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over the bridge from Widdershins · a trust kept by golems · the day through clay

Over the bridge, a hall kept by golems

The Golem Trust

Where nobody belongs to anybody, and a slate held up is a whole way of talking.

HOW LOUD DO YOU WANT IT?

Starts wherever your device says. Nothing moves, flashes, or plays until you say so.

Over the bridge from Widdershins the Golem Trust keeps a long hall with no lamp in it. Golems do not need one. The windows were made for everybody else, and they are not glass: every pane is clay, pressed thin enough for the day to come through it, pale where it is thinnest and darker wherever a thumb pressed harder. So the light in here carries the marks of the hands that made it, and everything in the hall stands against it in its own outline: the long table, the slates stacked on it, the golems at their work. Nothing in here has a lit side. Nobody in here belongs to anybody.

Who was standing where it landed

Star Stuff's One Atom of Justice reads a run of Terry Pratchett's books as Industrial Revolution books: something new arrives in the city, it works, it delights, and the book stays in the room for the bill.

Pratchett's have three, and the third is always about who was standing where the thing landed: the clacks workers on the towers, the golems who are property, the engravers whose craft the press makes worthless, the people the railway timetable now owns.

In those books golems are made of clay and they are owned: they do the work and somebody else holds the paper. This room stands on that one clause and goes on from it, to a trust of its own, after the one in Going Postal (2004). In this one, golems own themselves and keep the keys.

Said on a slate

In Feet of Clay (1996) golems do not speak. They write what they have to say on a slate and hold it up. That is a whole way of talking, on its own terms, and our community knows it well: AAC, a letterboard, a typed message, a note held up, a slate.

We have the right to communicate in whatever way works best for us.

Nothing in this hall is waiting for a golem to speak instead. A slate is not standing in for a voice; it is the voice, and it is answered the way it was said. Nobody here is asked to talk another way, and no golem here is diagnosed with anything: we recognise a way of talking, we do not label the people who use it.

Everybody communicates – whether using language, behavior, gestures, facial expressions, sounds, or other means.

Owning yourself

A trust is a promise kept for somebody. This one is kept by golems, for golems: in the drawers along the back wall are the papers that say each one belongs to themself, and the golems hold the keys to the drawers. Nobody signs anybody over, and nothing in the hall has a price.

Bodily autonomy means people get to make their own decisions about their bodies.

And nobody in here owns themself alone. The trust is golems keeping it for each other, which is the whole of what a trust is, and the whole of what interdependence is too.

I am fighting for an interdependence that embraces need and tells the truth: no one does it on their own

What is not in this hall

Credits

Job marker — a writing slate leaning against the foot of the wall

You have found a job marker. The Adventurer’s Guild is a shopfront on the street, and it posts jobs that send you round these rooms. Take the code below to its board and that job is done. Nothing here is scored, nothing expires, and one is a perfectly good number of jobs to do.

The job: What does a golem say it on?

Before the code: In Feet of Clay, golems do not speak. What do they write what they have to say on?

Hint 1

It is in the section headed Said on a slate.

Hint 2

It is what one golem in the drawing is holding up.

Last hint

A sl...

Give me the answer

The answer is A slate. Golems in Feet of Clay write what they have to say on a slate and hold it up. The room sets two lines on slates of its own, chalk on slate in a frame of fired clay.

Taking the answer is a real way through this, not a lesser one. Nothing is watching and nothing is written down.

Quest code: CHALK

Hand it in at the Adventurer’s Guild →