Grit 10 STR 10 DEX 10 HRT
Swung typewriter (d4)
In a wheelbarrow, pulled by a servitor, typewriter balanced on her belly, pockets filled with banana fritters. Greasy fingerprints on any document she works on.
Shay Nam thinks herself a moral soul. Will side with abolitionists and revolutionaries, with justice—until her own skin is at risk.
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Shay Nam works at the Hibiscus Court. Princess Khur San, distancing herself from the old order, surrendered this palace to bureaucrats.
Clerks have filled its once-airy halls with shelves. By sympathetic sorcery, all contracts in the province manifest copies here. Rumour has it that this magic works both ways.
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This was my first sketch. In pain and bored I just started drawing.
No references, and it shows? Skirt and stockings and boots because these were the easiest for me to do. In my mind Shay Nam was an archetypal overweight NEET. Here she looks to be a sassy layabout. I like her better, now!
Also: a servitor is an empty body. Created when you ritually touch a shrine-stone to the Headless Sun—your soul is obliterated. What is left behind is mindless, hence the harness and reins.
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KHAN YUL MIN, COURT CLERK
4 Grit 1 DEF 10 STR 10 DEX 10 HRT
Sabre (d8)
A university grad and former marine. But his townhouse sits below Rose Hill, on Merchant’s Row, beneath the old families’ notice.
Yul Min means to change this. He has his eye on the Widow Gon. He will hire ruffians to waylay her palanquin—then swoop in, to rescue her. Elaborate theatre.
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Yul Min, like all these characters, live on the Sea of Sorrows, whose waters are literally the souls of the dead.
Roses always bleach within sight of it; to retain their colour they must be shipped in glass, then kept in arboreta—never once sharing air with the Sea.
Those who can afford red-rose gardens tend them on the south end of the city, where streets begin to climb Mount Go, in compounds walled like fortresses.
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Drew Yul Min last night. Had tabs open for “Thai traditional clothing” & “military uniforms 18th century” & “krabi” & “Vajiralongkorn”.
Given my inspiration, I think the referencing of Mainland Southeast Asian material culture is appropriate. Maybe a little to obvious, though? Ie: the visual forms haven’t been composted well, into new and more imaginative shapes …
Still: very pleased with the proportions and details.
I liked how the hamsa-esque icon of the Headless Sun developed over the course of these sketches. I would not have discovered it, otherwise; it’s one of those details, too small for words.
Drawing is an intrinsic part of the writing process, I guess!
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