Monday, March 9, 2020

The science of eye-beams and the basilisk's stare

It may come as a surprise that the ancients devised scientific explanations of how seemingly magical creatures operated. Their magical powers had logical basis behind them, rather than being purely inexplicable. For example, the philosophers believed that the eyes saw by sending out beams that touched the environment and relayed its qualities back to the viewer.

This played in the deadly gaze of the basilisk. In medieval bestiaries the basilisk was highly venomous, not necessarily petrifying. The basilisk's stare was harmful because its eye-beams carried its characteristic venom, which would travel through the eyes to the brain and from there be circulated to the heart and the rest of the body. This is why mirrors were effective, as the basilisk would envenom itself when the eye-beams were reflected back at it.

The 3pp Lost Lore: Ecology of the Basilisk posits that the basilisk's eyes release a form of radiation, which is basically the same idea.

Oddly enough, these kinds of eye-beams did exist at one point in the D&D lore. According to the AD&D article "Infravision & Your Fantasy Hero," the 90' and 120' forms of infravision worked by sending out infrared beams.

This concept of eye-beams could be speculated as the basis of gaze attacks, like those of the catoblepas, gorgon, medusa, vampire, etc. Do all creatures have eye-beams of sorts, or only some, or only during certain instances? This seems like a fertile field of study.

Infravision links




Friday, March 6, 2020

The descending stair

The "descending stair" is a cosmology model proposed in Classic Play: The Book of the Planes. It is based on historical cosmogonies including Kabbalah, Gnosticism, Alchemy, and Plato's Cave.

As the book explains:
"The Descending Stair cosmology traces the descent of energy through the cosmos (Games Masters with a religious bent could do well to research the tree of the Sephiroth). The highest plane is the Firmament, which then descends through the Questing Grounds (an engine for converting the pure energy of the divine into forms compatible with the lower cosmological regions) and the Afterworld. The next plane in the chain is the Vault of Stars, which traces the shapes of the energy’s intentions and destiny. The Astral and Dream planes form a bridge between the wholly immaterial upper planes and the more physical lower planes. The energy explodes into the lower regions in the form of the Positive Energy Plane, which then splits into the four Elemental Planes. These planes provide the raw ingredients to form the Material Plane. The Shadow Plane and evil planes are aborted regions beyond the stair."

The Descending Stair

I mentioned this cosmology years ago during earlier forays into plane building, but I lost focus and forgot about it for a while. I recently regained interest after reading the two-part article "Touched by the Otherworld." To that end, I would like to retread and revise my ideas for this cosmology.

The cosmology may be imagined initially as a series of supra-planes or "worlds", each of which gives rise to the next: Briah, Yetzirah, Assiah, and Gehenna. These worlds aren't just alien locations created by game convention, but energy channels that actively and constantly feed into sustaining their derivatives.
  • Briah is the world of creation. It encompasses the upper planes, planes of order, and planes of discord. It is the abode of the aberrations, celestials, and similar. These planes give rise to souls, which descend into the following planes to make life. Sometimes, existing spirits may enter incarnation.
  • Yetzirah is the world of formation. It encompasses the elemental and transitive planes. It is the abode of elementals, giants, and similar. This would include the Ethereal Sea from Beyond Countless Doorways by Malhavoc Press. The elemental planes interpenetrate the prime plane, giving rise to the weather and other natural phenomena.
  • Assiah is the world of action. It encompasses the material plane and its echoes. It is the abode of beasts, humanoids, fey*, and similar. This would include the preternatural planes from The Faerie Ring books by Zombie Sky Press.
  • Gehenna is an aborted world. It encompasses the lower planes. It is the abode of fiends, undead, and similar. These spirits are born from the wills and souls of the preceding planes.

*Fey in particular occupy something of a unique niche, inspired by The Complete Guide to Fey and Exalted: The Fair Folk. I said this before in ancient posts, but fey are reincarnated beings: spirits embodied in physical fleshy forms. Ancient aberrations became trapped in the material plane as it formed, becoming the nature spirits of the prime plane and the alien visitors of fairyland, and this process continues on other spirits including fiends and undead.

One of the reasons I like this model is that it provides a better context for the messy planar cosmology and monster taxonomy of D&D, which otherwise feels pretty arbitrary. I will incorporate it into my Indo-European cosmology as another way of looking at the creation and ordering of the universe.

Tuesday, February 4, 2020

The diversity of slimes?

I have been playing Slime Rancher recently and it has been a huge blast of fun! It made me think a bit more on how slimes (aka blobs, jellies, oozes, puddings, sludge, etc) have been treated in fantasy gaming. Although they are a hallmark of the genre since its inception, they have received fairly little attention aside from obscure niche products. I wrote a post on blobs a while back, so consider this a second part.

What qualifies as a slime has rarely varied. I have seen some taxonomies list jellyfish, shoggoths, chaos beasts, etc as examples of slimes. The only thing they all have in common is a lack of an internal skeleton and a lack of specifically bilateral symmetry: jellyfish are radially symmetric, whereas shoggoths and chaos beasts lack any symmetry.

Although even that commonality vanishes when you include WarCraft's take on oozes. For some reason they have a tendency to incorporate the bones of prey into themselves to give the illusion of an internal skeleton and bilateral symmetry. They are described an having "elemental heritage" that was "corrupted by the powers of chaos," whatever that means in this context.

Where fantasy gaming has failed in my opinion is that slimes have generally been repetitive to the point of banality. Slime Rancher is like a breath of fresh air because it gives more creative designs and powers to its slimes. Rock slimes roll around in their spiky exteriors, quantum slimes teleport, dervish slimes generate tornadoes, etc. I wish slimes in fantasy gaming were that creative more often.

I forgot to mention it in my last post, but the Monster Encyclopaedia book by Mongoose Publishing included a "primordial ooze" monster. It had a trait similar to the chaos beast in that those struck by its attacks risked degenerating into pools of primordial ooze themselves. A second trait allowed it to sacrifice hit points to spawn an entirely different monster like a beast or a giant, a nod to the origin of its name.

Then we have the intelligent (and sometimes humanoid!) slimes. Jubilex, the lord of slimes and poison is the foremost example. More recently we have been introduced to humanoid-presenting slimes in anime, such as Jellax from Sailor Moon and Rimuru Tempest from That Time I Got Reincarnated as a Slime.
  • Jellax was a simple amorphous slime monster that could reshape itself into various weapons. It apparently proved so popular that somebody wrote a fanfic where it tries to conquer Earth.
  • Rimuru was a human reincarnated as a slime with the ability to replicate the properties of substances he consumed, effectively making him a shapeshifter. Instead of going the evil overlord route, he decided to become a benevolent dictator over the monsters of the forest he lived in.
  • Jubilex (aka Juiblex, Ghaunadaur) is not a very detailed or important figure in fantasy gaming at large, tho I like to tweak him into the god (not simply a random demon lord) of slimes and poison elementals. (Yes, I treat poison as an element.) I even conflate him with Abhoth from the Cthulhu mythos.

I hope to explore more in the future. That's all for today!

Monday, February 3, 2020

Kishi, the two-faced incubus

In previous posts I discussed myths related to hyenas. Here is another post in that vein:

Fairy tales in cultures around the world share the motifs of the "murderous bridegroom" and "murderous stranger." In Angola, legend tells of a demon named kishi. The kishi pretends to be a handsome man, but conceals the face of a hyena on the back of his head (talk about two-faced!). He uses the human face to charm unsuspecting women, then the hyena face eats them. As with other tales in this vein, the moral of the story is for women to be wary of unfamiliar men.

In modern times, the kishi has appeared as the subject of novels like The Kishi: An Esowon Story. It has appeared as a monster in fantasy gaming, too. Hence this post.

Wednesday, January 29, 2020

What is an amohaji?

The amohaji is an obscure dragon that appears in Green Ronin’s Monsters of the Mind and Expeditious Retreat Press’ Malevolent and Benign.

MotM describes amohaji as small aquatic dragons, dwelling in sewers and catacombs. They have natural camouflage and a mischievous demeanor. Their powers include breathing fire, telepathic powers, charm and compulsion effects, (un)locking doors remotely, shapeshifting, and magic armor.
 
M&B describes amohaji as small cousins to cloud dragons, masters of illusion and mental manipulation, breathing steam and forgetfulness, and living in migrating cloud lairs. If you kill them, then you can dig a magic pearl out of their skull that lets you cast some of their magic for the next 24 hours until it dissipates.

The two couldn’t be more different. However, the backstory of MotM states the amohaji migrated to the underworld after humans hunted them down ages ago. Perhaps those presented in M&B represent the amohaji before they migrated and adapted to the underworld.

Monday, December 9, 2019

Different models for fantasy space travel

After some thought, I decided to put together some ideas for space fantasy campaigns. To that end, I would present several different models for space travel physics as distinct campaign setting cosmologies.

Aristotelia, the setting of celestial spheres

This setting is based on Blood & Treasure, Dark Dungeons, and Voidspanners.

In Aristotelia, the physics of space travel are very different from reality. The night sky is actually the surface of a massive "celestial sphere" that encompasses the solar system. Outside of the sphere is the "luminiferous aether" and access to other celestial spheres in the universe.

Celestial spheres are not all made the same, but may have different local physics. One sphere might be heliocentric while another is geocentric. One sphere might be filled with an airless "void" (astronauts carry their own air supply without needing suits), while another is full of a breathable "ether." One sphere might have its inner and outer planes as inner and outer planets inside the sphere, while another has its inner planes inside the sphere and its outer planes outside the sphere.

Propulsion systems include:
  • Sails of Skysailing are a magical effect that allow ships to fly through the air, void, and luminiferous aether. These are made from the silk of phase spiders and may be attached to conventional sailing ships.
  • Void engines are magical items that propel vessels through the void. These need to be activated by a power source, such as a wand, a wizard, or a sacrificial victim.
  • Ether sails are magical sails that ride the ether winds. These do not need a power source, but they are only effective in ether currents.
  • Tree ships are rare vessels created by elfin druids.

Alhazenia, the setting of outer space

This setting is based on all those settings in which astronomy and outer space operates as it does in real life.

In Alhazenia, star systems and outer space functions as it does in reality. This makes it easy for a player familiar with modern astronomy to enter the setting. There are multiple competing methods for space travel, not one universal method used across the universe. These include fantasy magic, science fiction technology, and more based on a variety of different power sources.

Power sources harnessed for applications as propulsion systems include:
  • Magic. Wizards can cast spells or create magic items that allow space travel.
  • FTL drive. Seen in Dragonstar, Starfinder, and many other settings. These are taken straight out of scifi, so read scifi for details. I dislike this approach as I find it lazy and bland.
  • Flux culler. Seen in Aether & Flux: Sailing the Traverse. These non-magical devices generate the electrical force known as "flux," which provides propulsion by interacting repulsively with the "aether" suffusing the universe.
  • Aetherdrive. Seen in Aethera Campaign Setting. These are "magic-technology hybrids" powered by "highly toxic crystals" with "naturally telekinetic properties."

Fitting the planes of existence into Alhazenia requires more work. I should save that for a future post.

Monsters that mimic objects and terrain

D&D has so many monsters whose shtick can be summarized as a simple formula:
  1. Pick a taxonomic category like gastropod, cephalopod, manta ray, slime mold, etc.
  2. Pick a piece of terrain, architecture, clothing, furniture, surface, etc
  3. Create a monster out of category #1 that pretends to be object of category #2.
  4. Voila!
This formula is so silly and overused that there have been numerous articles over the years mocking it. Such monsters are often called "obnoxious" or "stupid."

While some writers like to invent new ecologies for these trick monsters, I personally found it easier to treat them all as variations on the mimic. Eventually I might decide to explore ecologies for mimic snails, mimic squids, mimic rays, etc. But it seems a bit silly, no?