About Me

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HandChop and Bronwen, otherwise known as BronChop, are busy in the Burning Man community. We are busy people! This blog is written and maintained by Bronwen but documents our lives together and things we're doing. This blog started as a personal journey documenting my life with all the joys, trials, tribulations, experiences, experiments, and personal growth. I have decided to continue using blogs to work through my life in general as well as my involvement in the Burning Man community and lifestyle.

Friday, September 12, 2008

The Abarat Islands

I've mentioned Abarat as a source of inspiration several times so here is the low-down on what I mean. I hope you enjoy the crazy, creative personalities of each island. In fact, I am bidding on a map of the Abarat right now. I hope I win it!

On this page you scan zoom over the various islands to see them a little closer:
http://www.thebooksofabarat.com/content4/abarat48.swf?charPicked=99 If you click on each island it will zoom in to a much larger image and a description of the island. Babilonium is one of my favorites!

From TheBooksOfAbarat.com comes the “glossary” of terms from the books. There are detailed descriptions of characters and the islands here:
http://www.thebooksofabarat.com/content4/abappendix.html

Below are descriptions of the islands of the Abarat, only very slightly edited by me. I have “highlighted” my favorites in pink.



Islands of the Abarat (from Wikipedia)
http://en.wikipedia.org/wiki/Abarat

In the Abarat series, there are "Islands of Abarat" which are each based around a time of day (except for the island based on the 25th hour). Below are descriptions based on what the character Samuel Hastrim Klepp, author of the wildly popular Klepp's Almenak, has to say about each of these islands:

1:00 a.m. The Pyramids of Xuxux: There is no quieter place in the Abarat than at One o'Clock in the morning, where the six Pyramids of Xuxux rise out of the dark and uncannily placid waters of the Izabella. Some have suggested that these pyramids and the Ziggurat of Soma Plume at 5:00 p.m. were designed by the same hand and built by the same masons. The writer of Klepp's Almenak, the omnipresent traveller's guide to the Abarat, disagrees. The tombs at Soma Plume are "calm and curiously reassuring places" whereas the six pyramids at Xuxux (perhaps owing to their proximity to Midnight) are "sites of mystery and tragedy". The character Christopher Carrion uses them as a breeding-ground for the ravenous, chaotically diverse, monstrous insects known as the Sacbrood.

2:00 a.m. Idjit: Klepp described Idjit as an island of "immense charm", never visited when he was sober. Idjit is an island that "encourages excesses, a kind of happy foolishness". It shares with neighbouring Gorgossium a "spiky, barren topography", while storms rage perpetually about the landscape. It has been calculated that a visitor to Idjit is more likely to be struck by lightning than a man on the roosts of Efreet is to be hit by bird excrement. The result is either (as in the human world) instant death or euphoria.

3:00 a.m. Pyon is described as having been "once a quiet island, but no longer. The work of an entrepreneur by the name of Rojo Pixler has transformed the island utterly. It was Pixler's dream (some have said folly) to build the biggest city in the archipelago on Pyon, its light so bright that the darkness of the Hour would be a grand irrelevance". Hence, Commexo City; a Las Vegas-like tourists' paradise whose image Pixler seeks to impose on the entire archipelago.

4:00 a.m. Isle of the Black Egg: Here lie the Pius Mountains, a range of needle-sharp crags that are the tallest natural phenomenon on the islands. These are the home of peaceful, mountain-dwelling villagers, as well as of passionate revolutionaries. Klepp claims to have "discovered to date two hundred and seventeen explanations for the name [of the island], each contradicting the next. As I cannot distinguish the value of any one explanation over any other, and it seems arbitrary to simply pick one for retelling here, I'd prefer to simply state that nobody knows how the island got its name and leave it at that".

5:00 a.m. Speckle Frew is geographically an uneventful island; the earth is sandy and covered with fine, sharp-edged grass, while the wind is always howling. Though the terrain is scarcely varied, the island is home to a wide variety of species, most of them dangerous. Three are named: the Naught, the Scab-Faced Snouter, and the Rife. Being the habitat of such animals, Speckle Frew is called "a bestiary" and "not to be trespassed lightly".

6:00 a.m. Efreet: Unlike its neighbour Speckle Frew, Efreet was once an island of great sophistication. The city of Koy, considered to have been the most cultured city in the Abarat, was built on the lower steppes of the island. Opinions vary as to how long it stood and why it fell, but what remains of the city - rows of pillars, archways, and frescoes - testifies to a site of elegance and learning.

7:00 a.m. Autland is joined to Efreet by the Gilholly Bridge. There is a palace on Autland, built for Queen Muzzel McCray, to a design that appeared to her in a dream, or so local legend dictates. The Queen's husband was a creature called Nimbus, Lord of the Tarrie-cats. Nimbus still lives in McCray's palace, inside the dream - so to speak - of the woman he loved.

8:00 a.m. Obadiah: This is an island of extraordinary flora. Here a visitor will find strange and sometimes aggressive plants growing in virtually inexhaustible profusion. Some have called Obadiah the Elegiac's Garden, and suggested it may have been a kind of laboratory in which the mythic Creators of Abarat, A'zo and Cha, experimented with life-forms.

9:00 a.m. Qualm Hah: This is a puzzling place to explore, because it has two distinct faces. At the western edge of the island stands the busy seaport of Tazmagor, where the food is good, the people happy, and the air filled with the din of extemporized songs. Outside the bounds of Tazmagor, toward the eastern end of the island, the land is empty. Nobody builds there, and no one gives a reason for not doing so; this is peculiar, given how crowded Tazmagor has become of late.

10:00 a.m. Spake: This is a splendid, green place, with many cypress trees on its lower slopes. On its heights, above the trees, stands a simple stage, which has been used for performances of every kind - circuses, slapsticks, and High Tragedy - since the beginning of known time. By a consequence of the island's location, Geese and Godkin's Theatre is every three days shrouded in a mist that blows from the southeast, surrounding the hill in a dark blanket. Tiny flames litter this dark fog, and magically illuminate the dramas that are performed on the heights of the hill.

11:00 a.m. Nully: Topographically speaking, the island merits little study, but it is the location of one of the Abarat's most extraordinary buildings: the Repository of Remembrance, which is the Abarat's most famous museum. The toys of emperors, the rag dolls of queens, and other practically useless but historically and sentimentally valuable objects are kept here.

12:00 p.m. (noon) Yzil: The island of Yzil is a lush and temperate forest. Here lives the Princess Breath, a figure of Abaratian legend who by her exhalations creates live things, which are then wafted through the air until they arrive at some suitable habitat.

1:00 p.m. Hobarookus is a small, rocky and swampy island that swarms with pirates and buccaneers. The food produced there is prepared by the best cooks in the Abarat, because of the hour's use as a lunch time stop over. Kalukwa birds, a curious species of bird whose eggs hatch downy human babies every ninth year, are common throughout the swampy areas, called the Sinks. These babies are commonly taken and raised by the pirates.

2:00 p.m. Orlando's Cap is a small, ill-favored island. It is here that an insane asylum is located, because the founder believed that the 2:00 hour promotes healing in the soul. Patients are apparently allowed the run of the island, and have been given permission to follow artistic disciplines, which means that there are many weird and wonderful sculptures and objects created by the patients.

3:00 p.m. The Nonce is a beautiful, drowsy island. Most people who visit fall asleep quickly, and dream about the beginning of the world. This implies that the Nonce is the site of that event. It is also notable for its torrential rainstorms, which wreak havoc on the native plants before becoming the water supply of new growth. This new growth takes the form of a rain forest so biologically diverse that there is often little separation between plants and animals. The name "nonce" means "the immediate", or "the moment at hand".

4:00 p.m. Gnomon: This island is riddled with the ruins of temples and Oracles. On many parts of the island, the air is filled with thousands of whispering voices, all sounding at once. It is believed that these are the voices of the ghosts of the inhabitants of Gnomon. There are many roads on the island that lead to nowhere, thus leading to the speculation that Gnomon was once part of the island of Soma Plume. Whether this would violate the accepted correspondence of hours to islands is not revealed.

5:00 p.m. Soma Plume is a large island, twice the size of Gnomon. It houses the Great Noahic Ziggurat (pyramids), a place that has been used for burial for many generations. The Prince of Midnight has used the pyramids to grow giant and hideous bugs to use in his battles.

6:00 p.m. Babilonium: This island is not the largest in the archipelago; but given the amount of entertainment found on it, it could be many times its size. It consists of a single, immense carnival, encompassing rides, comedic plays, freak shows, and all other manners of entertainment.

7:00 p.m. Scoriae is the meeting place of night and day, also know as the 'Island of Lengthening Shadows'. It has on it a live volcano known as Galigali, as well as the Twilight Palace, once belonging to King Claus of Day. Galigali has destroyed 3 great cities in its time: Gosh, Divinium, and Mycassius. Not one person survived the eruptions. However, stark ruins of the cities, as well as the Twilight Palace, still remain.

8:00 p.m. Yebba Dim Day: This island, also known as the Great Head, is a sort of informal capital of the islands. It is, in fact, fashioned in the shape of a giant humanoid head, in the likeness of its late owner Gorki Doodat. It is a labyrinth of tunnels on the inside, and the outside is mostly covered by shabby dwellings, save for the half-dozen high towers atop the cranium. Some of these towers are said to contain individuals of immeasurable age. Yebba Dim Day mostly consists of the Abaratian equivalent of government offices.

9:00 p.m. Huffaker is a large island, peppered with huge rock formations resembling natural caverns and cathedrals, the largest of which being Hap's Vault. Lydia Hap- after whom this cavern was named- claims that the vault (which she refers to as the Chamber of the Skein) is in fact the origin of the so-called Abaratic Skein, a thread of light which connects literally everything in every world to everything else.

10:00 p.m. Ninnyhammer: This island has almost no noteworthy characteristics, save for a small town known as High Sladder, which has been taken over by the tribe of Jimothi Tarrie and his feral tarrie-cats. On the northeast side of the island is the wizard Kasper Wolfswinkel's house, which some have mistaken for a giant eye or temple because of the glass observatory in the roof.

11:00 p.m. Jibarish: Though most of this Island is bare rock, if one looks away from the rock for but a moment, the rock will have changed and flowed to resemble some other shape. Here the rock is fluid, fire is cold, water is like iron, and the air changes any spoken word into complete gibberish, hence the name. Jibarish is a place of paradoxes and confusion. The island is occupied by a tribe of women, who cause the changes. Men are not welcome here.

12:00 a.m. (Midnight) Gorgossium: The island of Midnight is a dark mountain cloaked in red mists. On top is the fortress Iniquisit, a palace of thirteen towers (of which only one is still standing by the end of the second book). The Carrion clan has occupied this Hour long before the emergence of any written record. Rumored features on the island include a forest of gallows and a garden of flesh-eating plants. This island is, until the second book, home to the Prince of Midnight, Christopher Carrion and his grandmother. He is generally known as the cruelest and most evil person in all of the islands of the Abarat, though in reality his cruelty is easily surpassed by that of his grandmother, Mater Motley.

The 25th Hour/Odom's Spire: The Twenty-Fifth Hour, commonly referred to as the Time Out of Time, also goes by the name of Odom's Spire. Odom's Spire is the home the Fantomaya - three powerful, wise enchantresses, who immerse themselves in the constant stream of memories that permeate the Spire. They are the guardians of this stream of memories, which encompass all histories of the universe. The island is also home to Abraham Hollow, a territorial warden, as well as his assistants Tempus and Julius, referred to as the Fugit Brothers.



The Garden of Earthly Delights:

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Thursday, September 4, 2008

From BurningMan.com - Creating A Village

The text below is information about what Burning Man requires to allocate space for a Village. The original text is here: http://www.burningman.com/themecamps/create_village.html

CREATING A VILLAGE
Are You a Village?
If you are more than 150 people you may be considered a Village. Please read the following information if it applies to you.

The Mission of a Village
It is the mission of a village to provide a public home for other citizens of Black Rock City. The purpose of a village is not simply to be with friends or share domestic arrangements. It is to work with your fellow villagers on a project that will connect you with hundreds of other participants. Like a theme camp or an artwork, a village is a gift that you contribute to our city. A village is self-expressive, a village helps others, and a village should be fun. In taking responsibility for a village you enter the ranks of the founders and organizers of Burning Man and Black Rock City. You should expect to work very hard, play very hard and experience an immense satisfaction. Please read the following description of what a village is, and if you are interested follow the link to the theme camp/village questionnaire.

What is a Village?
The concept of a village spontaneously emerged from the experiences of participants that have come to the event in the past. Friends camped together, perhaps working on a theme camp, and in the process they met other camps and decided to form a group the following year. They embraced each other's ideas and, as other participants passed through, they too were brought into the fold. Strong friendships were formed, future plans and commitments were made, and as a result, these communal groupings over the years have prospered. We can now expect each village to contain a great number of theme camps, venues for entertainment, individual living quarters, a central meeting area, public art, communal eating arrangements, and above all, a willingness to welcome and embrace everyone that ventures into their domain. A village is, in fact, a micro-model of "community" within the larger macrocosm of Burning Man. A village citizen's duty has grown from a communal commitment to a civic commitment: Offering gathering areas, help, entertainment and information to those who enter the space.

How do you build a village?
By forming a village, you develop a close-knit relationship with the Burning Man community at large. And don't be fooled by the name "village." A village is not a remote suburb. A village has its own identity but also incorporates the identity of the city. For those groups that are looking to create a village for the first time, or those that would like to improve upon past efforts a "How to Do a Village" pamphlet has been compiled by seasoned veterans as a guide and resource. You will find help in defining the basic necessities that you will need to make your village work, suggestions on how best to make it happen, and information about facilities that you will need to provide in order to create a safe and prosperous area.


Remember, we are all actively creating our Burning Man experience with our pre-event efforts. By building a village, you are setting the tone of our city. What we create this year will be something everyone will remember. Shared ideas, resources and an ever-present concern for every individual make community. To create a village is to take on the responsibility for creating an environment in which people live together with the intention of creating something to give back to the community. To these ends, it is a place to maximize the potential that everyone brings to Burning Man.

The following information is how to plan the Village. Registration begins in March so we should have all our cats herded by then. The original text is here: http://www.burningman.com/themecamps/plan_village.html

PLANNING A VILLAGE

Organization
The village starts in the minds of those involved, grows in the group effort of making it happen, lives in the glorious unpredictable chaos of life on the playa, and ends with the aftermath of cleaning up and packing away everything you have brought with you. But bringing together all of the personalities, ideas and needs of a village is no easy task.

What will it take to make it happen?

Here are some suggestions:

  1. What do you want to do?
    First of all, you will need a clear idea. Call it a "Mission Statement", "Master Plan," or whatever you want. What is crucially important is that you have a distinct plan of what you intend to do and that everyone else in your group understands it and agrees to implement it. The "Mission Statement" is helpful in defining the identity of the village so that potential residents can find out where they fit in. Embracing those involved with "social planning events" is your foundation. These strategy meetings will help to relieve the stress in organizing your community. Strive to have as much fun planning your village as you will have living in it! Everyone should help in the creation from the start. Here you will find the personalities you can count on "out there." You will need far more than a handful of "doers" to pull this off. An organizer/organizers must acknowledge the true potential of those around him/her and weigh them against their ability to follow through.

    Building a village differs from building a theme camp because you will have to build and run the village infrastructure as well as build and run your own camp. Village residents must be willing to not only create their own dream but contribute to the community as well.

  2. Get in touch with the Burning Man Project and stay in touch!
    The organizers of Burning Man are here to help you make it the village of your dreams. The more you stay in touch with them, the better job they can do of finding you a place and the support you need. On the flip side, a blow-by-blow of your development will tie up organizers time. After initial contact, alert them when important changes in dimension, structural, or critical needs arise.

  3. Identify your core members.
    You may have several hundred people as part of your village, but you must have a core group of village organizers you can depend upon, come hell or high water. These are the persons who will be responsible 24 hours a day to deal with problems as they happen. These organizers should know each other well and should know how to work together. A general rule of thumb is: 1 organizer for every 20 people who are part of your group. If you have 100 people, then you should have at least 5 people who are alert and ready to deal with the inevitable challenges that occur. Likewise, if you have 300, you should have 15.

  4. Appoint a person to be your contact with the Burning Man Project.
    Your contact person should be the person who completes the questionnaire. They should be vested with the authority to represent your group to the Burning Man organization both pre-playa and on the playa. This person should be available for conversations about placement of your camp throughout the summer starting July 1st.

  5. Plan your space to embrace the Burning Man Community at-large.
    Here are things that have proven to be crucial in the previous years. Note that this is just a list of hints, not a list of requirements.

    Plan to have entrance portals to your community. People will need to know that they are leaving "there" and entering your "here." Artists in your group should be put to work. You will also need a public gathering area: a civic center where the village community meets and interacts with the outer community. Create a central artistic structure that will encourage people to gravitate to that communal ground. Civic structures in the form of public art and stages are a natural outgrowth of people gathering together and are a true necessity to social cohesion and communal identity. They are something that will be shared with everyone.

    Every community needs a voice. It is yours to schedule and your responsibility to facilitate the creativity of your village. Some questions to keep in mind are,"When are things going to happen? How long and how loud? " Planning events ahead of time will promote a high level of visibility to non-residents.

    Every village must have a location for people to have their private campsites. Take into account how many people you may have in your villages and be aware of their size requirements. It is wise to give yourself a degree of separation between civic, communal and private space.

    Villages benefit greatly by having a bulletin board. They are helpful for information dissemination within your community and the community at-large. We encourage out-reach efforts aimed at directly communicating with the districts that border your village. The written and spoken word at Burning Man is our friend.

    A Major Safety Point
    All structures should be properly secured to prevent injuries during and after construction due to the possibility of extreme weather. Villages are not required to have resident rangers, but since villages are bigger, they are more likely to attract people in need of assistance. Therefore, villages are encouraged to have resident rangers. Please contact our Placement team ( placement (at) burningman (dot) com) for more information on that topic.

    An experienced first aid provider and a fully equipped aid kit are strongly recommended. Center Camp or a Plaza may be a long walk away. Every part of your real estate should be examined in regard to the personal safety of others. If you create a central meeting place it is also essential that a clear space of at least 30 feet with an entrance and an exit be maintained as a fire lane for emergency vehicles. Fire extinguishers are also a very good safety item to have on hand and available to all villagers.

  6. Visualize everything that can possibly go wrong and plan for it.
    Everyone has been up for 48 hours with no food and your supply truck is stuck in the mud 50 miles west of camp. You have a show planned for your main stage, which hasn't been built yet since your main carpenter has disappeared onto the playa. The sound man had an allergic reaction to buffet food from Reno and his girlfriend is driving him back to Fresno. What are you going to do? Again, anticipate worst case scenarios. Remind yourself that it is Burning Man and things never happen the way you expect anyway. Villlages must be flexible enough to allow for these changes.

  7. Bring what you need.
    This is obvious, but also anticipate that others may have forgotten or may have run into unavoidable snags which leave you without important provisions. Anticipate having to pick up the slack.

  8. Pack your shit out.
    Again obvious, but ignored by many and very frustrating. Plan ahead of time for at least a quarter of your people to stick around after the Burn to help with clean up. Know that half of those expected to help may bail. Keep the other quarter in the back of your mind as "undecided." Plan again for a core group of people to stay several days afterwards to make sure that your village is as clean and blank as when you came. These people are the real gems of our community at-large. Appoint a person or group of persons who will be responsible for this.

    Please read the Protecting the Environment and the Earth Guardians' sections of this website and your Survival Guide very carefully. We have found that the amount of debris deposited on the playa is directly proportional to length of stay. Densely settled areas such a villages can leave a greater trace. Such debris includes many smaller items, such as nut shells, bottle caps, cigarette butts, plastic ties -- the list goes on and on. It is easy to ignore such items on so small a scale, but ALL of these things must be cleaned up. We recommend that all campers, and especially villages, imitate our large-scale clean up effort and employ a systematic grid to police their area for trash. Walk this grid before departing with your fellow villagers and pick up EVERYTHING in your path. A second and more basic rule to follow is don't let things hit the ground in the first place! This will save you time and effort at the end of the event.

  9. Recycle
    There is recycling for Aluminum cans and villages are expected to be role models in this endeavor. We encourage everyone to check out Recycle Camp so that you can be "waste savvy." This will ultimately make your job easier, as you will have less to pack out. Nonetheless, it is your responsibility to make sure that whatever you bring out to the playa will also leave. The recycling program is a wonderful program and idea. IT IS NOT A GARBAGE COLLECTION SERVICE.

  10. Be responsible for your crew.
    Some members of your village are more than likely camping in the desert for the first time. It is your responsibility to ensure that they understand what that actually means. Make sure that everyone, at the very least, eads and follows the survival guide, and pass down any wisdom you have picked up along the way. The more you can do to prepare people ahead of time the less hassles you will have once isolated in the desert.

  11. Embrace those around you.
    The reason you are planning a village is to bring others into your circle. Obviously, certain barriers for privacy are needed, but fortressing is not only unnecessary but counterproductive to the event. Burning Man is by nature radically inclusive and, although certain personal boundaries are necessary, fortifying your the public portion of your camp is debilitating to the overall concept. Being a village means welcoming outsiders; that's what villages do. For old timers, the years of renegade driving are over and the need for compounds is gone.

Tuesday, September 2, 2008

EVOLUTION

Well, it looks like the 2009 theme is Evolution! That's pretty cool. It works great with Pangea if we revive the village. Also works great with all the domes/structures Matt thought up. I'm excited!!! Yay for evolution (something our social groups have experienced a great deal of lately, and something our current government is terrified of...)

Oh, and good news, I have a new PO Box for the post cards. I hope people choose to write in about the Burn! The new PO Box is 261601. Everything else is the same.

Sunday, August 31, 2008

Cultures of Pangea




Matt and I were talking this morning while we were getting ready to go to the swap meet. He was telling me his dream of making a rainforest dome with misters and jungle features and ruins. I laughed and showed him my last blog. Obviously we share a brain. (The pictures above show the Pangea sign Matt made for the Burning Man Village in 2005. The pictures were taken at Xara Dulzura 2006.)

On the way to the swap meet we talked more and he mentioned wanting to take the Elysium mushrooms out to put them in a very big dome to make a fantasy rain forest where DJs could come to spin and people could dance or lounge around. Maybe it could be something like the Elysian Paradise… I am sure a big dome decorated like a trippy forest would be very well received and would probably help us secure a place on the Esplanade.



We followed on with the possible “cultures” of Pangea. For those who don’t know, Pangea (also spelled Pangeae) was the super continent made up of all today’s continents at the beginning of earth. We thought it may be fun to also have a pyramid similar to the Egyptian pyramids at Giza. Perhaps that could be the hedonistic area with a hookah, belly dancing area, drums etc. Like Cleopatra’s lair maybe! Or we could take it all the way to a kink lair with crosses etc. Maybe that should be its own little “island”.



The final structure we made up in our minds was a smaller dome, maybe a 20 or 25 footer… It would have a white cover on it painted to look like blocks of ice, and be hooked up to a big swamp cooler. Inside would be all white and fluffy to look like an igloo and perhaps have video projected on the inside or outside at various times during the event. Inside it would be awesome to have a snow-cone machine or a blended iced drink mixer like the ones at the bar at Elysium. Talk about a cooling experience and a change of pace from the Playa!



Anyway, those are our ideas for some areas in Pangea. It would be great if different groups would handle building different themed structures and events. Thinking of this sort of reminds me of the books Abarat: Days of Magic Nights of War by Clive Barker. They’re actually children’s books but well worth the read for the creative ideas about the islands of the hours. I highly recommend these books – make sure to get the fully illustrated versions! (If you run a search for Abarat images you’ll get a very brief taste of some of the loony ideas from that book, like a fishbowl hat, complete with fish, and the magician who wears the 6 hats of his contemporaries, and the guy who is sustained by his nightmares drawn directly out of his own head…) The images below are from Abarat, done by Clive Barker.

Feel free to comment and add your spin to all this. As always, you can comment here or if you are in the yahoo group for the 2009 camp, post in there to brainstorm and discuss.



This one time, at Brand Camp?

Hi all,

This is just a quick blog of ideas Matt and I have brainstormed over the past couple of years. Feel free to comment. If you are in the yahoo group for the 2009 village, please post comments there to share your ideas so we can bounce ideas around.

Brand Camp: a suitably offensive theme where we could make fun of the big brand names. And the best movie line ever "Then this one time at Brand Camp.... ?" This would make for fun accessorizing since I am sure we could get plenty of advertising banners to use as shade structures or dome covers etc. The brands shown should all be distorted somehow. Like Pepsi to Poopsie, Coke to Cock, Budweiser to Buttweiser (not necessarily in that theme, those are just the easier to come up with) etc. I think it would be very funny at the camp entrance to have a mannequin of a girl with her bathing suit being pulled down like the Coppertone girl but rather than a dog have a dwarf. Maybe we could do the much discussed Ass Gnome (a 12" tall black vinyl gnome-shaped butt plug shown in the pictures below. Mitja, our friend from Germany, looked confused about this product at Venus Berlin).


I also thought it would be very helpful to people who are lost on the Playa to have a "mallmanac" (mall directory) with a big sign that says "You Are Here". That's it, no pointer on the map or anything, just You Are Here.



I also have a dream of a warped carnival midway with stupid games like whack-a-mole, or water guns to shoot whatever is appropriate to the 2009 Burn theme, miniature golf etc. Oh, and of course a ball pit - a portable swimming pool filled with blinky LED koosh balls.


On a more serious note, I would absolutely love to do a resting dome or structure where we could go to keep cool. It would have a dark interior with LED "stars" and inside would be like a jungle over ruins complete with misters. Think RainForest Cafe meets Elysium style.


Matt and I spent much of the day talking about the camp and possibilities so I'll post more on that later. Happy Temple Burn Day.

Saturday, August 30, 2008

P O Box is no good

Hi All,

If you're viewing this blog and considering sending in one of the postcards, please feel free to write as much as you like but hold onto the card for a while. The P.O.Box is no good anymore. I'll post the new address when we get one!

Happy Burn Night everyone.