Twenty-five etchings with accompanying text
by Holley Chirot
In which we find tales of Crevice-Heart Island, Sosh-Tilt Island, Roco-Cirruk Island, Baleful-Ear Island, Loomis Island, Euph Island, About Island, B'nolough Island, Island of Sultry-Reckoning, Froel Island, Fom Island, Whelley-Toe Island.
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Crevice-Heart Island lies under the shadow of the looming Ha-Ha and his suite: Dulceata, Pot-de-vin, Spin-off, Merveille and their own shadows. To the left stretches the cemetery, the stones of which denotes both the form of death and the social class of the deceased, although the dates are non longer legible. One line of baobabs and one of double-humped hills skirt the crevice. Two foundering shortnecked ha-ha's may be found in te center tear pool and in the lower right corner.
The tri-annual sosh games draw a handful of spectators on stilts, among whom His Highness carried upon two horizontal tilts. The stilted contesting pair joust and poke at the bottom of the arena. The winner will undoubtedly receive new stilts and poke. The game is enjoyable. A factory may be seen in the distance.
Extensive fishing has looted the seas of cirruks, which lie massed upon the plain. For storage some are dumped and poked into cellars. Their pelts are precious and have, it seems, universal appeal. Towers, two uptight and two prone, with flapping shades, provide a baroque reminder of home for the cirruk hunters in this desolate land. They have also built two game parks. A roco may be seen swimming seaward in the lower left hand corner.
A round-the-clock mining operation to extract bituminous gums from the interior has completely transformed this island once known for its bales. Among other things, we find here a seizure* of drills that functions in fits, furnaces and exhaust outlets that pour forth morose fumes, two floating funnel signals and, finally, an approaching solitary bale in the lower right hand corner (*5)
His shadow crowds and perpetuates the sunless sky. The helmeted filip, a dwarfed and distant relative, peoples the island. Filips, with helmets removed, may be seen sunbathing. Chimneys to the underground incubators emit a fine haze from their dual apertures. An island of many rivers, we can count among them the QRQWVP, Ha-Ha Walk Around, Kok-Kok and Philandery. The loomis poses but a minor threat to the filips.
Cubicles and tents dot this desert landscape. They are signs of the land quest, just begun, but whose ticket gateways bulge with the pressure of the rabble. On the right, cubicles having passed the gateway move beyond. A tilldew lies prostrate in the foreground, for the excitement of a land quest is great. In the sky are to be found: upper left, a skench; lower left, a tilldew; upper right, a feight, all examples of those engaged in the land quest.
The inhabitants live in neat banal clusters, and who would have guessed at the ingenuity of their transports. Swirling wheels provide the energy for the tram lines, and in the event of a shift in wind, the tiny feet of the trams cling diligently to the soil. A sun dial shows the hour of day. On this hazy but sun-filled island, all is peace, industry. In the foreground, a tram has fallen in the doldrums.
The B'nolough ceremony is usually performed simultaneously at both ends of the Island. At the far end, a B'no has been mounted upon the altar, three horses kneeling around him. At the near end, a B'no is being hoisted upon the back of a horse who faces the altar, and along the outer wall, two B'no's are being wheeled, as prescribed by dogma. These ceremonies are kept strictly secret, and outside visitors are ruthlessly forbidden entry.
In this land of intermittent leaden heat and sudden damp winds, the sultries cycle about, seeking the Sult, or ancestral hearth. A reward has been offered to the one who finds it. By duplicating themselves on screens, they can be in many places at once and are therefore more affective. Others, in the second valley, are equipped with matching one-legged desks for their search. A Reckoning is the reward, it is said.
The training here is reputed rigorous and intensive. A hoist lifts the horses onto land at their arrival and mount them with a froel. (For each horse there is a permanent froel and one substitute froel.) Activities consists on standing on attention, tricks, simulated fainting and spouting. One may observe on land and at sea various signs of wreckage. These bespeak the island's severity. They are preserved as reminders. (A froel caught playing with them is punished.)
The Fom Fellows were once united and thriving evangelists throughout.They maintain their foothold now only in the upper isle, as their walled city attests. In the lower isle, their city has been decimated, and they and they may be seen fleeing. The standing elephant is the symbol of their success, the lying mule of their failure. Abandoned bones lie to the East of the lower side, in barren splendour. A leucrite glides tentatively above.
Insecure at best, the layers flap and whelley. The precarious state of the isle, however, has not diminished but instead increased the order purposefulness of its inhabitants, who may be seen striding past the game park. Their camp is in the distance. Beasts, grazing on the flaps to the West, slide at each new jolt and whelley, but casualties are ignored as a matter of principles. Below, the furnace whistles. Above, clouds gather and there is fermwent.
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