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Document 006 · the physical concept

The Stranded
Fleet

Two impossible ships, aground in a desert, hundreds of miles from any water. From the ridge they are monumental and wrong. Up close they are a city: every deck, hold and cabin belongs to somebody different.

Two colossal derelict warships stranded upright on a dark desert plain, hulls pierced by hundreds of small amber portholes.
Plate VII — the Fleet, first massing study. Vessel 01 lists and is partly buried. Vessel 02 stands level, which is worse.

The myth

None of the following is true. All of it will be treated as true for one week.

The city's story is that a naval experiment went wrong somewhere it was never recorded as happening, and two vessels arrived here instead of where they were sent. Nobody agrees on the year. The ships' own logs disagree with each other. One crew insists the voyage took nineteen minutes; the other has no memory of boarding.

Everything after that — the salvage town that grew on the hulls, the Guardians built out of the engine rooms, the districts that formed around whatever each deck was carrying — is the ground the whole event is played on.

Aerial view of an immense furrow torn through graded earth, ending at the bow of a colossal ship driven into the ground.
Plate XII — the scar. The ground was cut like this long before we got here. We are only agreeing about why.

Why the ground helps

A ship that size does not land quietly.

It gouges. It pushes earth up in banks on either side, tears a furrow hundreds of metres long, and leaves debris down the whole length of it. Which happens to be an exact description of a graded motorsport park — cut trenches, pushed berms, raw banks, disturbed ground everywhere you look.

We do not have to build the crash site. On the right property it is already there, and has been for thirty years, and all anyone has to do is agree about what made it. How the terrain is read

Stated plainly, once

This is fiction. No real vessel, service, incident or person is being depicted, and nothing about the Fleet is a claim about anything that happened.

We will be rigorous about the difference between a story we are all agreeing to inhabit and a statement about the world. Every claim on the rest of this site is the second kind. City status

The two vessels are not the same kind of object

One you can walk through. One you cannot quite reach.

Building two full ships would be ruinous, and it would also be a worse story. So only one of them is really there.

A catwalk deck high on the side of a ship at night, a long row of mismatched lit doors set into the riveted hull.
Plate XIII — Vessel 01, deck level. Every door is somebody's.

Vessel 01 · practical

Entirely real, and you can sleep in it.

Containers, scaffold, truss, elevated walkways and RV bays, clad and weathered into a hull. Decks you can climb, holds you can cross, cabins that are somebody's camp during the week and somebody's hotel room in November. Everything in it obeys building sense, fire egress and a load calculation.

This is the one that has to survive an inspection, so it is the one we build first.

A fragment of real ship hull at night, the rest of the vessel continuing as a vast luminous suggestion of structure fading into darkness.
Plate XIV — Vessel 02. Forty metres of steel, and an argument about the rest.

Vessel 02 · partly impossible

Fragments, and everything between them is light.

Only pieces exist physically: a bow, a section of hull, a stair tower, a gangway that stops. The rest is LED, projection, sound, haze and forced perspective, suggesting a vessel that continues underground, or into weather, or into somewhere that is not here.

It costs a fraction of the first one, it can be different next year, and it is the only way the mythology gets to stay unlimited while the budget does not.

People will argue about which parts of Vessel 02 are real. Some of them will be wrong in both directions. We consider that the single best outcome available to us.

How it is actually built

Nobody builds a battleship. Four hundred people build a box each.

The reason a thing like this normally takes forty years is that everyone has to understand the whole of it. A module standard means nobody does.

The hulls are an assembly of one repeated unit: a container or RV bay, a scaffold and truss façade, a power and data drop, programmable lighting, and published attachment points for art. Stack them, clad them, weather them, and at three hundred metres they read as a ship. Open any one of them and you are somewhere else entirely.

Shipping containers stacked three high on a desert build site, scaffold facade bolted across the front, each interior a different handmade world.
Plate VIII — module study. One structural standard, no two interiors related.
Why it works

Parallel, not sequential

Four hundred teams can build simultaneously in four hundred workshops without a single coordination meeting between them. The standard is the only thing they share.

Why it works

Failure stays local

If a module is not ready, the ship is not missing a deck — it has one more door that does not open this year. Which is, conveniently, exactly what the story requires.

Why it works

It can move

A module fits on a truck. The Fleet can change site, change shape, or be partly rebuilt as a different vessel entirely next year without throwing anything away.

An enormous ship cargo hold converted into a covered plaza, gantries rising into darkness.
Plate VII — the hold. Small life inside an enormous steel room.
A stair tower bolted to the outside of a ship hull at night, zigzagging up into darkness.
Plate X — stair tower. One amber bulb per landing, dust falling through all of them.
The bridge of a derelict ship, brass instruments, and a window onto an unfamiliar landscape.
Plate VIII — the bridge. The forward window is not looking at the desert.

A module can be

  • A captain's quarters
  • A laboratory
  • An embassy for something that isn't here
  • A chapel
  • A detective's office
  • An engine room that still runs
  • A nine-seat theater
  • A radio station
  • A restaurant
  • A puzzle chamber
  • An artist's residence
  • An observation deck
  • A hotel room
  • A library of one book
  • A door to another module

The illusion doctrine

Real foreground.
Impossible distance.

It does not have to be real. It has to be convincing, which is a different and much more achievable engineering problem. The formula the city builds to:

ForegroundPhysical, tangible, and slightly too heavy. Steel you can knock on. Dust on the floor. A handrail that vibrates.
DistanceLED, projection, mirror, forced perspective. Anything more than four metres away is allowed to be a lie.
AirWarm wind, cold draught, smell, low frequency you feel before you hear.
ConsequenceSomething in the room responds to you. That is what converts a set into a place.
A rusted steel ship cabin with a brass handrail in the foreground and a vast moonlit ocean visible through the porthole.
Plate IX — the ocean outside a desert. Four metres of real steel, and then a screen.

Screens that are not screens

01

A window onto an ocean

In a ship that is three hundred miles from the sea, with spray on the glass.

02

A corridor that runs for miles

Eleven metres of real corridor, and then arithmetic.

03

A porthole showing four minutes from now

You watch yourself arrive at it. Then you have to decide whether to.

04

A map that changes by who reads it

Two people stand at the same chart and are given different cities.

05

A Guardian surfacing in rusted plate

The machine was always in the wall. It has opinions about your Coordinate.

06

A live link between two decks

Unexplained, unlabelled, and it will not tell you where the other end is.

A corridor lined with dozens of different handmade doors, each lit by its own lamp, running impossibly far.
Plate XI — the corridor of doors. It runs further than the ship could contain.
A dim chart room with an illuminated chart of an unfamiliar city glowing from beneath the glass.
Plate XII — the chart room. Two people reading it rarely agree.

Some doors open onto a built set. Some open onto a screen. Some open onto the desert at three in the morning. The point is to lose track of which kind you are about to walk through.

The Caravan Ring

A perimeter of vehicles, each one a story you can sleep inside.

Around the Fleet: a ring of motorhomes and trailers, every one of them transformed past recognition and none of them the same. A retired Guardian's residence. An abandoned lunar survey station. A travelling apothecary. A mechanical monastery the size of a bathroom. A desert broadcast vehicle that is still broadcasting.

They are lodging during the event. The rest of the year, the intention is that they are the business: a destination you can book, a residency artists can live in while they build, a retreat, a fabrication campus, a small strange hotel that happens to be surrounded by two shipwrecks.

That is the part that could fund the art instead of the other way round.

A curving ring of individually transformed vintage motorhomes and trailers on a desert plain at dusk, warm light in their windows.
Plate X — Caravan Ring study. Thirty vehicles, thirty authors, one horizon.
What this changes about the land search

A year-round lodging operation is not the same permission as an annual gathering. Rented vehicles on a fixed site can be regulated as a campground, an RV park, or a hotel, with the health, fire, water, wastewater, access and occupancy rules that come with each.

So the site has to satisfy two tests at once: it must be able to hold a temporary city once a year, and carry a commercial lodging and production business every other week. That is now a requirement of the search, not a later problem to solve.

Neighbourhoods, not a parking lot

Vehicles are gathered into clusters, and every cluster is a faction with a history: a stranded crew still waiting for orders, an embassy for somewhere that does not exist, a research division that will not say what it measures, a survivors' settlement that got here first and resents everyone who came after. You are not booking a pitch. You are moving in with somebody.

  • Nothing is bookable yet

    No vehicle exists, no site exists, and nothing on this site can be reserved or purchased.

  • Builders keep their vehicle

    The intended model is that whoever builds a caravan owns it, and shares the revenue it earns — not that the city buys their work.

  • It has to be a story, not a theme

    A painted RV is decoration. A caravan with a history, a resident, an unresolved problem and something hidden in it is a room in the city.

  • It is how the art survives the other fifty-one weeks

    Infrastructure that earns its keep year-round is infrastructure that does not get sold off in February.

The distinction everything depends on

Obsessively planned. Deliberately unmapped.

A temporary city of even a few thousand people is one of the most heavily planned things a private group can attempt. What is unplanned is not the operation. It is your experience of it — and keeping those two apart is the entire craft. (On how big the first one should actually be: the search.)

Operations knowYou do not
Where every emergency exit, water point and medical station is.Where the thing you were told about last night actually is.
The complete layout, to the metre, on a controlled map.A public map with deliberate omissions and at least one error.
Exactly when every performance and activation begins.A rumour, a time that might be wrong, and someone else's directions.
Live occupancy of every enclosed space, monitored.A door that was locked an hour ago and is not now.
Who is responsible for every module, and how to reach them.Whether the person talking to you is staff, a character, or a guest who is lying.
The full incident, fire, weather and evacuation plan.Nothing about any of that, unless something goes wrong — at which point it becomes extremely clear.

Mystery is not the absence of planning. Mystery is planning that refuses to explain itself. The first is negligence and it gets people hurt.

What you are actually doing in there

Exploring, with purpose.

Wandering is pleasant for about four hours. After that people want their presence to matter. So the city is built to notice what you do — not with an app keeping score, but because the machinery, the characters and the other citizens actually respond.

  • Repair something, and something else wakes up

    A district that was dark is not dark any more, and you are the reason, and almost nobody knows that.

  • Help a stranger, and a passage opens for both of you

    Some doors only open for two people who did not arrive together.

  • Choose between two missions and lose one forever

    Both were real. Both were happening. You will hear about the other one at breakfast.

  • Generosity is the currency the Guardians actually track

    Coordinates are issued for hospitality far more often than for cleverness.

  • No one knows what was scripted

    Some of the best things that happen will not have been written by anyone. Those are the ones that become the story of the year.