Tuesday, March 21, 2023

7 Planets for Mothership

Via NASA

The next in the series of numbered sci-fi posts

As I said a while back (and as is always important to remember), only a tiny fraction of humanity lives planetside. But planetside is where the interesting people live, so a bit of planetary chauvinism is acceptable.

Uzumaki

Port Class C

A hot, wet, tidally-locked terrestrial world. A complex native biosphere is present in the sunside oceans, and multicellular life has  adapted to life on land in the last few million years. Named for the enormous hurricane that is a permanent feature of its sunward pole and the fernlike plants that serve as the majority of its terrestrial biosphere.

Exploration of the planet has thus far been limited to drones, but the ostensibly-independent research group running the observation operations has found itself in the crossfire of two factions hoping to make landfall: the first is a new religious movement called the Way of the Great Spiral, who have declared the planet a step in their pilgrimage to the center of the galaxy. The second is Lafflnad Hypermedia, an automated content farm that claims to have purchased colonization rights for streaming media. The research team has been stalling for time as best as they can, playing internal divisions of the Spirallers against each other in hopes that the camp willing to stay in orbit wins the day. Attempts to reach a metacognitive entity of any sort at Lafflnad Hypermedia are ongoing; none have proven successful.

Hooks

  • Players are escorting a negotiation team sent by House Ujanna to break the stalemate.
  • Players are members of the research team and have managed to smuggle samples of native life back to the station. Then the gunshots start.
  • Players are dropping off supplies to the station when a ship supposedly carrying a human representative of Lafflnad has arrived. It is demanding docking clearance and acting erratically.



Schroedinger's World

Port Class N/A

An icy rogue planet. Surface marked by high concentrations of tholins, giving it a distinctive mottled reddish coloration. Active cryovolcanism observed, indicating subsurface liquid bodies. Quantumly unstuck; has the tendency to vanish and then reappear when it is not directly observed (and alternatively, of appearing precisely when no one is looking for it). A research station was established on its surface after over four decades of search and landing attempts. It promptly went out of contact for unknown reasons and TarroCorp has been attempting to recontract the facility and recoup its losses ever since. Given the resources available in-situ and the manufacturing capabilities of the station, it is possible that the station staff have been able survive since the incident.

Hooks

  • Oh shit, they found it again! Quick, get out there before someone blinks!
  • Oh fuck, it just appeared out of nowhere!
  • Oh damn, you were relief crew on the station and they just woke you up!



Sukhavati

Port Class N/A

The paradise of spacer's stories. Rolling hills, wide open savanna, warm seas, all overflowing with life that hasn't been seen since the Collapse. Post-scarcity ancom pastoralism protected by the Vidyarāja - posthuman guardians derived from a stolen exultant gene-line No cops, no corpos, no debt. Freedom, from all this. A place to rest, spoken of not in the fervent speech of the seekers of heaven, but in the painful longing for the home that remains only in one's memory.

Beyond this the details become more fragmented and prone to interpretation. There are dozens of supposed locations, means of access, signs to identify those who have returned to the outside universe as guides to the worthy seekers. The question of "why have the forces of capital not yet despoiled this paradise?" is met with a hundred fanciful answers. It is too good to exist, most say. Plenty of folks claim it's a corporate psy-op, an easy means of identifying dissidents. Some say they've been there; they're liars, or fools, or under the yoke of delusions. But who knows? Maybe the old salt in the bar really has seen it.

[For most of those who believe, Sukhavati sits somewhere deep in the Knot, a tangled web of tenuous and ever-shifting hyperspace connections that has thus far resisted all attempts at meaningful exploration. The structure is not contiguous with realspace and thus the planet could exist nearly anywhere in the galaxy. The only means of access is a route dubbed "The Naraka Run", which is said to be both extremely difficult and haunted by the quantum-entangled spirits of all those who have failed to reach their goal.]

Hooks

  • You find the map in the kit-bag of some unlucky ren. Less than a map, just some scribbled notes on the back of insurance paperwork. Coordinates to a nameless system out on the Rim, and then the equations for a series of jumps that don't quite make sense. You're desperate enough to try.
  • A ship thought lost for years limps back to a lonely Rim port. One survivor onboard, tells you and the other longshoresren that they were seeking Sukhavati, but were forced back. Something attacked their ship, but they will not say what. The ship's name is the Alexis.



Wolf 359 c

Port Class B

A hot, dry world of minor importance despite its closeness to Sol. However, it is noteworthy as a historical anecdote for being the only known instance of a colony suffering Oedipal Colony Collapse Syndrome and subsequently stabilizing into a social equilibrium.

[OCCS is a variety of Civilizational Collapse Syndrome where psychological dependence on parental AI prevents the formation of normal human social, familial, and productive bonds. OCCS was endemic among first-generation colonies, to the point where an estimated 20-30% Gen-1 colonies fell apart within two generations. Advances in bulk interstellar transport of live persons and the development of consciousness emulation have greatly reduced colony-onset OCCS cases in the modern day.]

The Wolf colony AI were flexible enough avoid a feedback-loop death-spiral, but weren't able to stop the OCCS from taking root. The inhabitants demonstrate near-infantilic psychological dependencies on their AI caretakers, and are generally viewed with a mix of disgust and pity by the rest of the Expansion Sphere.

  • Character Option: Wolfer - You have left your habitat and the company of your creche-kin to seek your fortunes elsewhere. You begin with a totem implant, which carries a partial fork of the ai-patromatra that raised you and guides you still. Your devotion to it is absolute. You will immediately Panic if the connection is severed (via EMP attack, psychotropics, etc)


World of the Horse-Eaters (Skithya)

Port Class C (90) B (10)

A lost 1st-generation colony, a terrestrial world marginally terraformed in the decades prior to its collapse and slowly dying in the centuries since. The ice-age that reclaims the planet creeps towards the equatorial grasslands and the last remaining livable land. Even after contact was re-established, this process has been permitted to continue - the system's holding company projects that tourist habitats built over the remains of the frozen-out autochthonic civilizations will be extremely popular with hypernet influencers.

Those Horse-Eaters who have fled their dying homeworld have found themselves adrift in the Expansion sphere; in the face of such alien environs they have formed a few tiny enclave populations in nearby systems and have maintained as much cultural continuity as they can. But lacking any backing from a major party within the Alliance or unity among their peoples, hopes of acquiring new colony rights are slim. The Horse-Eaters still living on Skithya are the last of the hard-bitten holdouts: they will not accept crocodile-smile charity from the star-people. The ice will recede, say the haruspices.

["Horse-Eater" is an exonym applied by CTA authorities to all Skithyani cultural groups, based on observations of the Pannaq people eating their own (extremely valued) horses due to starvation. This term is omnipresent outside of a few anthropological journals, and while it is still generally considered derogatory when used by the Star-People, there is a growing trend of term-adoption among offworld Skithyani nations, treating it as representative of their endurance of hardship and remembrance of sacrifices made.]

  • Character Option: Horse-Eater - You are of the first generation born in space, and find yourself alienated both from the society you find yourself afloat in (forever considered a simpleminded barbarian) and the lifeways your parents kept (they never truly adapted to life in technological-dependent society). You begin with a 5-dose tin of mild psychotropic chew (treat any comfort roll made as if the location was one grade higher)


Kapteyn's Star b

Port Class C

Kapteyn's star is old. 10-12 billion years old, and hypothesized to have been part of another galaxy assimilated into the Milky Way eons ago. It would be an otherwise average system, save for the life-bearing world spinning around it. The atmosphere is tenuous, worn down from ages of solar flares, but the magnetosphere lasted long enough for the star to calm its tantrums. For xenobiologists, it is a treasure vault waiting to be cracked open - sure, it might just be microbial soup, but it's microbial soup older than our own sun.

  • Item: Microbial Broth - A handheld containment unit filled with Kapteyni micro-organisms. This strain has proven to be much more adaptable to human biochemistry and there's likely several medical patents pending for its use. Can be used to heal a Wound or a lingering injury, though will grant a lasting [-] to body saves against infection, as incorporating the sample into your own microbiome has necessitating a weakening of your own immune system. Should it be used three times, auto-immune disorder.


Quincy's Moon (Ks!!ssi*csi*k** / p Eridani A c5)

Port Class B (70), A (30)

Oceanic moon of a temperate gas giant. Capital and cultural center for a coalition of independent uplift governments. Major player and founding part is the Cetacean Nation, which was both the first uplift group to declare political independence from the CTA and the first party to stake a claim on the p Eridani system. The Coalition consists of parties representing all nonhuman terragen sapients, including EI.

The system's primary terrestrial world is currently undergoing terraforming. 16 additional settled moons and major habitats exist within system.

  • Character Option: Embassy Staff - You once worked as part of the CTA's embassy on Quincy's Moon. You are familiar with the culture and main interface-languages of the Coalition as if you had the Linguistics skill (if you do not already have it). You begin with low-level government clearances a disguised finger-gun (1-shot), and a suicide pill

Thursday, March 16, 2023

Some Thoughts About Language in RPGs

In my conlang dabbling, I have thought to myself "self, what about just a very simple naming language for use in RPGs for a bit of inspiration and flavor?"

Well, that project hasn't gotten off the ground and is also for a very niche audience (this is my niche, it was made for me!). But I remain on the linguistics kick and have been thinking of more practical ways of using it in games. This post will entail two of them. Several other people have written about this subject already (including me), and I assure you I will write about it again.
 

Scripts and Ciphers


The principle is simple: you use a non-Latin script as a cipher for English. The cipher represents an in-game language unknown to the characters, and a players learning to decode the script is representative of their character learning the language.

You can make up your own if you so feel like it, but there are also plenty of scripts out there to choose from, both actual and artistic. Omniglot is your friend here, especially the pages for alternate methods of writing English and scripts for conlangs. Quality varies significantly, but there is sufficient quantity to make that a non-issue. Top posts on r/neography will likely do good for you as well.

In practice, I would recommend mixing up the presentation if you are using multiple languages. Cipher other languages that would be relatively easy for players to decipher (Latin would be the obvious choice, but depending on your players this can get a lot more complex). Cut up or recombine words. Spell things phonetically, or use different romanization (ex: x for sh, j for y). Use single letters to represent entire consonant clusters or dipthongs. Use a script with phonemes that don't match up exactly with those of English and get creative. Remove vowels. Remove spaces. Apply a ROT13 or other cipher to the original text before changing the script. Or just limit yourself to one script - it worked for Tunic.

Or just ignore all that and use them purely for handout flavor. Playing a dwarf? Your character sheet has X script on it. This is probably the easiest method.

Some favorites of mine, in no particular order, chosen mostly according to raw aesthetic appeal.

  • Mkhedruli - It's like Tengwar but real. 10/10, no notes.
  • Glagolitic - The Witcher uses this script, and for good reason - another one with primo aesthetics
  • Deseret - This alphabet is actually terrible, but that does work in its benefit as a cipher - it's got loads of similar-looking letters and false friends with Latin characters, which can make for a good puzzle.
  • Shavian - I can't figure out if this is ugly and unreadable or tightly designed and slick. Whatever. It's an option, and it's here.
  • Ditema-tsa-dinoko - The languages this script was designed for don't have a particularly large phonetic overlap with English, so if you use it you'll either need to add characters, or change a lot of consonants. But as is a recurring theme here, it looks fantastic, especially if used in the combined / colorful forms.
  • Canadian Aboriginal Syballics - Another script that doesn't have a lot of English overlap (though Omniglot does feature a variant someone made to that end). Also, I think they are extremely cool and more people should know about them in general.
  • Sitelen Sitelen - The fancy version of writing Toki Pona. Logographic, so you will be stuck using Toki Pona's minimalist wordlist and lack of grammar unless you decide to mix it in with other scripts (it would make for a very good cartouche system, honestly, especially with this handy vector renderer)
  • Zbaeleroma - Originally designed for Lojban. Decent aesthetics, won't be too complicated to crack (especially if players know voiced / unvoiced consonant pairs)
  • Ithkuil 4 - Now, using the full version would be highly impractical, but there's a simplified version down at the bottom of the page that's a normal abugida. I think this is a really good option, honestly: the phonology has significant overlap with English, and it's obscure enough wrt how vowels and consonant clusters are written that it should prove a not-too-difficult challenge.
  • Tunic runes - If your players haven't played Tunic, there's no reason not to use it. It works!
  • Heaven's Vault script - Like Sitelen Sitelen above, this one will require a bit of additional effort, as its connected to an oligosynthetic language and you'll have to bolt together conceptual characters into words of any sort of complexity. But it is beautiful, and there is a considerable pre-existing corpus of those complex words, thanks to the game being all about translation.
  • Warframe scripts - The game's got five of them (Orokin, Grineer, Corpus, Solaris, and Ostron) in varying levels of complexity and readability, all with different vibes. Personally I like Ostron and Corpus best.
  • Hallownest Script - It's Just Really Neat.
  • Aurebesh variants - While the baseline script is a simple 1:1 English cipher and I don't think it looks all that good, with a little creative orthography and one of these variant fonts you can get something pretty cool out of it.
  • Hylian Scripts - Pretty recognizable, but decent options to keep in the back pocket.
  • Blissom's English Syllabary - For when you want to look like katakana. I like this one quite a lot.

Bonus: Rapid-Fire Omniglot Selections
Curvetic; Heptal; Reality; Tennent; Westonian; Oxidilogi

 

The Languages of Generic Vernacular Fantasyland


This is not particularly practical, but it is at least a bit of additional flavor that can be used for your Generic Vernacular Fantasy Land.

Commonplace Languages

Being those that a human being can speak without magical means.

Elvish - An incredibly difficult language to learn - in great part for an inventory heavy in sounds considered rare in human languages, but even more so because the written language fossilized millennia ago, sound change has been moving along ever since, and the overall conservative current in elvish society has sunk every proposed attempt at spelling reform.

  • Features: Triconsonantal roots; tones; uvular series; retroflex series; click consonants; whistle components; pure abjad.


Dwarfish - Central to the dwarvish languages (and adopted by many languages of neighboring humans) is a logographic script carefully regulated by the centralized stonecarver councils of the Mountainhomes. As the meanings of characters remain the same (this is easier to accomplish with a dwarven mindset, less so with humans) they allow for easy transfer of information between unrelated and incompatible languages, and thus have become the adopted standard in nearly all dwarven civilizations.

  • Features: Analytic; isolating; tap-code register (domesticated knockers are used to send long-distance; high speed messages down in the caves); numerical forms used for high-density communication


Halfling - A limited phonology and restrictive syllable structure mean homophones are common, puns are rampant, and transcription into other writing systems is extremely difficult. 

  • Features: Extensive noun-class system, unique script, plain/aspirated/ejective distinction, ergative-absolutive alignment. Highly adaptable derivation of obscene terms. Let's hear it for tɬ!


Martian - There are technically three Martian language families - the most widely known off of Mars (and to non-Martians) is that of the now-liberated Red Martian underclass.

  • Features: Prenasalized stops; broad/slender (velarized/palatized) consonant distinction; sandhi; ye gods those are some large consonant clusters; phonemic vowel length; perfect direction; beautiful calligraphic script.


Orc - An experiment by sorcerers to enforce hard Sapir-Worf Hypothesis on their soldier-slave legions. Thankfully, hard Sapir-Worf is bullshit, and so in the wake of the overthrow of the Dark Lords, orcs have taken on some very creative strategies to overcome the artificial limitations of their original language. While loan words are often adapted from neighboring languages, more popular by far is making creative compounds out of the existing orcish lexicon.

  • Features: Internally-developed abugida recently adopted; artificially regular grammar and limited vocabulary; measure words; robust neologism formation; frequent loanword adoption; complex system of formal address dismantled and repurposed.


Common - There are four different languages called "the common tongue".

  • Imperial A - The language of the previous empire to rule the region; serves as a shared second language among both those once ruled by Empire A and those on the outside who wished to interact with it. Mildly synthetic, polypersonal agreement, grammatical gender, robust derivation system allows for easy formation of new words. Dialectic diversity will eventually lead to formation of separate languages.
  • Imperial B - The language of the current empire. The standard for politics, magecraft, military matters and sanctioned religions. Not commonly used by the underclasses (save in rebellious territories, where standard practice is total replacement of indigenous languages through imperial schooling). Highly agglutinative, irregular verb morphology, vowel harmony system, a couple leftover laryngeals in the phonology.
  • Free Peoples - A trade language of peoples bordering the empire. Simple phonology with (mostly) strict CV syllable structure, nasal vowel series, and I sure hope you like verbs because we've got some beautiful polysynthesis going on here. Extensive tense-aspect-mood morphology.
  • Friend-Sign - The most widespread and useful of common languages, as it is signable by any being with at least two arms and four fingers (regardless of their mouth and throat structure). A written version later emerged, representing the positions and movements of the most common elements of the signed form, and has since become equally widespread and useful.



Uncommon Languages

Being those that require some manner of magical assistance to speak or comprehend.

Ghoul - Vocal components often described as consisting of "gibbering", "yipping", "howling", "meeping", "keening" and "snuffling". Heavily dependent on scent to carry additional information; humans both lack the ability to detect the meaning-shades imparted by these scent-markers, and are repulsed by the use of rotting flesh, skin oils, urine, and fecal matter as components of grammar. Ghouls' vocal mimicry permits them to speak human languages, but makes communication no less unpleasant to those human participants.

Deep One - The extreme physiological variety between icthropai lineages means that their languages trend towards mutual unintelligibility. Despite this, there are some common elements shared (often in conjunction with each other) among them: ultrasonic whistles and clicks, carapace / mandible / claw scraping, pressure bubbles, modulated electric currents, and color change. Communication between lineages and with humans will need either specially-engineered translator hybrids or direct use of magic.  

Giant - The languages of the giants are heard by humans only as a deep, distant rumbling, as if a train is passing by. Their immense size (and thus, the immense size of their vocal cords) render their speech so deep that most of it exists in the infrasonic, well outside of the human hearing range. Their unique chambered respiratory systems (a necessity in getting sufficient oxygen) permit them to inhale and exhale simultaneously and without ceasing, as if playing the bagpipes.

Dragon - Imagine being able to remember that you once knew the song of the sun, but not able to remember the notes. That is what it is like to be a dragon - to be aware that you are becoming more and more like an animal with each passing season and, unable to stop it, losing that awareness until there is nothing left.

Aboleth (Benthic) - The ordovician masters communicate mind-to-mind, through direct transferal of their trench-deep thought. If an aboleth ever needs to speak to a non-aboleth, it will simply tear the language-knowledge out of the victim's mind, re-assemble it in the necessary order, and play it back in the victim's own voice.

Goblin - Gobbledegoblin is the linguistic form of Calvinball - perpetually in flux and hewing to no rules longer than what's considered entertaining. It's a funhouse mirror of the listener's native language, mocking prescriptivism and propriety with purposefully "incorrect" usage and absurd traits (noun classes based on species of freshwater fish, armpit-fart tone systems, common words get their meanings radically changed, so on and so forth). It is more of a language game than a language itself, which is fitting for goblins.

Lithic - Delicate organs of vibrating crystal; clusters of silicate chimes; wind howling through funnels of sculpted stone. A few of the lithic ambassadors can use these features to imitate human languages; a skilled occultist will be required as an intermediary otherwise. There are theories that these features are either mostly ornamental or engineered specifically for human benefit, and that lithics an home in the upper mantle instead communicate through controlled release of radioactive material.

Imperial Elder - The pentatone musical language used by the Elder Empire is an echo of the flautists of the azothic court of MANA-YOOD-SUSHAI and the drumming of great Skarl. Whether it was purposeful imitation, coincidence, or the result of some sensitivity to the Dreamer and its attendants is unknown, and perhaps never known to begin with. The written form (recovered in a vast corpus from the Antarctic capital city) is a direct graphical depiction of Elder mouthparts and the appropriate tones for each note-concept - while incredibly complex to learn and impossible to speak without aid, machine translation has made impressive advances towards translation.  

Imperial Shoggoth Interface Language - A code of chemical signals and truncated musical tones, used to give commands to the amorphous beings. While the hated enslavers are long dead, hard-coded recognition of the Interface Language remains in the mainline descendant clades. The Polyps and Dark Young carved this knowledge out of themselvesmillions of years ago.

Yuggothic - A combination of bioluminescence, mycelium-ferried electro-chemical signals, chitin-clicks, and hyperspatial ripples. Undeciphered; even those who are host to symbiotic strains of the yuggothic mega-organisms are incapable of describing how any of the components correlate to discrete information.

Mi-Go Machine Interface Language
- Undeciphered coding language used in the brain-interfaces of human-compatible Mi-Go hard-tech.

Yithian - We only have knowledge of the scribal shorthand script through the tablets recovered from the Pnakotic ruins, but this has proven enough to serve as a (slow, incomplete) means of deciphering other texts found within the library.

Carcosan - [THRONE DECREE 6511-45 - ANY PERSONS FOUND TO SPEAK THE LANGUAGE REFERRED TO BY SAFEGUARD EUPHEMISM 'SAFFRON' WILL BE SENTENCED TO DEATH ALONGSIDE ALL KIN WITHIN FIVE DEGREES OF RELATION]

Last are the languages that I didn't get around to writing meaningful blurbs for but wanted to mention for completion's sake: Kobold, Cynocephalic, Akeloi, Drow, Derro, Cetacean, Octopode, Corvid, Ape Sign, Elephantine, Alignment Languages, Class Languages

Tuesday, March 14, 2023

Bookpost 11

 Previous installments found here: 1, 2, 3, 4, 5, 6 , 7, 8, 9, 10

Children of Ruin, Adrian Tchaikovsky

He's done it again, folks! A pitch-perfect sequel, where it builds on both the themes and plot of the first book while expanding the scope AND offering meaningful change to the status quo by the end. That's how you do a fucking sequel. He's building a Star Trek space opera in his own image and I am ride-or-die for it. Unfortunately, being so ride-or-die means that I can't say too much (as you really should read it yourself), but I can say this - over the course of the book, Tchaikovsky manages to play some very standard sci-fi tropes in ways that go well beyond a fresh coat of paint. And the octopi! Not much of a spoiler to say there are octopi in this one, gotta mention the octopi - they are written so well, so simultaneously alien and understandable, empathetic and frustrating, that it has entirely overturned my ideas of how uplift as a concept can and perhaps should work in fiction. It's fucking revolutionary. The man can do a POV from an octopus and present the thought process of an octopus! The brain feels and desires, the arms work automatically to fulfill the directive. I make it sound simple, and it certainly is not.

And as with the first book, Children of Ruin is a very clear declaration that the good ending is possible - not easy, not without incredible difficulty and considerable pain - but it is possible. And that is the kind of meaningful optimism I think we all need in this age.

Something About Eve, James Branch Cabell

DNF 50%

Every Public Domain Day, I scout out the pickings to see what has been freed from the tyranny of Sunny Bono and The House of the Rat. Nothing in particular really caught my eye this year, at least of the lists that I saw circulated, but I remembered an entry in The Dictionary of Imaginary Places of some book featuring a city of wizards and a sphinx with writer's block that that was soon to be liberated from copyright.

Several sessions of flipping through the book later (as I could not remember the city's name, only the image of the sphinx), I was able to track down its source: James Branch Cabell's Something About Eve. Listed in the Dictionary as being published in 1929, I was disappointed to have to wait another two years, and so googled the book for any additional information

Turns out, it was a misprint. It had been published in 1927. Gutenberg had uploaded its ebook version literally the day prior.

So of course I began reading it.

This is a weird goddamn book. It is an immensely frustrating book that shines with brilliance on occasion. it is a very good illustration as to why time has buried Cabell.

Cabell's strain of fantasy is one of near pure farcical allegory, and thus I find that it means nothing. Subtext is and remains a tool for cowards, but Cabell seems to loathe the idea of writing about a place and time with any substance. He has made something less substantial than a dreamscape, for a dream will be content to leave some beautiful images simply because they are beautiful: Cabell sees no value in anything that does not feed back into the Point he is trying to make. He repeats the same subjects again and again. He barely describes things of importance and rambles on about shit that doesn't matter. He will use words that I have never seen before, are never explained, and when I try to google them I end up with a results page of another one of his books - which contains the word only twice, one time being the title! (The word is "Dirghic", used in reference to a mythology - I presume it is some fantastic culture, the one reference I could find that was any help described it as "pre-Ciceronean Latin" so maybe it's fantasy Etruscan?) Some of the wit has remained sharp (if quite groan-inducing), and quite a bit I can't discern if it's even supposed to be a joke.

And what is the point? "Men like chasing the idealized women they construct in their heads and that's pretty silly." It's not even a bad point! That is, indeed, a good point! There's also something in there about spirituality vs materialism but like with the first point it is so ham-fisted and inelegant that it is rendered farcical of itself.

I had wanted to pull some interesting inspirational fuel from it, but the many fantastic lands and mystic portents mean nothing, on the whole, and thus lacking substance I come up empty. What a waste.


Monster vol 1 (Viz Signature Edition), Naoki Urasawa

Monster opens with one of the best ways to make an engaging narrative - have a character with strongly-held ideals get thrown into a situation that directly challenges them. The story is just picking up speed by the point I am at, but it has remained very tense, very tightly plotted, and kept me extremely engaged. Will definitely be continuing. You can tell it's good because the review is very short.

Uzumaki, Junji Ito

I read it months ago and forgot to put it in the prior posts.

Book good. There are many good reasons it is famous - the art, the grotesquery, the pace that starts slow and dreadful and keeps picking up momentum that you can't escape from. You're already in. Cosmic horror gets bandied about a lot nowadays, mostly for stuff that doesn't deserve it. Uzumaki depicts an encounter with the impossible and unnamed, of a power that has no point we can discern. No history, no backstory. Just itself. Just its own existence.

Also it's got that very Shinto thing of "hey this natural feature that has been polluted is now a nexus for Bad Shit" and I am always a fan of that.

A Billion Wicked Thoughts, Ogi Ogas and Sai Gaddam

DNF pg 105 / 246 (plus 148 pages of notes and bibliography)

"Ogi Ogas recieved his PhD in computational neuroscience..."

"Sai Gaddamn conducted his doctoral research...on biologically-inspired models of machine learning."


And both of them are excellent supporting arguments for the importance of shoving nerds into lockers at every single opportunity. And / or mandating thorough education in the humanities for everyone.

This book is a fucking wreck. Sloppily collected data, absolute lack of actual science going on, terrible contradictory writing, lots of baseless hypotheses put forth to support some truly wretched essentialist conclusions. Absolutely no space whatsoever given to the social, political, religious, or cultural influences on sex and sexuality. Everything must be biological, but please note how neither of these jackanapes are biologists. Or sociologists. Or psychologists. They have no idea how to talk about people, and thus end up treating people like machines. They presume their data is accurate to reality when they are working with anonymized search engine data and then extrapolating from there on extremely shaky grounds.

And, I will reiterate, they entirely ignore social factors. They cite the Hatfield and Clark research paper where there is an enormous - we're talking like 50% point difference (which, granted, means jack shit because there were only nine participants) between willingness to accept invitations to sex from a stranger. Ogas and Gaddam are convinced, utterly convinced, that the only possible explanation is that men and women must have some innate biological function determining the way they feel desire. And no other factors could possibly apply.

There couldn't possibly be the influence of systematic sexism at play here. Humans are perfectly rational meat machines, right?

(Occam called, he'd like his fucking razor back, because you aren't certainly using it.)

Their conclusions are caricatures, divorced from lived experience or any humanity at all. "Men are like X, women are like Y, and we take it at face value that the porn people search for is a direct representation of how they interact with other people". Major demographics entirely disregarded (Lesbians? fugettabooudem Bi folks? Under the bus. Ace spectrum and demi friendos? Enjoy your new superpower of utter invisibility. Straight dudes who don't like watching hardcore or het women who don't like the dynamics of romance novels? Might as well ask to see Martian bigfoot!)

I know it was 2011 but their choice to quote Louis CK and Joe Rogan is... mildly telling.

Also these dumbasses unironically use the word "alpha" and that was the real breaking point.

Voyage to Arcturus, David Lindsay

Reversing the trend of the previous public domain allegorical fantasy, this one is good. It is very much an allegory of the sort-of-gnostic variety, not a narrative, don't expect cause and effect to work as if these are real people.

The book is, in many ways, incomprehensible - but I say that with affection. It is very clearly the work of a man trying to sort out some very Big Ideas of great personal importance, and wonky as it may be I find expressions such as that to be the goal of art. There are moments of episodic profundity or striking image - Lindsay works very well with colors (and not just the famous jale, ulfire, and dolm) and landscapes (well, until the last quarter, which is mostly mountains) and alien life, often in greater vividness than modern sci-fi authors. He had images in his head and needed to share them, and on the whole I think he did very well. The Big Ideas are shared less clearly, but I applaud the attempt. It's art that's fucking weird in ways that don't give a shit about what anyone else thinks, and I'll drink to that.

And for a book from 1920, I find that, while it's got a non-zero amount of old-timey sexism involved, it's less than it could have been, and he gets some bonus points by the inclusion of a character who is not only neither male nor female, but gets neopronouns - ae/aer - In 1920! (He does say that he uses them because no language on earth had the proper form of address, which is hilariously incorrect, but I'll forgive him for not knowing. He was a Scotsman in the early 20th C, we'll grade him on a curve). There's also a point where he mentions that a character's racial prejudices prevented him from seeing something clearly, which is also appreciated. Does help that this is an allegory set on a magical planet far away, difficult to be racist when the entire population of the planet is under 20 people.

Two things entertain me greatly: the use of specific, but entirely inappropriate intervals of time (two minutes is a long time!) and Maskull just saying "Thanks!" instead of the "Thank you" I would expect.

But yeah. I think Lindsay would be a fascinating author to talk shop with over lunch.

Etidorhpa, by John Uri Lloyd

DNF 15%

This book features FOUR PREFACES, followed by a prologue establishing the frame narrative (That the 'author' is one Johannes Llewellyn Llongollyn Drury who entrusted the publication of the account to J.U.L.) Llewellyn meets a strange man who appears out of nowhere, there's a bet or something, strange man disappears for a year, Llewellyn goes to a doctor who spends pages reading excerpts from other books at him all to say "get some exercise". Old Man returns again to say "hey I will now tell you a weird story of my life", and we go into the now THIRD layer of frame narrative, only to get interrupted again as the Old Man recounts a letter he received and we achieve FOUR LEVELS of rambling, senseless, directionless, and utterly dull frame narrative. Lloyd has managed to make a secret brotherhood of alchemists boring.

Leave it to the Victorians to drain any possible excitement out of a story. There's a weird hollow earth story in here somewhere, supposedly, but at 15% of the book I have seen nothing of the sort. Would be a hell of a challenge for editing practice, though.

Saturday, March 11, 2023

Some Thoughts About 60 Years in Space

 


Buckle up folks, we've got a wild ride ahead of us. 

Off Into the Dark Wild Yonder


60 Years in Space is a game prescision-crafted to pander to me, while simultaneously triggering incredible frustration at every opportunity. Here is your white whale, but it is unfortunately dead on arrival.

What is it, you ask? A tabletop adaptation of the notoriously complex board game High Frontier, written by Andrew Doull. It consists of five books at ten bucks a pop:

  • 60 Years in Space (Core Rules)
  • This Space Intentionally (How to actually play the game. Missions and travel)
  • A Facility with Words (Additional travel & combat rules, ecosystem & Species Designer)
  • All Errors My Own (Trends in society and technology)
  • A Lot of Zeroes (The far future - intersolar missions, planet generation, aliens)

As a work of science fiction and as a source of inspiration, I have many, many good things to say about it. We'll get to those (much) later (like in a different post later), as there is a more pressing matter at hand.

As a tabletop game, it is unfit for purpose. And that's a rough thing to say about something that was a one-man, eight-year project, but despite the fact that I do legitimately love the core idea of this game and many of its components, I can't be handing out passes on what Could Have Been.  

To whit:

  • The text arrangement on the cover is...a choice.
  • There are no pages devoted to rules summaries or procedures of play in the core book - not a flow chart or bullet list to be found. Directions are located scattershot through the text, and they are often very confusingly worded as to why you are rolling, or on what, or what systems are in play.
  • Mission outlines are not included in the core book.
  • Key terms are neither bolded nor italicized.
  • Reference tables are not numbered.
  • Headings and subheadings are not numbered.
  • Directions are confusingly worded.
  • References to other concepts or mechanics will nearly always be made without page reference. Some of these concepts or mechanics will be either actually missing, or so difficult to find that it doesn't matter.
  • The index has internal hyperlinks (Good!) There is no way to tell that this is the case unless you mouse over the table and pay attention to your cursor (Not good!)
  • The core rules do not contain an itemized procedure of play.

While I admit it is not particularly fair to drag a one-man team for an eight year project, these are basic issues here and should not have been an issue even for a one-man formatting job. Not to mention that, if we bop on over to Atomic Rockets and dig around we can find a link to a google doc of the 3rd edition High Frontier rules, compiled by the board game's creator Phil Eklund, which avoids most of these errors and is overall a much better reading experience for it despite the fact that I am missing half the context.

Enough of that. Let's walk through making a crew. The steps here are my doing, the book does not specifically enumerate them.

Step 1: Roll for Space Politics

Space Politics is not your team's politics, but the overall mileau of space at the start of the game. In what is going to become a recurring theme, the table has multiple columns but does not indicate if these columns are meant to be rolled individually, or if the table is supposed to be read across with each row as a single entry. I get 'Red - Authoritarian'; "The space race has effectively been won through military, political or technological superiority - usually through force of arms - and the victor is able to control which colonists are permitted into space."

There is a column for card suits, which is for "randomly generating outlooks" - there is no page number or link to outlooks, explanation for what they are, and a whole lot of white space. I err on the side of caution and read the table in rows, so our suit is Clubs.

Step 2: Mission Control

In which we skip over Chapter 3 (Eras) right top Chapter 4 (Mission control), and find ourselves in the first bad omen. Chapter 3 is all background material - important stuff, mind - common technologies, attitudes, things to remember - for each of the major eras...but those major eras are not numbered. They're named - Baseline, Upported, Colonization, Exoglobalization, Futures, Breakthroughs - but they don't have numbers and they don't include the starting years in the header (ex. Upported starts in 2040, but that's in the body description or at the chart at the end of the chapter.)

Interesting stuff, we will return here, there's good material here especially for Mothership. But it is also in the way of making our crew and that makes me a grumpalumpagus.



Okay, mission control. We get a nice table labeled "Second Wave Mission Control Social Units", where we roll for our what sort of organization will be running our mission. Once again, there is no indication if the table is meant to be read in rows, or each column rolled individually. As with Step 1, I am reading it as rows. There's no roll here,as the recommendation is that we are playing as a National Space Agency, which is politics White (Nationalistic / Conservative), has Spacecraft quality Medium, crew quality High (they have experience in LEO and their crew module is spun at 0.6 G), their Contract Age (not explained here) is 36+3d6 (I get 44), and the mission is science.

Alas, my Green ancoms in space will have to wait for another day.

Now some notes - the explanations for aspects of the Mission Control Social Unit are not provided in the order of the table (giving us Crew Quality first and then Color), and they cut up information that should be put together (ie, there is an elaboration of what colors mean outside of the section with the color heading). Also the important mechanical aspect of having a high-quality crew ("the crew will not suffer Microgravity risks until the crew module is damaged.") is not located in the section headed High Quality Crew. If you are navigating this by headers - an absolute necessity with something this dense - you are fucked. Doomed to miss useful information.

Our White social unit color gives us...

  • "White BSUs are religious, nationalistic or family focused organizations"
  • "social units are nationalistic, conservative and family oriented and rely on limiting personal freedoms because of their moral beliefs but also in rewarding hard work and limiting the role of the state."

Oh joy. Positively frabjous day. With luck our re-entry capsule will disintegrate.

There is a secondary table for the type of National Space Agency you are, and I get Privatized.

"The national space program has been privatised but still has an implicit government guarantee and monopoly on space travel.
I feel like a mutiny is in order.

I should also mention that the headers for the different types of Mission Control Units are not numbered, and don't contain the color associated with them (if, indeed, there is a specific color associated with each and we weren't supposed to roll for each column)

Skipping the subtables for the other MC types, we move on to Launch Site. There are no tables to determine what country we are, or what non-country we are, or anything else about our organization other than that we are a privatized National Space Agency.

The Launch Site header is located below the table that it is connected to. I end up rolling the Baikonur Cosmodrome in Kazakhstan, which means my launch corridor is not only complete bullshit and...hrm. Yeah I do not like my options for nationalistic/conservative factions operating out of the Baikonur Cosmodrome.

Next up is Crew Module Design, which splits the tables of Major and Minor Spaceports, despite the Major table having a result that says "roll on the minor table" and the minor spaceports table is absolutely able to fit on the same page as the major table.

Also the Crew Module Design table is not on the same page as the heading.

I roll up...I don't know. It has a Mass of 1 (which is 40 tons of payload), Rad-Hardness of 4, Thruster of 6 * 8 AB 2 (I don't know if that asterisk is mean as a multiplier or a placeholder, the explanation says "thrust * fuel consumption need to enter each burn, with the AB indicating the thruster can afterburn an additional two steps of fuel to increase the thrust by 1." It's also got ISRU 4, which is In-Situ resource utilization, which measures water gathering and resource scouting for building the factories that I keep hearing about but seeing nothing.

There's also a column labeled 'platform', which is additional functions of the module. I get Missile and Raygun. Neither are explained here beyond handwaving at combat applications, and I am referred to the This Space Intentionally supplement (no page number given) or the rules for the High Frontier board game.

Step 3: Other Starting Factions

Now's when it starts getting confusing. To generate other factions, we roll 1d6 for each color not our own, and if the number is equal to era number + 1, so we need to roll a one or a two. I think. I am honestly entirely unsure, because the next heading is "First Wave Crews".

We are, according to the table way up at the beginning of Step 2, a second wave crew. But waves haven't been mentioned before this and what does that mean for era? Are we Baseline, or are we Upported? Back in the Eras chapter it says that Upported contains the tech we need to start playing the game, but if that's the case why is Baseline even mentioned as a starter here, and does that mean that the waves are equivalent to eras? Does this mean that we start at Era 2?

Well, I rolled for Era 1, because you start counting at one. And the only faction I got was Green, who I guess we are on very poor terms due to the space politics roll. Let's jump ahead to page 317 (it's actually page 319) to look at the faction designer.

The faction designer is a thing I don't like.

So. There are three types of factions. Crews of other ships, factions that want to set up colonies, and social factions for everything else. All three get their own waves, which are not bulleted, and they all use different waves. Apparently you can get third-wave crew factions by emailing the author.

There are only 5 major factions allowed total, and only one per color. Makes sense, it's a crowded game. Everyone else is minor, they build infrastructure but don't have their own dedicated map markers (i think?)

Factions have Origin Stories, Doctrines, Ranks (we haven't even touched on ranks yet so I have no idea how this applies to anything else), an org chart, upgrades (found in an entirely different chapter, but at least it has a page number), encounters, faction missions...and one sample.

Yeah you're making up all that save the type of doctrines they faction has (and even then it says that they'll usually have custom versions), generic rank benefits, and a generic Color-based org chart. There's a list of potential colonist factions in the appendix, which is better than nothing, but it is not mentioned in the Faction Designer. You are on your own.

There's some crunch about colony factions but at this point I am irritated enough that I am ignoring them. We're still making characters, remember?

Step (Checks Notes) 4: Crew Demographics

The fluff for the crew comes before the mechanics. Fair enough.

First heading is "Mission Control Nationalities",and is followed by this paragraph:

"When determining crew demographics, some mission controls will restrict the possible nations that a crew member can come from. If this is the case, roll 2D6 for each crew member. If this number is less than or equal to the Nationality Mix Number for the Mission Control, then roll for the crew’s nationality normally; if it is greater the crew member will have the same nationality as the nationality of the Mission Control. Factions without a Nationality Mix Number use 2 if the faction is Red, 3 if White, 4 if Green, 5 if Purple and 6 if Orange."


But here's the thing. That Nationality Mix Number doesn't exist. It pings three time in the 352-page pdf, and all three of them are in this paragraph. If my faction is White, does this mean my number is 3? Or does it change because I have a National Space Agency? Is the crew nationality table where I actually choose what National Space Agency I am working with? or was that listed elsewhere? Shouldn't the launch site be determined after I figure out which country is involved? Cause it would be really weird to end up as Venezuela and be launching out of Baikonur which is objectively worse than French Guiana let alone halfway around the globe.

I didn't end up as Venezuela, because this is the part where I quit. There are tables for ethnicity, language, pronouns, callsigns, and while on their own they might be worth playing with in the future, for the right now I am stuck with hundreds of pages of directions that don't make sense, mechanics that either don't exist or are very well hidden, and no remaining patience.

Actually you know what, I will roll up a crewmember severed from the rest, just to show you what you can get. Next table is nationality.

"Roll 1D6 twice; except roll 2 is 2D6 on roll 1 result of 5. If roll 1 is a 6, roll 1D6. Use a result of 3-6 as roll 1 on the Colonist Nationalities table on the following page. Otherwise roll 3D6 on this table."

I rolled boxcars and I cannot parse this sentence.

(Deep reading has lead me to this: roll 1d6; if result is 1-4, roll 1d6. If roll is 5, roll 2d6. If roll 1 is 6, roll 1d6, and if that roll is 1-2, roll 3d6; if it is 3-6, use that result as Roll 1 on the colonist nationality table.

(Nested tables, gods above and below)

So Roll 1 is 6, then roll 2 is 6, which means that I go over to the colonist table, go down to 6, and then roll 2d6 to get my actual nationality. 6 + 3 = 9 so my crew member is from Iran.

Sweet baby Ganesha on his cute little rat

I go to the Ethnicity and Language table, roll 2d6 on the Iran listing. Get a 5, so I am Azeri (Azerbajani) and I speak...I don't know, what is this notation?

Ethnic language >= 2. Persian <= 3.

I rolled a 4, so... I think I speak Azerbaijani? Do these ranges overlap? Is it "greater than or equal to 2 and less than or equal to 3",  or the reverse?

Gender table I roll an 8, which is Female. Public pronouns apparently change with every Era influenced by space politics, and if this is indeed Era 2, I suppose I should roll. 1d6 minus 1 for Red,and I get a one, so now zero, and...

"I/Me/My/Mine/Myself, You/You/Your/Your/Yourself and We/Us/Our/Ours/Ourselves merge the first and third person so they are no longer distinguished, suggesting a partial or complete erasure of individual accountability, replace by collective responsibility and identity."


While this, grammatically and socially, sounds like an absolute nightmare, it is our first example of something I actually do like in this book, which is that when interesting cultural things crop up, they tend to be very interesting indeed. This is the public pronoun table, not the personal one, remember.

Though I still find it awkward how all of these are based on English when there are so many languages (including this obscure one called Mandarin Chinese) that get by with something much simpler. I guess it's justified by everyone speaking English as well as their normal language? Or they're more just examples to indicate attidues. I like that option best.

(The gender table is more of a sex table on the whole, but it has a solid selection of options including transhuman ones for later eras. Though the explanations of the results are neither in the order of the table nor in alphabetical order.)

My callsign is Rotor Excellence - PCs only get callsigns (because name tables for all those background options would be extremely cumbersome. I think this is a good move.)

 

Final Thoughts


I'm calling it here, because I ain't making three more of these chuckleheads. I did make an interesting character and the hints at the setting have the imagination running, so it certainly succeeds in that respect. There's a solid section on safety tools at the beginning of each book.  It's all the surroundings that's choking out the brilliance that is here.

There's skills and there's assets and upgrades and risks and infrastructure and travel and other stuff, four entire books that I haven't touched on, but I'm not going to review that. I will certainly write more posts about it, but the review is over, for one reason more egregious than this

There is no rules summary nor procedure of play section in the core book. Indeed, if you want to get an idea of how to actually play the game, you need to piece together a bunch of disparate fragments found across multiple books and that is fucking unreasonable. I am not psychic. I am not immortal. I am not 17 with unlimited time and low standards. If one is writing a game, and the game is intended to be played, it must be written reader-first. Especially when dealing with complex information. Especially when trying to teach complex information. I want to play the game: Let me play the game.

I brought this up in the itch page discussions, and it wasn't productive. I was told that the game both "assumes you have bought and played the board game" and "It is entirely standalone", and that the basic information necessary for play is not even contained in the core rules (it's all in This Space Intentionally, a fact that is exhausting. There is indeed a numerical list of steps to take, and it is not in the core rules), but the fact that the author of the game can pull an entire 180 in the space of two posts wrt the necessity of outside reference material has, if nothing else, confirmed that "standalone" no longer means anything.

Sigh.

There is, I swear, a whole lot of good in 60 Years in Space - it's just that none of it is actually the game. The flavor, especially in All Errors My Own and A Lot of Zeroes is fan-fucking-tastic. And I say that with total sincerity, it's some of the best sci-fi idea work I've seen in RPGs. Steal it for Mothership or Solarcrawl or something else. Or just read it, it's a good time.

But as a game? As a system of rules intended to be read and learned and taught and used at a table to play a game of imagination?

Unfit for purpose. Needs an editor with a keen eye, a red pen, and a hacksaw - at minimum.

Next post I write about it will be positives, because I ain't letting these random tables go to waste. Paid 50 bucks for these books and honestly despite the disaster of the game's presentation.

And it doesn't even have the benefit of Creative Commons.

Tuesday, February 28, 2023

12 Cultural Relics of the Post-Event Age

The After the End mod for Crusader Kings remains a favorite of mine, and a new version just came out. Instead of playing it (as I do not have CK3 and find those games more fun in concept than in direct experience) I have been digging through the localization files and reading up on all the fun post-apocalyptic religions. I might do something with those later: for now, the result is this.


1. A narrative hagiography of an Old World folk saint; the subject of the text, Saint Heboyé, is a cambion born of a demon father and a human mother, who wanders the world performing many miracles (typically defeating monsters, performing exorcisms, and providing aid to the common folk). Most famously, he is said to have been instrumental in the defeat of a seven-headed dragon and made a journey into Hell for the purpose of releasing souls trapped there. The illustrations in the source codex are striking, their use of color and shadow is rarely well-replicated by other scribes.

2. The common folk revere a panoply of tutelary spirits called poh-geman - brightly colored, simply drawn animals and other more exotic beings, invoked as protectors and spiritual companions of children and the household. They are believed to increase in power when gathered together, and thus it is common to amass large collections of icons, medals, especially in regions where Old World artifacts are still easily found.

3. The Saga of the Wars of the Firmament are a series of oral and written traditions detailing an ancient war and the cosmic conflict that drives it. The heavens have been thrown out of alignment by human sages confusing the powers of light and dark for good and evil, and the resulting imbalance leads to an all-consuming war that lasts for generations. While the main storyline follows the family tree of the Walk-the-Sky Clan, dozens to hundreds of narratives have been dedicated to minor or side characters. It is expected that any decent orator will focus their telling according to their preferences, revealing aspects of the wars in new ways.

4. The gongfarmer brothers Marius and Aloysius are extremely popular stock characters in comedic plays. Most famously they rescue the Princess Persicia of Amanita and her handmaid Bellis from the clutches of the Tarrasque, and are accompanied by a rotating cast of secondary characters: Asinus Conagus the great ape, Bufo the Amanitine majordomo, Catena and Séamus the warriors, and the rival gongfarmers Virius and Valerius.

5. In a tiny village in the hills, it is customary to greet guests with a plate of steamed pork dumplings and the phrase "It is my hope that this meal will not be forgotten."

6. A gorgeously illuminated and perfectly transcribed manuscript of _The Last Unicorn_. Not a period is out of place. Unfortunately, a long period of unpopularity for Old World Nglesh texts has led to the book meant that no copies were made for several generations, and now the book is now so old that it's uncertain if it can survive the copying process.

7. The mystery cult has been appearing in the cities around the Great Lakes in recent years. They wear black robes, black masks, wield swords with no tip, and wear no tunics no matter the chill. They claim to be a penitent order, here to expunge sins from those who submit themselves to their practices. They hold their holy text in extremely high regard, and spend significant time in analyzing it. They are rivals to a school of mendicant knights, who worship the sun and aid those in need.

8. Saint Ripli's hagiography is a simple one; a common laborer, she was shipwrecked on an island with a company of soldiers. Finding a destroyed village, she learns from the single survivor (an orphaned child) that a demon stalks the island. Most of the soldiers are killed by the monster, but Ripli is able to injure it with fire before performing the exorcism that casts it into the outer darkness. Her cult has drawn recent controversy after refusing to comply with decanonization of their patroness (the St. Louis papacy has declared that, as Ripli did not actually call upon any divine aid, she does not classify as eligible for sainthood.)

9. A vast, amorphous, syncretic collection of deities, each representing one or more fundamental Powers of the world and demonstrating mastery of those phenomena. In traditional stories, each of these gods has a human form and name that they use while living among mortals, taking on their epithets only when exercising their Power. Exist in many loosely-defined pantheons and complicated family trees, with the three most popular being the Gods of Justice, the Marvelous Gods, and the Once-Men. Constantly warring against each other and rival villain-gods.

10. Pilgrims from certain rural communities will travel on foot to the center of the Yellowstone Eruption Zone (called "Murder" by this particular folkway). Groups are always nine in number (an auspicious number) and the pilgrimage itself is referred simply as "Going and Returning. If possible, a ring will be thrown into the caldera - symbolizing the breaking of one's oath sworn to the Lord of Worldly Evils.

11. An executable program titled "Dwarf Fortress v1.11" resides on the reliquary computer at St.Brendan's abbey, and it has puzzled the monks there for decades. It is believed to be a complex spiritual practice or meditation aid, wherein one takes the role of a god caring for an uncooperative people. God willing, the monastery's second windmill will be completed soon and the expanded electricity budget will allow the reliquarists more time to unravel its mysteries.

12. Belief in beings from other worlds is commonplace and the source of many cultic practices. It is a widespread claim that these godlike beings arrived in "flying chariots like silver wheels" to witness the wonders of the Old World and pay homage to the great works of the ancestors.

Saturday, February 25, 2023

MSF: Kara Koren and the East

To the inhabitants of the Hespermont, everything east of the Magelands tends to blend together. The great plains of Kara Koren, with their herds of megafauna and bison-riding nomads, are treated as a distant monolith; simplified out of practicality in the common fate of far-away things.

But of course, Kara Koren and the eastern lands are just as diverse as their western neighbors, and they shall be our subject today.

(This post is built off of this old setting I had written some time ago. Not initially MSF, but it was easily integrated.)

 

The Lands Under the Sky

In the west, Kara Koren borders the Magelands and the Eostremont. To the east its boundary is the Brown River, past which is Ghan. To the south it touches the Thermodon Plains, the Blackwine Sea, the Heartlands, the Empty Quarter, and the uppermost foothills of the Tiger's Spine. To the north there is the great tundra of Vaal Gahn and the lands of the Udoretz, and further still there are ever-frozen Dhuam and the nameless floes at the crown of the world.

It is singular in neither geography nor climate (possessing in turn steppe, savanna, desert, taiga, forest, riverlands and hill country), but on the whole it is vast and flat. Large cities are found mostly in the Twin Lakes region, along the major rivers, or near those aquifers that can support them. Political alliances and confederations are fluid, often subtlety defined, and guided by the ease and necessity of movement (and thus to the outside world, often either coalesced into generalities, or pulled out of their surrounding contexts and portrayed as more independent than they are. The Twin Lakes and the Hollowhorn are still considered the representative polities of Kara Koren, as leftovers from when the Second Empire extended the status of foreign state to those two parties alone and lumped the rest into barbarians. The malice might have faded, but the issues of categorization's influence on imagination remain)

Regardless. Listed here are some places of note from across Kara Koren.

  • The Twin Lakes - Called Dawn and Dusk, the Twin Lakes and the rivers that feed them have served as the basis for the larger sedentary civilizations of Kara Koren for millennia. Presently, the leading confederation is the Belted Hunter Tent (traditionally, chiefs would gather in tents with the stars painted on the interior roof for everyday tasks, and this has carried over to modern governmental practices.)
  • The Hollowhorn - A long-dead volcano rising out of the steppe like a sleeping god. A sacred place for all the peoples of Kara Koren, the villages at its base are appointed neutral territory where wars might be ended and differences settled. Here the great Greybeards hold council and the wisest among them are permitted to climb the mountain; few even among those might descend into the dark of the lava tubes and visit with the Last King as he sleeps and dreams.
  • Grand Zaratan - A turtle 200 cubits across trawls a lazy circuit around Dusk Lake. He is more ancient by far than any of the peoples now living there, and even the sages who lead his cult say that he descended into misty senescence long ago. A tiny temple is built on his back, and fishermen will pull their boats beside him and light a candle for his intercession.
  • The City of Teeth - An ancient walled city with a deep aquifer. Has been used as a trade stop for centuries by travelers on the Long Road. But the wells and caravanserai are all outside the walls, and the traders avoid its ivory-tiled gates even as they hang open. Those who enter the city, naturally, do not come out.
  • The Endless River - A river that flows in a irregular loop some fifty miles across, having neither source nor mouth.
  • Ödtyqat - An immense canyon system just north of the Heartlands, carved by wind and water over millions of years. Famed for its incredible beauty. Its genius locii, the King of Many-Colored Stone, permits only a few visitors to make the trek down into the bottom of the canyon.
  • The Graveyard of the Great-Grandmothers - The oldest and most sacred resting place of the steppe mammoths. Humans are not permitted within miles of the site, an edict enforced by a seven-generation curse. Folktales persist of the Oliphaunt Sage having once paid his respects there.
  • The City of 1000 Skulls - For reasons long forgotten, the cliffs and boulders of these hills along the river have been carved over generations into vast skulls. Many are large enough to serve as houses, though the inhabitants have a tendency to carve whatever stones are on hand, down to tiny pebbles, as further decoration.
  • The Temple-Mound at Annu-dath - A prehistoric burial complex, covered over with soil and built atop of again and again until it became an artificial hill visible for many miles around. Many long millennia after the complex was sealed, the stone doors opened of their own accord and revealed a pallid, blind creature not entirely alive, that stood in the shade of the gate and declared "All are welcome; come and see". It beckoned to the darkness beyond. Word has spread far and wide. The depths are calling, and their call has been answered. Pilgrims of the blade and torch, delvers and the desperate, trudge towards Annu-dath. There is a command in their souls to go deeper.
  • The Sage's Tree - A gnarled desert pine along the roadside, held by tradition to have learned the secrets of the universe from the sage Walks-on-Shells. Whatever secrets it learned were clearly not the ones it was seeking, as it's likely the most bad-tempered tree in the world. A right bastard, that tree. My cousin saw it clothesline a camel once, just because it could.
  • The Cornflower Bond - A confederation of maize-barons and water-guilds on the Long Road. Relatively new on the scene, having formed after the War.
  • The Circadean Papacy - From the carapace-encrusted basilica in Ris Tabol, the pontifex chitinous leads the small and zealous flock in worship of the enormous insects that cyclically rise from the earth. A persistent (if generally harmless) irritation to the Thermodon amazons who fight the fucking things.
  • The Nameless Towers - Dozens of square-based towers built of seamless stone. The builders are unknown, as are the inhabitants, if any; wizards of antiquity or monsters, as people presume. There are no doors, save the images of them painted on the east-facing sides in fading blue.
  • The Orrery of Ksanesklas - A hilltop observatory commissioned by the great warlord in his waning years. It has been maintained and expanded in the centuries since, and currently houses one of the largest telescopes in the world as well as an animated model of the known solar system, each planet rendered in beautiful detail on stone spheres the size of an ox.
  • The Laughing Nation - We cannot stop here. This is clown country.
  • The Salt-Bone Sea - An inland sea that dried up long ago. Salt-mining settlements pepper its margins, and occasionally some mad-brave souls will mount and expedition to the islands of the interior. Those that come back often return with carts full of fossils.
  • The Burning Place - A mine that caught on fire and simply hasn't stopped burning.
  • Land of the Bison Lord - You will know him by his silver mane and enormous horns, and if you are wise you shall pay him homage and back away slowly.
  • Sarraganda, City of Tents - A migratory city, a superfluid state. Caravans come and go, nomad tribes might stay for a season or so, the sea of bright-bannered tents crawls slowly across the open grasslands.

 

The Twin Lakes Civilization

Little of this civilization has survived to the modern day: Oral histories from the peoples of the region have thus far lined up with what archaeology has been able to confirm: the Twin Lakes Civilization was a sedentary magocracy, its founder was a sorcerer king most commonly known as Takal Nûn, it collapsed due to unknown reasons (sudden climate shift, mass famine, and rebellion being the most common theories), and that those peoples who migrated into the region after its collapse destroyed many of the remaining traces (considering the remnants to be cursed in and of themselves.

There are ruins to be found through the Great Lakes region and its river system, a few remaining irrigation canals, and some submerged structures beneath the Dawn Twin. From these remains, it is believed that the TLC organized itself around palace complexes - fortified civic and economic hubs with linked agricultural communities surrounding them. The largest palace complex is found underneath the waters of Dawn Twin, and a dozen other major sites have been identified - the largest being those located on the shores of both lakes or at river / canal junctions further abroad.

The TLC had developed writing by the time of its collapse, but the script remains undeciphered. Inscriptions were especially targeted during the post-collapse period, and the TLC language did not appear to have any link to the language families that now inhabit the region. The scripts currently used likewise have no connection.  

Those artifacts that survive are primarily worked stone, bone, or clay. Metallurgy of gold, silver, tin, lead, copper and bronze are relatively common, with bronze implements mostly limited to weaponry and orichalcum devoted to wizardry. Rarest of all and exclusive to weaponry is a brittle crimson metal with veins of black that, when specially treated by magical craft, was equivalent to steel. Shards of this material would be embedded in bone clubs as a weapon for elite warriors, commanders, and government officials.

It is hypothesized, but not yet confirmed, that the Twin Lakes Civilization experienced at least a partial Hell Emergence Event. At the very least there existed a sizable sorcerous class skilled both in biological shaping and the building of devices, which might have lead to widespread industrialization had the TLC not collapsed.

The sorcerous artifacts and arcane detritus of the TLC have traditionally attracted the attention of wizards, who in turn bring their own sorcerous artifacts and leave behind their own arcane detritus, and this (plus some exaggeration in the telling and focus on novelty) is much of why the lands of Kara Koren seem to have so much strangeness within them.

 

Peoples of the East

To the peoples of the west and south, everyone who lives in Kara Koren is buruq. This is technically true, if only because "ruq" is the root word for "person" in the most widespread plains language family; "buruq" is used as an endonym primarily in the Central and Great Lakes regions (the major cultural contacts with the Eostremont and Second Empire), but its wide spread does not mean it is exclusive.

As anywhere, there is great diversity among the peoples of Kara Koren in appearance. Most commonly their skin is brown or reddish-brown, with the shades lighter in the west and darker in the east, and their hair dark and tightly curled. Light hair is uncommon but not unheard of, and more often found in the west near the Eostremont peoples. Descended as they are from neandr and anakim peoples in the distant past they trend towards both height and broadness (enough so that peoples of slim stature are noteworthy for the difference), though they are not so large as the amazons or the wudu-wasa.

There are eleven (generally) agreed-upon culture-regions across Kara Koren, each consisting of many smaller culture-groups. They are very loose categories and typically only used by anthropologists from elsewhere (as the inhabitants of Kara Koren, having more pertinent knowledge of things, divide cultures up according to more locally-relevant criteria). References to "Korenic peoples" should not be used as indications of a singular Pan-Korenic culture: instead, it is used here in accordance with scholars of the region to refer to groups that either have a representative seat at the Law-Calling, have a common institution of Hollowhorn pilgrimage, or practice folkways according to the Horag Chat, the Way of the Great-Grandmother Mammoth, or the Practices of Greater Sky.

But the eleven will do for now. They are:

  • Western - Abutting the Magelands, the Eostermeont, and the northern Blackwine Sea. Groups from these regions will typically demonstrate a blend of cultural traits from their neighbors. Mostly settled agriculturalists.
  • Central - Those groups that inhabit the central plains of Kara Koren. Most are seminomadic or fully nomadic, living off and with the great variety of megafauna that call the plains home. The common image of a buruq nomad riding atop a bison in his colorful quilted coat and great furry hat is specifically from the peoples of this region.
  • Great Lakes - The largest group of sedentary peoples in Kara Koren. The descendants of those who migrated to the region after the collapse of the TLC, merging with the descendants of the remaining survivor-underclasses who remained.
  • Southern - Those groups that abut the Heartland. Still carry a certain amount of artistic / architectural / linguistic influence from the Second Empire.
  • Southeastern - Those isolated groups that live in the deserts that border of the Empty Quarter. Generally have little overlap with the other regions.
  • Mountain Peoples - Confusingly used for two culture families with no connection to each other. The first being those groups that live on and around the sacred mountain, which are the smallest by population. The second being the Korenic inhabitants of the northernmost reaches of the Tiger's Spine.
  • Northwestern Taigic - A region inhabited primarily by the easternmost Dayrdani peoples.
  • Taigic - General category for all peoples who live south of Vaal Gahn, east of the Dayrdani lands,
  • The Long Road - The inhabitants of the city-states that dot the east-west trade network.
  • River Peoples - Those groups that live along the Brown River or one of its tributaries. Has become generalized to include most groups that live east of the Great Lakes watershed.
  • Isolates - Culture groups with no apparent connection to any of their neighbors; if there are any connections to other groups, they will be greatly diverged in place, time, or both. Nomadic members of this group are occasionally split into their own category


Finally, a brief list of some isolate peoples.

The Hairy Men - They live beneath the hills in tangled earthen warrens. Men and women alike are covered in soft, deep brown hair from head to toe, and they go about unclothed otherwise. Their lives are, as much as can be observed, peaceful and simple - their inner depths remain well-hidden from the outside world.

The Pale Men - Stocky build, pallid skin, hair black and thin. They came from the far north, seeking to introduce civilization to the southern peoples. Their cities of black metal are like cathedrals, like hives of insects, smokestacks vomiting into the sky. The gates are open - come inside, and they will teach you their ways. They are humorless at large, and do not care for the gods or stories of gods.

Enemies of the Pale Men - None know who or what drove them south from their bitter forests; the Pale Men say nothing on the matter, and so we are left with hearsay and supposition.

The Bloody Men - Their bodies are striped with the scars, scabs, gouges of self-flagellation. They strike with violence at all other peoples of Kara Koren, demanding tribute - gold, herds, worked metal, slaves. They have no cities nor villages, nor even domesticated animals - they ride zoanthropes the size of horses, lank-haired man-things with limbs like that of a spider and jutting jaws filled with too many teeth and hands with cracked, blackened claws and yellowing, rheumy eyes. 

The Burned-House People - Perhaps once a generation or so, they will set fire to their villages and move onward, carrying only what they might take with them on their backs. When asked why they do this, the answer has always been "it is to set things right" - though in their dialect, the act of "setting things right" derives from the same root as "exorcism" in neighboring languages. 

Yamnaya - A people that live in the place called Eight Pits, located in the north-west of Kara Koren (that is, a little ways northeast of the Magelands). The pits are smooth-walled and seem bottomless, though their sides are pockmarked with hidden chambers and secretive passages carved out over generations. it is said that in the distant past the Yamnaya emerged from the pits to the surface world; now it seems that they have begun the gradual process of returning to their subterrene complexes.

Pan-De - The baluchitherium is the greatest of all Kara Koren's beasts, and it is the Pan-De alone who have learned how to domesticate the king of all creatures upon the earth. They are a nomadic people by necessity, following the migration paths of the great creatures they tend. They are merchants, mail-carriers, bearers of news both good and ill. If you find yourself in need to translation or safe passage, seek out the Pan-De; they might provide both to you.

Kûnnurat - Takal Nûn's empire is the earliest civilization known to practice the guided breeding of slave-soldiers (a practice which wizards have returned to with depressing regularity). All of Takal Nûn's warrior castes either died during the collapse of his empire or further mutated into more divergent forms (both outcomes from the sudden loss of the sustaining enchantments that kept them bound and shaped), save the Kûnnurat. The ages have softened many of the tendencies that they were once engineered with, and cultural outlets have handled the rest (diverting the advanced aggression and musth periods of the men into grand sport-wars fought amongst their clans).  

Beast Men - They wear the heads of goats and the hides of dogs and have forgone the speech of man entirely. They kindle no fires and build no houses. There are no women among their number, nor children, nor do they sire by rapine: Instead, it is said that they couple with demons of the earth during the dry season, and new among their number rise full-grown from the mud come the rains.

Men of the Moon - Silver-skinned and hairless, taller than a strong man by half. Their eyes are like obsidian, their voices are like flutes. They are accompanied by short, four-eyed men swaddled in extravagant silks.

Those Who Are Not Men - Seen only ever at a distance in the twilight: dark forms thrice as tall as an ordinary man, standing in groups of two or three, their eyes like the last embers of the sun. That is all that can be said.

Friday, February 17, 2023

MSF: Growing Up in The Hespermont

"The first breath ignites the soul. Hear the infant's war cry against this unjust world!"

The path through life is a thing of infinite fractal complexity, and anyone who says there is only one means of traversal between birth and death is a fool. And so this is only a general summary of one corner of the world, but it will suffice for our purposes now. I will be referencing Pen & Tam and their lives throughout.

Birth

You arrive in the world in the typical manner - screaming your lungs out. This will be at home, under the watchful eye and careful hands of the local midwife or witch. The latter will be able to provide more intensive care and is called in to assist with more difficult births (a caesarean section is called a witch's door for this reason). Thanks to thousands of years of refinement in the midwife's craft, complications are rare and mortality for both infant and mother is low.

The first name you'll be given is a temporary one - something intimidating, ugly or unpleasant, so as to scare away any demons that might be lurking around the home. Tam's birthname was "She Bites Off Fingers" and Bo's was "Rotting Meat Heavy With Maggots", for example; Pen never got one, as the practice isn't held in Pelai and she was several months old when she was adopted.

Naming

Seven days after you're born, you'll have your naming ceremony. This will be held either at home, the local church, or at the town lodge, and will be presided over by the community priest and one of the local folkway practitioners. Naming marks your initiation into the Great Dûn (the manudûn; the kinship community encompassing of all humanity) and the Compact (the agreement between humanity and the Folk). Naming records are typically held in the parish of your birth with a copy kept and at the county seat, though in more remote rural areas they will be hard to come by (as we saw with Maggie).

There is typically a large party in celebration.

Childhood

Your early years will be spent under the watchful eyes of a network of parents, grandparents, extended family and family friends. Multigenerational households are common, and it's expected that at least one of the children (and sometimes more) will take on the home and care for their aging parents. It is common to find elephants employed in childcare (at least, when there are elephants around), as they are infinitely patient, good at leading herds, and forget nothing (We see a glimpse of this with Pen and Tam, where there is reference of Waterseeker bringing a band of children around for storytime).

Schooling - Even in rural regions it's an expected thing for everyone to have some basic literacy and numbers. Schooling is not nearly as rigid or formal as what we are put through here in our own world: the teaching-storytelling tradition of the Hespermont is extremely robust and so those who never set foot inside a schoolhouse will still find themselves on a solid foundation. Generally, pedagogy focuses on helping students understand the connections among aspects of the world, and views such knowledge as holistic instead of a series of differentiated subjects - to understand the history of a place you need to know the people of a place, the soil and the spirits and the water and the plants, and the care of it all. And to understand any of those topics, there is even more to learn.

Youth

At 11 or 12 or so, you are considered a youth - no longer a child, but not yet officially an adult. It is a time of greater responsibility and you'll undergo two major changes in your life.

First will be the official beginning of your apprenticeship - while you've likely helped out with the family trade before, this is when you are officially taken on in training, whether by your parents or by a mentor. The actual specifics of an apprenticeship vary with the trade, but whatever the field this is a period for developing skills and knowledge.

Secondly, you will be able to accompany a parent or other adult family member to meetings of the local lodge. You won't have an official vote, but you do get to participate in the discussion and you may serve as a representative for your family if no one else is available.

(Additionally, those who feel the call of Tongsi and wish to change their bodies may present themselves at the temple to begin the process.)

There is typically a large party in celebration. Your apprenticeship and schooling will continue, sufficiently blurred so that there is no real border between, for the next several years. 



Elevation

As the beginning of your apprenticeship marked the transition between childhood and youth, its end now marks the arrival of adulthood. You will be charged with completing a sizable task, chosen by your mentor(s) according to what is deemed a fitting challenge for your skills (though you will generally have a hand in proposing it). For those in crafting trades this will be a capstone project, for those in other fields it will generally be working without any outside aid or guidance. The task doesn't have to be completed alone, though if it is a multiperson job you will have to take a leadership & planning role.

At completion, there will be a final appeal in front of a board of judges (your mentor, plus other adults from the community who can properly judge both you and your work.) You will make your case and answer their questions to satisfaction, you're sworn in as an adult. A party commences.

(It is possible, though uncommon to fail at the task, in which case you can re-apply after half a year to a year. The task might be repeated, a new one might be done, or the original might be continued and improved. The task itself, and even its outcome, is of lesser importance to how you conduct yourself during it - if your capstone work is a failure, but you show that you understood how the failure happened during the appeal, you will be judged satisfactorily.)

(I don't know what Tam did just yet, but Pen went out and hung out with the spirits in the deep woods.)

Adulthood

As an adult you may now form or join a household, marry, and have a vote in the proceedings of your local lodge. But before all of that, you are probably going to spend some time traveling around. These are the wandering years, a time to see more of the world and find your place within it.

There are generally three ways to go about it

First is the simplest - even if only for a summer, you pack a bag, take the cash your parents saved up for you, and head out. Sometimes by yourself, sometimes with a friend or two. It's often used as an opportunity to go on pilgrimage to the shrine or temple of a god you favor, or just to do a bit of touring. You'll do odd jobs to support yourself on the trip (and thus often find yourself in the company of the hobaretori

For those with a trade to practice, it's expected that you'll go and learn from masters out in the field and practice your trade on your own.

The third way is through enrollment in a university. University education is highly specialized and often tied into magical arts (not full wizardry, but certainly beyond what most people practice), and contains the least amount of travel (though most programs will involve field study of some sort).

(Pen did a pilgrimage plus some folk-work field practice, Tam did a program on wizarding studies at the university in Bensael.)

Marriage

Marriage in the Hespermont is an incredibly complex topic, and in trying to write this section I find myself diverging almost immediately into discussions of tax collection, inheritance law, views on sexuality, and religious traditions. I will save all that for an upcoming post on social worldbuilding, and focus here (briefly) on the interpersonal aspects.

Marriage in the Hespermont does not have much of an economic or legal role (more on why in the forthcoming post), and is instead nearly entirely geared towards the realms of the personal, social, and spiritual.

On the personal level, it's simple as it tends to be; human beings long for emotional and physical intimacy and build ways to celebrate that on a broader social scale.

On the social level, its a function of family / clan / tribal dynamics - these things were vital in the past and are still very important in the modern day. Marriages form and strengthen alliances between groups, and increase understanding between them (exogamy has traditionally been common for this very reason - it's practical to be on good terms with the clan over the hill when the swine-things start attacking.)

On the spiritual level, marriage is tied to the gods; those getting married are assuming the mantle of the gods (usually Lu and Tubalkhan, but there are many different patrons available for those who are spiritually drawn to different dynamics) To act like the gods is a core part of the worship of the gods, and so marriage is part of this.

There's always a party. Folks in the Hespermont love having parties. 

**


These are the first four age-grades of your life - infancy, childhood, youth, adulthood. When your children have themselves grown to adulthood, you will be an elder, and when their children are grown you will be among the great elders.