My Games

Showing posts with label sheep and sorcery. Show all posts
Showing posts with label sheep and sorcery. Show all posts

Friday, August 2, 2024

Weird Pets

Their origins may have been functional (hunting, protection, pest control), but that's mostly not why people have pets anymore. We have pets because they are adorable and floofy and loving, or pretty to look at, or give our lives a sense of purpose through giving. These pets may have some other utility, but that's not what this is about. These pets are about serving other kinds of emotional needs.

#5, #6, and #7 Courtesy of Mike from Sheep and Sorcery.

  1. Charred-black tentacular nudibranchs that come in various neon patterns. They evoke a feeling like horror movie catharsis, but are not otherwise capable of causing much harm.

  2. These slow and dimwitted creatures look like a cross between a lizard and a sloth but are most closely related to lemurs. They evoke a sense of social repugnance and schadenfreude. Quietly, they have become a trendy pet.

  3. Their bowling pin shape and blubbery blowup doll bodies make these Killer Klown-looking creatures immune to blunt damage and indifferent to being used as punching bags. In fact, they seem to like it (or at least that's what scientists think the giggling is about). Even most vegans approve of using these weirdos to let out a little steam.

  4. Colloquially referred to as "Ant Bonobos", this unclassified thing that might be a slime mold extrudes itself into units that look like bonobos with ant parts. The colony behaves like a variation of the Game of Life algorithm, appearing remarkably like a simulation of human civilization. Despite whatever violence appears to ensue, it's all one colony and there's no reason to suspect it has self awareness or general intelligence as we think of it. Many find watching the colony slowly develop, sometimes destroy itself, and then start over, to be meditative or provide a feeling of existential contentment.

  5. Pet Men: Prisoners memetically and mentally altered with futuristic technology. All other humans naturally treat them more like dogs than human beings, including being willing to euthanize them rather than giving life-saving medical care. They are fully sentient internally, but unable to act in any way outside of the norms for an obedient hound.

  6. Rock Pet: While observed, this creature is nothing more than an inanimate rock. No amount of observation or scans reveal them as anything more than just rocks. However, the moment they are unobserved, they can move at astonishing speeds. They are totally harmless, eat normal food, and can even have little Rock Pet babies that just kind of magically appear next to them to make sure humans don't mistake them for ordinary pebbles. Basically a weeping angel pet rock but utterly harmless.

  7. Jeff: Jeff is a professional pet. It's not a sex thing. Really it's not. He drives no erotic pleasure from it at all. The guy just doesn't mind being treated like a household pet and enjoys the benefits of free housing and food. He is very low maintenance seeing as he will use your toilet and can feed himself just fine if left to it. Actually his scallop risotto is delightful.

Monday, March 25, 2024

Forgotten Gods

There are so many gods, it's inevitable that some get forgotten. We can forget gods, but let's not forget the people who made them. Contributors will be listed in parentheses.

  1. Wailing God of Signal-From-Noise: Like the ability of babies to learn the statistical properties of language through mere exposure that persists to this day, there was once a god in the linguistic dark ages when language first evolved with no fossil record to show for it. This god granted humans the ability to cry and laugh and scream, and to create distinct sounds for different kinds of predators. This god was borrowed from nature, it was not originally a god for humans, and when eventually they found (or created) their own gods, they had no more need for Wailing God of Signal-From-Noise, which is why today humans struggle to understand probabilities and large numbers.
  2. Shore-Striver (Wasitlikely): God of those nameless organisms that dedicated their lives to crawling incrementally further onto solid ground, especially those who made it so far they died on the returning stretch.
  3. Nameless Mother (Sheepandsorcery): In a cavern, on a mountain, where the dawn just pokes a single rosy finger into the stony crevice, there is a crack along a back wall, smoothed by a long dead creek into a yonic shape, in front of which have been rolled two smooth round stones, one on top of another, small on top, larger on the bottom. The top stone is vaguely rough for in the first age of man hands carved a face into this stone. This is the first god, the first goddess ever invented by mankind and the mother of all the gods, yet she has been forgotten. Time has worn away her identity and this is not even the first time. The one who carved these stones was not making an idol, only something by which he might remember his mother. Now she is forgotten. Now she is remembered forever.
  4. Folded-Wrinkles-Blossoming (Archonsmarchon): Back when stars could lie and crows could laugh, people knew how to wrap themselves in their own sagging skins to be remade in the prime of their youth. The god who guided this process was called Folded-Wrinkles-Blossoming, at least to some.
    In this time humanity was abundant, filling every corner of the Earth, yet this abundance was not to our strength - it made us the favoured prey of horrors: the hunting marrowflame, morph-again locusts, and Gib the Goreful being the few that remain to today.
    Humanity rejected their living rebirth, and cried out for Death. Death answered, and was so flattered by our self-offering it evangelized unto our enemies as well, inflicting mortal weaknesses or slaying them outright. It has been favoured ever since.
  5. World-Eater (Stygianseas): Bones aren't alive. The cells threaded through them are, and they heal due to being re-engineered, but bones are a mineral. World-Eater is the ancient protist-god of... something, of which biomineralization is a subcomponent. Its a god of structure but not determination. Its form is bulbous shells and tests, frustules and skeletons (both exo and endo) blooming off of each other asymmetrically and irregularly.
    World-Eater has been valued on earth since the first cells began to build biomineralized shells. Those few who remembered it in the first days of the Hominids understood that each flint tool or carved den was also sacred to it.
    All worlds with biomineralization or tool use are in its (un)awareness, but it is at the end of the day a very ancient sort of being.
  6. The Antecedent of Falsehoods (Glassziggurat): Who leapt into the mind of the first being that ever slept. It had so much fun there that it lost track of time and vanished when the creature woke.
  7. The God of Truth: Many Gods claim to be the God of Truth, but Truth was forgotten long ago. Or really it's more like we turned our backs on it, because it's ugly, and inconvenient. It looks diseased but it's not, that's just the germs inside all of us, even the good ones. Those maggots in its eyes, you have those too, they're eating the skin around your eyelashes right now. It has a dusty, flaky aura, like marine snow, but it's just illuminating that which our consciousness attenuates, all the meaningless murk, the detritus life leaves in its wake. Perhaps it's for the best, good riddance, c'est la vie.

Sunday, April 23, 2023

Appendix-N for a "Weird & Wonderful" Animist Setting I haven't Written Yet: Pariah by way of Maximum Recursion Depth(?)

I've been slowly conceiving of a "Weird & Wonderful" Animist setting, percolating over the last couple years or so at least. I've probably posted other versions of this idea that I'm forgetting, or at least there are other ideas I've posted about that feed into this. It's probably reductive to solely refer to it as an Animist setting, but I don't know how else to do so that isn't rooted in or going to provoke preconceived notions that I don't mean to provoke, that was the best I could think to do.

In it's current shape it's not connected to the shared setting of Maximum Recursion Depth Vol. 1 and MRDVol. 2 directly, but I see it as spiritually connected. Whereas MRD Vol. 1 uses as a metaphor Buddhism and the satire of Journey to the West, and MRD Vol. 2 uses as a metaphor Judaism and my thoughts on Jewish American Identity, this is more so inspired by Animism and Humanism from paleolithic, neolithic, and indigenous cultures both historically and in modern times (acknowledging modern indigenous cultures are not "living museums"). But just as with MRD Vol. 1 and 2, spinning those metaphors into something distinctly and unambiguously my own. I don't want to hew too closely to any specific belief or culture, because I don't want to misrepresent them (I'm already worried about some of my terminology and explanations here, but hopefully the intent comes through) nor risk appropriating them. They are inspirations in a distilled sense, and if you've read anything I've written before, hopefully this is all clear. Anyway... 

The single-sentence pitch might be: Pariah by way of Maximum Recursion Depth(?)

The Appendix-N ended up being so long, and the setting itself still so nascent, that I'm actually going to post this first, you all can digest it, and then later I'll post about the setting and you can try to interpret it from this lens.

It might be a fun exercise to consider what world you might create for yourself from these disparate inspirations.


Appendix-N
I already feel guilty if I forget someone or chose not to include them, but so it goes :/. Also, if you're reading this in the future, hopefully I've since read some of the things here that I reference but acknowledge I have not read yet. And I bet by the time I actually do anything formally with this setting, there will be many more inspirations.


PARIAH (Alone in the Labyrinth). Brilliant setting and arguably the beginning of some of these ideas, from my interview with Semiurge (Archons March On) and subsequent interview with SofinhoOne day I will get back to doing interviews...

Semiurge: To go back to Pariah's setting, it's hit home a bit of what is conventional wisdom for osr settings that didn't previously land for me. The post-apocalyptic, social order has broken down sort of stuff. But in kind of the opposite direction, pre-civilization rather than post-civilization. Smaller cast, smaller world, no big powerful states to exist in the shadow of. More room for weirdos and weird doings.

As discussed in my interview with Sofinho, I also found the Realms and Entheogens in particular deeply inspiring; this weird psychedelic blurring of reality, and defying the preconceived notions and categorical thinking of most kinds of magics, planes, and elements found in many other settings.


Sapiens by Harari and The Dawn of Everything by Graebor & Wengrow. Despite the fact that the latter frequently responds to the former and people seem to put them in mutually exclusive boxes, or perhaps because of that, I include these two together.

Sapiens provides an impressively comprehensive and coherent look at the history of humanity, with some big picture ideas around superorganisms and the nature of religions and ideologies which strongly resonated with me.

Dawn of Everything provides deep and detail-oriented insights into various indigenous and historical cultures, arguing for how things were and how things could be in ways that, while I have some qualms or open questions, I nonetheless find compelling and aspirational.


Ènziramire of On a Majestic Fly Whisk. A brilliant newer TTRPG blogger and academic thinker exposing me to so much more about Africa's cultures, and his own thoughts and ideas. An OSR Aesthetic of Ruin, Have you Met My Ghoulfriend, and Mantismen come to mind most immediately, but all of his posts are amazing.


Ubuntuism the African humanist philosophy. I still have read very little into it unfortunately, since very little of it is readily available, although Enziramire has pointed me to some of Samkange's other works. If Cartesian Rationalism says "I think therefore I am", Ubuntuism says "I am therefore we are". Given the interconnectedness of all people, any one's existence is confirmation of the existence of all others, and the acknowledgment of our collective being. An elegant synthesis of ethics, epistemology, and metaphysics. Amazing. Another book on African philosophy I hope to read that Enziramire turned me onto: The African Novel of Ideas: Philosophy and Individualism in the Age of Global Writing

I assume many of the ideas in that book would fall into the subsequent category below, or outside of either of these categories, which is of course the problem with trying to discretely categorize things like this. I apologize in advance if my categorical scheme between these paragraphs implies any ignorance on my part, but anyway I am not taking these categories as Truths of the universe.


Animism. This is such a broad category that I don't even know where to begin pointing to, and frankly I have not done nearly enough formal reading. I used to be one of those people who thought of animism along a linear spectrum of "progression", but I realize now how mistaken that idea was. As with Ubuntuism, or the Panentheism I see in Judaism, there is an understanding in Animism of the interconnectedness of things, a kind of graph theory by way of spirituality. Some Animism or indigenous culture-related books I hope to read eventually:
Very much open to other suggestions! I'd also like to read more about Shintoism and the Shinto/Buddhist interaction, indigenous Japanese animism such as the Ainu, and the Jomon era (I am somewhat knowledgeable on some of these things already); Australian, Polynesian, Pacific Island indigenous beliefs (and also the math of their astronomy and naval navigation, if known); Inca, Maya, Olmec, Teotihuacan, Hopewell, and other civilizations of the Americas; Celtic Animism; the list goes on...

Somewhat of a tangent, but I'm also interested in the Animist/Dualist interaction, like the recurring Hero Twins in relation to an otherwise Animist schema in many Native American mythologies, the Ondinonk / soul desires concept of the Wendat which I can find very little about online but read about through Dawn of Everything; some of my thoughts around the Philosophy of Games (see that section further below) intersect with these spiritual and cultural ideas. Likewise, the way DoE describes the historical trade practices in the Americas as being rooted not in market / barter economics as we think of it, but in heroic adventures, art, and spiritual wellness; I believe the interaction between these ways of thinking with various aspects of systems or quantitative thinking is profound and vastly underexplored in modern culture, even among more radical countercultures that I'm aware of. Also interested in the dualism of Zoroastrianism, Gnosticism, and Yazidi mythology, but I'm not sure if any of that fits into this so that's entirely a tangent...


Poetry, Manifestos, and Countercultural Literature. A broad category and I'm not sure how to describe it's influence necessarily. Perhaps inspired by my interview with Ms. Screwhead of Was It Likely (and Iconoclastic Flow!). Much of what appeals to me about poetry is its synthesis of structure and aesthetics. Listen to this episode of the Ezra Klein podcast, they explain it better. I've been thinking about numinousness, specifically through a conversation with Semiurge, and I believe that ties into this as well. I've been reading things like James Baldwin and the Beat Poets, and some of the manifestos like The Dada ManifestoThe Manifesto of Futurism, and hopefully soon the The Surrealist Manifesto (I'll also get around to properly rereading The Communist Manifesto some day...). It may not directly influence the setting, but it's influencing how I'm thinking about things generally. All of this talk about numinousness and poetry reminds me that from Semiurge's suggestion, I really need to read Novalis as well.


The Philosophy of Games. I've been thinking about "games" for a while. Inspired by Kondiaronk and the Wendat people (by way of aforementioned Dawn of Everything), the philosopher C. Thi Nguyen (he had a great Ezra Klein interview as well, and he also has a book, Games: Agency as Art which admittedly I have not read yet), Genetic Algorithms, and TTRPGs in the abstract. I also need to read Homo Ludens. In the same way that language and writing have been transformative technologies that meaningfully influence society and individual human consciousness, I believe other transformative technologies have existed, or could exist, and that the pursuit of such is no less worthy than that of any other cultural pursuit, or at the very least is a worthwhile pursuit within the context of creative endeavors, the arts, fiction, gaming, etc.


The Aquarians of Aquarian Dawn. Yes I'm referencing my own setting. I still think there's more to explore with that, and I'm better equipped to do so now than I was a 4+ years ago when I was running that campaign. Mike of Sheep & Sorcery described The Aquarians as like a Fantasy version of the Tau from WH40K. While I'm referencing my own ideas feeding into this, I'm also working on something called The Mycelium Matrix with Huffa, which conceptually feeds into this setting well.


The X-Men Comics, specifically the Krakoan Era, and the Cerebro Podcast by Connor Goldsmith. I've always been a fan of X-Men, but the Krakoan Era has really been exceptional (note that I'm still like at least a year behind and very slowly catching up while simultaneously reading through the Claremont era and other classics...). I love how Krakoa picks up kind of where Grant Morrison's New X-Men left off philosophically, trying to not just fit the X-Men into a metaphor of the status quo, but to elevate them, to explore how the interaction of spiritual, intellectual, scientific, and queer ideas might create something radical and powerful and new, something Weird and Numinous and technomagical, while acknowledging flaws and failings and the ways in which they might be undermined or might undermine themselves. It's one of the most interesting takes on the Superhero Mythology that I've ever seen, and it's amazing how consistent and organized it has been across the entire line of books, many creative teams, over a span of years, which is in itself a testament to the narrative they are telling. There's just nothing else like it afaik; even despite the corporate constraints it tells a more interesting and profound story than most anything else of its kind. It is a profoundly honest attempt to explore a new kind of society. I find it inspiring and aspirational in the same way I find the ideas explored in Dawn of Everything, or those explained below.


Charles Stross' Accelerando and Glasshouse, Adrian Tchaikovsky's Children of series, and Quipu, or the importance of numinousness, and considering alternative STEM frameworks and the interaction of philosophy and STEM through science fiction or other cultures.
A reductive explanation of Stross and Tchaikovsky, and why I group them together, is that they each explore in a brilliant, imaginative, and at least semi-plausible way, transhumanist worlds, through AI/singularity and animal uplifts, respectively. Return to my quote from Semiurge on Pariah to hopefully at least understand in part the circular relationship between any meaningful exploration of the past and future. I am still reading Glasshouse, and have not read Children of Memory yet.

Semiurge also recently suggested an idea around reconceptualizing our categorical frameworks of knowledge, i.e. the semi-arbitrary distinction between humanities and STEM, suggesting as one possibility the idea of numinousness as a better dimensionality reduction (that's my own paraphrasing of it, using Principle Component Analysis as a metaphor here). Some of this I believe is expressed in his Random Numbers, itself inspired by my Weird Colors. This also gets back to the poetry stuff.

As someone who values STEM / systems-thinking, I also want to explore alternative frameworks of doing so, either from science / speculative fiction as explained above, through poetry and spirituality and in the numinous, or through indigenous or historical cultures. I find ideas like the Inca Quipu's knot-based encoding system and other historical or indigenous maths and sciences absolutely fascinating (including modern indigenous maths [EDITED: Hyperlinking this post from the future (it's lower down in the post...)]), and beneficial to humanity as a whole both in a one-dimensional sense as the net effect of its application, but even more so in the multidimensional profundity that comes in having multiple frameworks from which to think about things, and all the ways one may combine them. Below are a couple books that I admittedly have not yet read but that I hope to read eventually. My exploration of Gematria would also fall under this category.

While he is more so an inspiration for MRD Vol. 2, I continue to think Norbert Wiener is someone more people should be reading. He is the originator of the concept of cybernetics, and also someone who clearly thinks critically and philosophically about the world, with generally leftist/progressive views which he was very frank about, and an excellent example of the numinousness found in the intersection of STEM and philosophy. The Human Use of Human Beings, and God & Golem, Inc. are both fairly short reads and geared towards a general audience, and I would recommend both of them (the former especially).


Finally, many of these ideas have been coalescing through my ongoing conversations with my friend Dr. Flux.

Monday, June 13, 2022

New Kinds of Magic

No, this isn't about Vancian vs. such-and-such. I guess it's more like different schools of magic like Illusion, Evocation, etc., but it's not bound to those classifications either. It's just meant to get you to think about weird abstract things, and what magic can mean, and how different principles of science and philosophy and cognition and perception operate.

My character in Mike of Sheep & Sorcery's Weirdways Campaign (previously discussed in this post) also more recently gained powers relating to the first entry, so that's cool.

There aren't that many of these because I've been busy and tired lately and trying to prioritize shorter high quality posts over forcing out longer ones, but I'm happy with these.

Cool art to draw the eye, to break up the page, to give you a reason to click. Empty and unsatisfying, disconnected from my words because I don't know how to draw. A memetic parasite burrowing into your brain imposing itself onto your perception, in place of my words. Hollow eyes desperate for a connection they cannot see and will not understand. An anaglyphic simulation of three dimensions where only two exist. Boastful promises behind tinted lenses yielding nothing.
  1. Necroneiromancy: These are no mere prophecies. Dead dreams aggressively forced onto the future, feeding off of time like an ouroboros.
  2. Ennui: A magic imprisoned invisibly by the ignorant, closing in tightly, oppressing only those who perceive it. A deprivation, lack of stimulation, a self-generated counterforce compressed until it bursts. A violently unleashed imagination.
  3. Graphomatica: Philosophers seek unknowable Truths fruitlessly, where real magic is in modeling reality via approximation. Graphomatic representations realize radical realities in higher dimensional spaces.
  4. Alone: Reality is a shared delusion, where for each contributor, any given contribution is lessened. Alone, one's own magic magnifies, reality warping around preconceived notions and preferred prophecies. More efficient than the compromised magic we share, more effective too, until challenged.
  5. Soberotica: The girl next door of magic, the paradoxical sexy in the unsexy, the attainable if unglamorous, utilitarian utility of serviceable services in the unflattering light of sober sensations.
  6. Dissonant Dissociative Multitudes: The magic of an unabashed, unashamed detachment from reality. Embracing cognitive dissonance, dissociated self from space, inversion of subject and object, magnified madness made manifest, multitudinous; magical power pawned from pathology.

Mike also created several cool New Kinds of Magic which with his permission I have also included.
  1. Egregoristry: Mages gather to create a higher being out of their collective consciousness: a being submissive to their will, but have they created this being truly or merely given body to something old and dangerous?
  2. The Craft: Just as a genius sculptor has the power to do what most see as impossible so there is a level above the genius sculptor where they can truly give life to marble or even a higher level where they sculpt time and dimension. This is the magic of pure excellence in a particular craft until it exceeds the boundaries of possibility.
  3. Mom Magic: Some moms genuinely have eyes in the back of their heads and they can definitely take you out of this world just like they brought you into it: with blood and screaming.
  4. Quantum Catalog: Undo choices and force the universe down a different path through mastery of the Dewey Decimal system of the Akashic Library.
  5. Dimensional Theurgy: like Rick and Morty with the microverse car battery. The wizard creates a pocket dimension in which they are God, feeding on the worship of the creatures there to fuel their magic.

Friday, January 7, 2022

My "MRD" PCs

Should have included this in my last post after Sofinho kindly shared our interview, but reminder: MRD game jam is ongoing, and one entrant will have art and layout commissioned for their work. I've extended the deadline a bit further for the reason below:

I tested positive for covid. If you have not already been vaccinated and don't have a good excuse, fuck off. If you haven't gotten boosted yet, don't be lazy like I was, and go do it ASAP! Feeling mostly ok, pretty mild symptoms, mostly just feeling really tired. I was starting to schedule a bunch more interviews, apologies to those of you who were expecting to hear from me recently...

Anyway, on to our post of the week:

I'm usually a GM but I've been trying to be a player more in some drop-in games, and as part of that, I've had the opportunity to actually play MRD characters now, twice.

The first is from Mike's of (Sheep and Sorcery) Weirdways game, where I adapted the Crashing Rocket Nixie Poltergeist Form and took items from the MRD book, but applied to his game. We haven't quite finished that adventure yet but I'm really enjoying the character and the adventure as a whole.

Weirdways

Name: Mad(dison) Marceau

Questions

What are two locations you desperately want to go or things you need to do on the road?

Stand atop One World Trade Center.
Dive into the ocean from a lighthouse along the Oregon Coast.

What's different about you? Why don't you fit in?

Has numerous niche interests which they obsess over in bursts, and even within those niches, their sensibilities defy the norm still.

Are you a fantasy creature? If so, what kind?

A Nixie (sea fairy) who inexplicably also has wings.

Why do you have no money?

Has a tendency of finding great success... and then blowing it all up (sometimes literally).

Who is someone you know who you might meet on the road?

William Vita, the Eccentric Psientist.

Who, if anyone, owns the van? Who drives?

TBD

Why are your characters traveling together?

TBD

One of you has an aunt in the midwest who has told you that her house is haunted and she needs help. Which one of you is it? Why is she calling you?

TBD

One of you is dead set on going to Burning Man. Which one of you is it?

Seems like it could be Mad Marceau...

Aspect 1 (General Concept): Crashing Rocket Nixie

Aspect 2 (Something weird but cool): Their third eye expresses absolute terror

Aspect 3 (kind of like...): Harley Quin


Important Items

Nixie Sticks: Nobody's quite sure what's in them- what a rush! Just tear it open, pour on your tongue and come alive. Allegedly grants magic powers.

Rocket Kit: Your kit can make rockets, fireworks, and other sparkling and exploding things.

Weaponized Meme: Weaponized, Military-grade meme.

Gateway Chalk: Draw a door and it appears, leading to some previously visited location the user chooses. It must be redrawn after each use.

Bottle of Indigo Pills: Experience euphoria and third-eye awareness.

Soul Mate: One high calorie protein bar made by specially-trained Buddhist Monks. (this later got traded for an awesome magic unicorn horn using the top spinner below)

Top Spinner: Spin the top to train an ad-tech machine learning algorithm. Spins whatever you’re selling.

Discredit Card: Can wipe out any one debt—of any size including non-monetary debts.

The second was from a one shot with SageDaMage, where we actually were using MRD as the core system, but the adventure was a condensed version of Silent Titans beginning in a modern but mythical Wales. It was really cool to finally play Silent Titans, and I was glad how easily the two go together. Obviously I'm biased, but I think more people should try out using MRD with other weird modules like this ;).

Clerval Fritz
Former mergers and acquisitions specialist with a background in organizational psychology who became a senator. The acquisitions were scrapped for parts towards his esoteric ends, prematurely ending the dreams of many would-be entrepreneurs.
The last acquisition ended in an experiment gone wrong, a laser-light explosion, disturbing noises, and many, many dead. The fallout was contained and the story buried, but shortly afterwards Clerval, alongside his new Oracle Iolo, entered the world of politics.
Leveraging his corporate connections to secure non-competitive deals to acquire private resources, he intends to use technology, psychology, and metaphysics to birth a superorganism from the body of the government.
In a past life, he stored a PHYLACTERY in Wales, which he now intends to recover to use towards birthing the superorganism.  
Iolo (10 HP, the NS Pet Special Item): Pale blue furred ape-hominid with a missing eye, a notable scar at the back of its head suggestive of a projectile wound, and a skin graft over its mouth. It is bound in a restraining jacket and chains. It gnaws its mouth graft into bloody pulp to speak in profound gibberish (Wd6), after which the graft reseals in a process sounding like the mashing of raw skin and mid-coital fluids.
Pyramid Shining Brightly
NAT: 13
WIS: 14
PRO: 14
Karma: 3 
Career
12. Government, Politics, Public Administration 
Quirk
2. You are invisible when nobody is watching. 
Starting Karmic Attachments
1. You have a goal, and nothing will get between you and accomplishing it. Whatever it is, whatever must be done is always justified. At least one person suffered for being in your way and seek vengeance.
(In particular, the company sacrificed in the failed attempt at creating a superorganism, which also led to the creation of the SPECIAL SHINING LASER GUN and Iolo)
6. Your relationships are superficial and transactional. You have no real friends or loved ones, just people you want things from and want things from you in turn.
(The various aspirational entrepreneurs he's worked with, or Iolo) 
Reincarnation Ritual
1. Hold tightly to an item representing your value and rest.
(The SPECIAL SHINING LASER GUN) 
Poltergeist Features
0. POWER MOVE: You developed an intuition for manipulation through overt displays of power: a powerful handshake, biting apathetic humor or sarcasm. Pd8 but if attempted against somebody with higher PRO take Wd4.
4. PHYLACTERY: In a past life, an item of value to you was buried in a place of personal significance. So long as it remains undisturbed, PRO Damage against you is Impaired and cannot cause you to accrue Karma.
6. SPECIAL SHINING LASER GUN: An experimental gold and white limestone gun with a pyramidal shape at the muzzle’s end. It’s a fascinating story how you got it. Fires a Karmic force beam (Nd10) with a 1-in-6 chance of accruing 1 Karma. 
Special Items:
84. NS PET: Nature Spirit pet with animal intelligence, and usually one
Damage Die for one Ability at d6, 10 HP, and one utility special ability.
It has some behavioral quirk making it prone to trouble and frequently
imposes inopportune Karmic Attachments.
Usage Die: NA

The Profound Gibberish of Iolo
1. Drip drip walking down the blue lane one wonders why the sky hurts so and when the moon will just fall already GOD DAMNIT!
2. How am I supposed to LIVE LAUGH LOVE under these conditions!?
3. You fuck! How dare you bring such invisible joy to the souls of children not yet born into the indigo universe!
4. Clouds crying sunshine bring delirium to the prairie dogs who would otherwise kill themselves out of religious fervor. All hail the cloud emperor in his wondrous nudity!
5. In a moment of clarity, the man wonders what it all means. And then he poops.
6. I'm already spinning in corkscrew motions and rubbing my concave tummy and now you ask for the caviar of dragons?! Give me a week, ya rascal ;).
7. Turn on the telly I'm getting bored of this program and I can't find the mute button.
8. Are you bored? Afraid? In love? Insert other emotion here? Are you sick of these pesky emotions? Try life. Life! For those sick of being slaves to their own impulses. Life! It's like death, but not! Call 1-800-LIFE.


Sunday, November 21, 2021

Sheep & Sorcery: Weird & Wonderful Interviews

Prior to the development of my game Maximum Recursion Depth, I had been doing interviews with other bloggers, which I had mostly put on hold in order to focus on development. Now that I'm freed up on that front, I wanted to get back to some interviews before I get caught up in other projects. First on that list is another one of my oldest blogosphere friends, Mike of Sheep & Sorcery.


Max: What are some of the core themes of your blog? Are they the same they've always been, or have your goals changed over the years?

Mike: Fascinating question. I think I can answer best by saying just how things started. I started reading the Hill Cantons blog as I was looking into the OSR. It really inspired me to start my own blog. I wanted to show people my wacky games ideas and talk about my setting and the way I run games. My blog is unapologetically my self-expression outlet. I dump whatever is in my brain straight into the blog. That usually means I am talking about different settings and worlds that have come into my brain. These settings usually explore ideas of "what happens when the world goes wrong?" I love things like Bioshock or Bloodbourne where humans arrogantly toy with things they do not understand, trying to dominate it with their intellects, and ending up being destroyed by it. I also often think of my PCs as survivors of worlds that have gone off the rails. Children of the Howl comes to mind, as a setting/system thing I wrote about children trying to survive and escape the aftermath of a city hit by a magical disaster.

Max: That was actually something I wanted to ask about.

Max: At one point it seemed like you were interested in turning Children of the Howl into a larger-scale project. Is that something you're still thinking about or working on?

Mike: I've thought about returning to Children of the Howl. It seemed to resonate with people. I've wrestled with how to format such a project because a city has a lot of complexity and I am not sure how to make it navigable for players. Or maybe how to not make it so much work for me and other GMs

Max: What are some of the specific concerns?

Mike: My first idea was to lay out the city into a grid and have each square be a building and the paths could be the lines between. As I contemplated just how many squares it would take and then figuring out a way to line out the roads in the lines between the grid squares, it added up to a lot of work and a possibly quite messy visual situation. I think the best thing to do would be to figure out some kind of an abstracted mega-dungeon situation, but I'm not sure. In a broader sense, I have never actually published anything, and I think I would need a lot of motivation to get an idea like Children into a sellable state.

Max: Ah I see, ya that does seem like a lot of work and scope creep is always a concern but especially if it's your first big project!

Max: You've written plenty of settings which I've enjoyed, I think most of all I enjoyed Inhuman, if I'm remembering correctly that's the one that had that sort of 80s/90s indie comix scifi/cyberpunk sort of vibe, right? But alongside this really gonzo setting, you have things like Children of the Howl, or your really stunning literary analysis of Silent Titans. And currently you've got the Weirdways cross-country road trip Americana game going. Among this variety of sensibilities, what kinds of things would you say you're most interested in right now in terms of tabletop or worldbuilding?

Mike: Right, that was Inhuman. I really liked Inhuman too. It was fun to write. A big interest that I am currently mulling over is making something inspired by the Soulsbourne games. I have been particularly inspired by Elden Ring. I want to be able to make an open world that feels full and free with plenty of things to do without too much work on the GM's side of things. I like the Soulsbourne formula of (insert thing here) was a resource that everyone thought was awesome and relied on, only it turns out that it was super bad. Souslbourne also dips into that fascinating world-building idea to me that human beings shape the world in dramatic ways through the stories that underlie our societies. The effect of human perception/will on reality and its ability to turn the world into hell is fascinating to me. 

Max: Admittedly I have not played much of and am not into the Soulsbourne games, but I appreciate how they bring OSR sensibilities, to a surprising degree of verisimilitude, to videogames; whether that's in terms of challenge and deadliness, or the degree of environmental storytelling/worldbuilding. However, and I'm asking as someone who again is not especially familiar with them, but given how similar they are to OSR sensibilities, what about them exactly can be applied to TTRPGs or worldbuilding that isn't already there? That is separate obviously from the thematic points you just mentioned, and maybe that's your primary concern or maybe not, I'm just wondering if I'm missing something.

Mike: The thematic elements are really what interests me about Soulsbourne games. I have rarely actually played them but I love the lore videos and the art from them. I think one major element is that the Soulsebourne games are not traditional fantasy most of the time. They include knights and dragons but they are curiously human-centric and what sentient non-hostile creatures there are usually weird things like decrepit crow men. There is just a lovely originality and a depth to their worlds that just draws me in time and time again.

Max: I wish I could get behind the games themselves because I agree that from what I've seen they're quite stunning and interesting.

Max: You mention here the human-centric elements, and previously the idea of human beings shaping the world and of hubris (I don't think you used that word specifically, but that idea). Would you mind elaborating on some of these ideas in a more broad sense. What is it about these themes that especially interests you?

Mike: This is likely not a particularly nice place to bring this, but I think of Nazi Germany. This was a world reshaped by people believing a hideous lie, birthing unimaginable pain and torment. For the Nazis, I am sure it did not seem so at the time, that they were making hell on earth, but they were. From their alternate reality, the one they had constructed in their minds, this all seemed to be necessary. They may have known it was wrong, I almost have to believe some part of them was able to recognize that what they were doing was wrong, but they submitted their individual free will to the collective consciousness and so they became insane along with everyone else. We can shape the world in hideous ways and birth monsters and this is often the result of a kind of arrogance by a few and the willing capitulation by many. It seems to me that to create a better world, there must, by contrast, be humility, beauty, and love.

Max: I wonder why, given the modern American landscape, you'd be thinking about Nazis 🤔…

Mike: What happens when you drop players into a hellish situation, a world gone wrong, is that they tend to adopt the heroic attitude. They will set the world right if it kills them. I am amazed by the level of goodness that emerges when people are confronted by evil in a role-playing game. No matter what the world faces now, it is the ordinary goodness of decent people that will set the world right. We will not perfect the world. I think that is part of the problem. People think the world is perfectible, that they even know what perfection is, but there is no humility in that and rarely any real love because love requires mutual submission.

Max: That has not necessarily been my experience; I seem to find as many murderhobos or people looking for heroic wish fulfillment as opposed to actual heroic intentions, but I do commend your attitude in wanting to find the love and humility in people.

Max: I think we're working our way around the edges of something else I wanted to talk about and I imagine you anticipated, but I wanted to wait until we had a chance to talk about some other things first since it's a large topic that may very well require the rest of our time. You are a very religious person, and I am very much not, but you and I have talked about this stuff enough before that I am comfortable discussing it with you and I hope you are as well.

Max: If I remember correctly, in the time since I've known you, you've become a preacher, right? Can you talk about how some of your religious beliefs have affected your approach to TTRPGs, or your writing? I imagine there will be a lot to unpack there, but however you'd like to take it and we can go from there.

Mike: It may not surprise anyone reading this that I am a preacher, considering I've already gotten up on a soapbox once or twice 😅. I am a preacher, yes. That happened like three years ago. I think the big effect my religious beliefs has had on my writing and TTRPG stuff is how I understand grace. My last statement kind of describes this. I think, even in the deepest darkest places, you will find moments of unexpected grace, a little light in the darkness if you will. Beauty in ugliness. Goodness in evil. My perspective in my personal faith as a Christian has led me to see these themes as essential.

Max: I will say, particularly after talking with you about it in the past, I've become much more interested in the Christian concept of Grace. While I'm not religious, Buddhism and Taoism have obviously influenced me a fair bit, and I was raised Jewish and more recently I've become somewhat interested in certain religious ideas from Judaism as well such as Tikkun Olam.

Max: You've described the idea of exploring the role of humanity in the world, and of the grace and humility you feel towards your players. Are there other ways you think Christianity has affected how you play or run games? Or how you design settings or campaigns?

Mike: For one thing, it might be important to say that I have run games with elf cocaine, with many titted frog demons, and plenty of swear words. As an aside, for some reason, I really like magic hallucinogenic drugs in my games though I have never used them myself. All of this is to say, I do not censor any ugliness nor strangeness from my games and I allow my players complete freedom. In other words, I do not endeavor to impose my values on other people at the table. I think more along the lines of Tolkien. He was a Christian but anyone can enjoy Lord of the Rings without being put off. Anyway, I do think my games tend to definitely think of evil as real. I tend to think of evil as a kind of sickness just as Christ says. In my games evil is definitely a presence and it often crystalizes into particular characters, usually otherworldly ones. Pretty much everyone is redeemable in most of my games and even the otherwordly demonic things get their chance as well sometimes, but I think my Christianity has made me think that evil is often more concretely real than modern people tend to believe. The whole: "Everyone is redeemable" thing is probably also a Christian influence too.

Max: I appreciate you clarifying. Honestly, if it were not for the fact that I know you, I may have had preconceived notions upon reading this myself, and I imagine I'm not the only one. No small part of why I enjoy talking to you about theology is that you are clearly someone who has thought deeply about these topics- it is not about superficialities or politeness or whitewashing.

Max: Whether in the context of games or more generally, can you elaborate further on these ideas of evil and redemption and grace? I'm asking this somewhat leadingly because I don't actually think these two things are mutually exclusive, but it does seem like, to believe in evil as something more concrete or morally absolute, is somewhat at odds with the idea of redemption or grace.

Mike: I would say the opposite. I recently read a book called Competency Based Counseling that one good way of getting on top of a problem is to disassociate it with yourself. Like there was a story about an artistic girl who had some anger troubles. She had a pretty good idea what that anger looked like and, for her, it was like anger was a big red monster with lots of teeth that would take her over. When I talk about evil, I am literally talking about the demonic and I believe the demonic has an effect on our daily lives. Just like Kronk with an angel on his left shoulder and a demon on his right. Our minds are not sealed vessels but passions and spirits flit in and out of them all the time. When I think of evil as something that holds people captive, that takes them over, I think of them less as people who have done wrong and deserve punishment and more as people who are in need of mercy and healing. That might sound kind of wild but you might think of demons and angels more as ontological constructs if that is more comfortable. The Christian worldview views the world as kind of run by patterns that can be good for people or bad for them. Alcoholism is a big pattern that "possesses" a lot of people. So alcoholics are in need of freedom rather than condemnation.

Max: No that actually does make sense to me. It's a method, or heuristic, for how to take a complicated problem, or one that could be very emotionally or existentially challenging, and making it easier to grapple with or even just accept in the first place. I'm less convinced that it's an objective truth of the universe, and also have a lot of skepticism around the implications of such methods when extrapolated across a society or over time, but I can acknowledge the underlying logic of it and the value it can provide, and it's a really interesting perspective.

Mike: One person I like to listen to said that, at some point you have to jump up. Whenever we see unity in multiplicity, we are seeing something that is more than the sum of its parts. So if you are just listing the different aspects of a thing, you basically have to eventually just "jump up" to the identity that truly represents it. Like the three blind mice. One grabs a tail, another the trunk, and another the leg. All of them cannot really understand the elephant unless they can see the big picture. There is infinite complexity in the world and yet we perceive infinitely complex things as unified things rather than a bunch of little things. Those identities are what an ancient perspective would say are in heaven. Sort of Platonic but not quite.

Max: Well, I definitely agree with the idea that there are complex effects in multiplicity but I usually call that a Statistical Interaction, and the Platonic / Heavenly ideal of systems I call Systems Theory, but I'd like to think on some level I understand what you mean. And I'm also very fond of using the three blind mice as an analogy for thinking about systems in a vacuum vs. recognizing how they interact with other systems.

Max: We're starting to run past time, but at least one more question I'd like to ask is, how do you, or would you, implement some of these ideas in a game? I'm not often interested in new game mechanics per se anymore, but I actually would be really interested to hear how you might think of applying Grace as a gameplay mechanic, or if you think that would be feasible or appropriate in the first place.

Mike: That's a good question. In the Lord of the Rings, Arwen kind of prays that whatever grace she has might be passed to Frodo as she is carrying him to Rivendell. You could think of Grace as a pool of points that a cleric or paladin or even an elf has to power certain spells or miracles. You could kind of use them as a morality system that characters gain grace whenever they rescue someone from a bad situation and then they could use these points to get out of tough situations themselves. Really, the concept is best used as a thematic one. I think it is an awesome idea for dungeon designers to have something in their dungeon that is just awesomely beautiful and benevolent. It can shock players out of their usual state of caution. There doesn't have to be a lot of reason for it but it adds so much texture to what otherwise might be just a drably dark environment.

Max: I do really like that idea of having something so profound, positive, or beautiful, to challenge the Players to actually sit with that, and how it defies their expectations. I've done some stuff maybe a bit like that in the past, and it's surprising how powerful that can be.

Max: This is in itself a really nice note to end on, but before that, are there any last things you'd like to say? Can be related or totally unrelated to anything we've discussed yet. Things you're thinking about or working on that you'd like to share?

Mike: Well people can keep an eye out for further blog posts from me. I think I will be writing more about my Dawn Lit Heights setting in the future. I love it when people comment on my blogs and I think a lot of people do too, so I think we should do that more! A little kindness, humanity, and... dare I say... grace will make TTRPG spaces much better places to be. Thank you so much for asking me to do this! It's been fun!

Max: Of course! That's a big part of why I started doing these interviews. There are so many blogs and so many games, and I know that I can't keep up with everything nor is it fair to expect everyone else to keep up with everything, but it really sucks when you put something out there only to get little to no response, to feel like nobody cares or is engaging with it. Unfortunately I had to put these interviews largely on pause while I was working on MRD, but I'm glad to finally be back to it, and I hope to do more in the future. I'm glad you had fun with it, and I hope we have more conversations like this again in the future.

Wednesday, July 10, 2019

Aquarian Dawn: The Whitemare

The Whitemare is kinda-sorta the equivalent of Mordor for Aquarian Dawn, the realm of the Dark Lord, by way of Beetlejuice, Vampire Hunter D, and the Cancerverse. It also incorporates several of my ideas from the micro-setting Record of Machine Goddess, one of my four 10 monster settings, into Aquarian Dawn. I think that's a cool micro-setting in its own right, but thematically it seemed similar to what I'm already doing with Aquarian Dawn. Last but certainly not least, the concept of the Whitemare was heavily inspired by this artist, and specifically this piece:


It's rare that a single piece of art influences me so directly, but this piece is so unique and evocative that I just couldn't help but incorporate it into Aquarian Dawn! It reminds me of one of my favorite artists, Zdzislaw Beksinski.

Michael K could tell you I've probably spent way too much time thinking about all of the particulars of this idea, and I've also discussed it a bit already on reddit such as on the SWORDDREAM_unofficial subreddit, so I hope it's actually coherent and interesting, and not just an overwrought mess 0.o.

It also draws some parallels to some of the ideas I had for the anti-mutants in Phantasmos, but I don't quite think they're compatible. I had always wanted to come back to the anti-mutants, I thought and still think there was a kernel of a cool idea there but I never got to explore it as far as I'd like. Depending on how I feel about the Whitemare / Cancerverse down the line, I may come back to the anti-mutants eventually as well.


If you are a player in my current Aquarian Dawn Campaign, this contains SPOILERS! PLEASE DO NOT READ!!!


So with that:


The Whitemare

Beware the Whitemare.

Our legends are endless dead dreams. I awaken, and rest.

To die is to dream. May your dreams be ever pleasant. Sleep well.

What do undead dream?


The Machine Goddess Athena, The Dark Lord


Her skin is twilight like the cosmos, dotted like a ginger with the violet-hot light of stars and nebulae. Lines like shooting stars course over her skin, thinning and branching into symmetric fractal patterns, vein-like, violet-whiteness fading into her forearms and hands, and ankles and feet. She has three pairs of arms that move in tessellation. She is covered in metallic armor, smooth and seamless, with lines that reflect and refract in a geometric manner; chitinous. A series of violet-white tubes arch along her back, always bending in uncanny ways, appearing the same when viewed from any angle, appearing detached from space-time when she moves or when one moves around her, or like a dimension unto herself. Her hair is violet-white and composed of straight strands that split into branches, each splitting into self-same branches; frizzy, but in an unnaturally symmetric, perfect way. The upper half of her face is kaleidoscopic, like many shifting spidery eyes, each a reflection of her whole face in miniature, with kaleidoscopic eyes reflecting the whole again, ad infinitum.

Machines, undead dreams, fractals, cancer metastasization; infinite, recursive, unchanging life. Athena had intended to create paradise, designing crafts to better society, and brought knowledge to the peoples. Somewhere along the way she grew angry, resentful; disgusted with mortals, with what she was creating, and with herself, creating only in defiance. Or perhaps she had been sabotaged, her works twisted in unexpected ways by petty and short-sighted mortals, or other dark gods.

Whatever the case, the fomoire, the remains of her Unseelie Court, grow increasingly mad and wish to die, as do all in the whitemare. The beings of the cancerverse themselves, the mutates, pteraghuls, and so on, are like idiot godlings, even in their brilliance, overwhelmed by the genuine euphoria, beauty, and symmetry of infinite recursive existence. One could argue that with the cancerverse Athena succeeded in her goal, and really did make a better existence, and it's only the whitemare itself, her twisted nightmare dream of endless self-loathing, that needs to end. The cancerverse has a will to life above and beyond anything else, even the mortal world. Perhaps the cancerverse and the mortal world are compatible, different but containing a piece of each other.



Servants of the Dark Lord


Fomoire
Whereas the Fey represent the beauty, majesty, and wonder in things, an abstract "magical" force in the universe, the fomoire are like bestial proto-fey or anti-fey; representing that which is ugly, disturbing, painful; or mundane, defeating, or hopeless. They are fewer in number than the fey, but generally more powerful. Each is unique, as if to embody the torment of one person, except there are so few of them; a reminder that You are not special and neither are Your problems. There was once an Unseelie Court that served the Machine Goddess at the highest levels, but they were defeated or displaced in the last war against the Empire of the High Age of humanity. 

Firbolg
The marauding armies of the Machine Goddess, once organized under the Unseelie Court. While Athena rebuilds her forces in the Whitemare, remainders of her forces, who went into hiding during the peak of the High Age of humanity, have since resurfaced. The firbolg consist of fomoire warlords, drow, trolls, hobbs, machines, and denizens of the cancerverse. Firbolg are often mutated with cancerous growths and teratoma eyes, literally embodying the all-seeing panopticon of the Machine Goddess. They wear armor and weapons of blacklight stone, with linear and fractal patterns carved into their armor or on their skin; a Mandlebrot "eye" equivalent to a teratoma. Those firbolg hordes under the direct influence of the Machine Goddess carry her emblem; an aegis shield, within which is an interwoven multitude of ouroboros with repeating patterns on their scales replicating the pattern of the interwoven ouroboros.

Drow
The exact origins of the drow are uncertain, but it is believed that they are either an offshoot of elves who chose not to leave for the higher realm and instead joined Athena, or they are the natives of what became the Cancerverse, or a hybrid species. They have grayish-purple skin, black, white, gray, or purple hair, large eyes, long pointed ears, thick humanoid body hair, and prehensile tails. They mostly worship the Machine Goddess, representing her machines, lines, and fractals with spider symbology. The tsuchigumo are their divine-military mystic corps, who wear blacklight stone or psionic masks like a spider-face. Their scout corps are driders, who ride mutated or biomechanical spiders. Some have even been fused into their spiders. Oni are drow with a teratoma horn, like a psionic third eye. They contain massive raw psionic power, but over time their psyches unravel, and they split into two monsters known as Yoma and Ashura, usually ogre-like creatures, one red-skinned and the other blue-skinned.

Cyclops (Starborn Golem)
Massive giants of blacklight stone, with linear patterns and fractals carved into their stone skin. They are powered by a large blacklight stone eye in the center of their face, capable of projecting beams of blacklight energy that split in fractal patterns. It is unclear if they were created by or discovered by the drow, or the Machine Goddess, or were creations of the elves that later became the drow. They are revered as demigod constructs by the elves, who believe they were created during the High Age of the elves. The name "starborn" is a misnomer; although the elves believe they were created in the celestial bodies, they were actually created or summoned by the science-witches who found the astrological equations hidden in the stars, inadvertently divining the Whitemare.

Whitemare
Massive, spindly humanoid creatures that can move bipedally but often choose to move like a spastic quadruped. They move freely between the Whitemare fractal dimension and the cancerverse. It is not clear if the dimension was named for them, or they for the dimension; if they were created by the Machine Goddess, and if so, if she created them intentionally, or how much control she has over them. They have extra-dimensional properties; crawling, compressing, and gyrating through spaces they should not possibly fit. They generally serve the Machine Goddess, but don't seem to be innately malicious or have any discernible intelligence or motivation.


The Twilight Treasurer Black Tom, and the Twisting Terminus


Twisting Terminus 
The mind-castle of the Machine Goddess within the Whitemare. A gothic, psychedelic, symmetric, kaleidoscopic spacetime of lines and fractals. It is full of Athena's machines and firbolg, but also independently operating fomoire, denizens of the cancerverse, and numerous other beings of independent allegiance and unknown origins, lost as in limbo. One is always being watched in the twilight terminus; most at first modifying their behavior as in the panopticon, until they reach a point of madness in which they care not at all for their privacy, or for any allusions of decency or proper behavior. Even if one could escape the Twisting Terminus, they would find themselves lost in the dreary Whitemare, or the vast flesh-desert of the Cancerverse.

Djinn (Daemon)
The djinn are something "else", metaphysical forces like the Fey or Fomoire, but lacking an intrinsic "moral nature", or a material form. They are more like robots, things that can be programmed or manipulated. Servant djinn are sometimes referred to as daemon in ancient texts. The Machine Goddess has built biomechanical cancer machines powered by djinn energy. These daemons maintain her castle, the Twisting Terminus, and serve as its panopticon-wardens.

Black Tom
An extraordinarily powerful, mischievous, and arguably malicious or at least narcissistic leprechaun trapped in Twisting Terminus. He has been trapped for so long that none know his origins, not even the Machine Goddess, or Black Tom himself. Although powerful, he is quite mad, aimless, and has a tendency to get in his own way, and is seen by Athena as more of an annoyance than a true threat.

Those who meddle with Dark Lords in extra-dimensions may find a twilight token, a black coin with a four leaf clover on one side, and the face of a leprechaun on another. By rubbing together three twilight tokens in one's hand, a mortal may summon Black Tom to serve them. However, one often gets more than what they bargained for when dealing with Black Tom.



Thursday, April 25, 2019

Weird Sheep & Wonderful Sorcerers: Sheep and Sorcery Appreciation

This is an appreciation post for Michael Kennedy at Sheep and Sorcery. Mike is an old G+ friend, and I believe one of the first and also the longest-running member of my Phantasmos discord game group. He played in my LotFP SHIELDBREAKER campaign, my FASERIP superhero crossover one-shot, and was also a co-player in z_bill's Sharp Swords & Sinister Spells campaign and Dan's Danscape campaign. He also has several really awesome settings, discussion posts, and other cool features on his blog, and this post is going to grab bits and pieces and hopefully make something cool out of it.

********************

We begin within a ship frozen in time. The generation ship was on a voyage Into the Weird Blue Yonder, when it was assaulted by none other than the Spectacular Space Kraken. Fearing the demise of their entire civilization, the Arch-Pope Father Fyodor Karamazov encoded a spell into the numerological ship computer, sending a tachyonic temporal force missile backwards in time, the velocity of the missile pulling the ship against time itself, such that while time operates normally within the ship, it appears frozen outside the ship. Karamazov has cybernetically integrated himself into the ship and taken on the title of God Emperor, and has maintained this ship stuck in time for countless generations. The general entropy and dynamical shifts of languages and cultures over time, along with the occasional inter-dimensional portal opened by the God Emperor himself, has led to all sorts of new developments of monsters and inhumans throughout the ship, such as the F-Men, The Red Sons, and the Martian Vampires.

In his inter-dimensional, multiversal travels, the God Emperor has made few friends, and many enemies, against which the peoples of the ship must contend. One such enemy is an ascendant wizard, an incorporeal lich borne from the nightmares of a slumbering frost wyrm. His minions from across the multiverse assault the ship every 100 years, attempting to harness the God Emperor's powers to perform a ritual to separate the wizard's essence from the frost wyrm's dream before it awakens (which incidentally is projected to occur just after the next assault...).

Most of the old gods were long ago forgotten, even Father Fyodor Karamazov himself condemned the old gods when he declared himself God Emperor. There is only one other faith that rivals the faith of the God Emperor, The Church of the Smiling God.

There are two members of the Court of the Smiling God who are best positioned to become the next Hungry Avatar. The first is Princess Porcina, a small but perfect girl. For her overall size, she is perfectly proportioned and in every way is the most beautiful woman that any man has ever laid eyes upon. She is, however, fragile as glass and rides about in an egg of transparent gemstone and golden wire supported and moved by four animated golden lion legs. She is guarded by a Unicorn in adamantium armor laced with platinum whose horn shimmers with the light of day. Autumn leaves appear in its wake and falsehoods cannot be spoken in its presence.

The second is Duchess Lioness. Her hair is layers of crimson feathers and she has horns which curl upwards from her head. Her canines are sharp and she has talons on her hands and feet. She is followed by her zoo of horrifically hybridized people. Half her manservant's face is that of a glaring chimp as is one of his arms. Her ladies in waiting are ladies with swan necks and bodies with human legs. Many children run to the Zoo with the promise of freedom, only to find themselves in such forms. They are happier this way. Everyone knows what it means when a chimp smiles, after all...

As is often the case, the two most prominent candidates for the holiest role of this happy church, are not themselves true believers. In fact, both of them profit handsomely off of the church, and their businesses are at odds with each other. They are not above sabotage, which has made the political machinations of the church a perilous game.

Despite their differences, they have made a temporary truce, in a bid to overthrow the God Emperor, even as the final invasion of the Ascendant Wizard nears...