Wednesday, 10 April 2019

BUT THESE ELVES ARE (slightly) DIFFERENT!!! - Aeth for Eldritch Foundry


Gracile, artistic, charismatic, social and rare, Aeth are generally considered attractive, though somewhat alien.



BODIES

Slimmer bones, a less-dense build, a subtly-different skull shape, a different musculature and long, lateral, pointed ears characterise the group.

The stockiest and heaviest Aeth could be mistaken for slender Somon, those of the most strange and gracile shape barely look anything like human, seeming almost alien.

The shifting of their muscle arrangement, combined with their hyper-sensory abilities, gives them a distinctive, flowing kind of movement. They can move with incredible speed and surety without much of the bobbing hip-to-shoulder flexing that signifies Somon and Deoth actions. They move like water flowing across sand, like expert dancers or masters of the rarest combat forms.

The lightness of their bones makes them vulnerable to breaks, the power of their muscles proportionate to weight makes them roughly as strong as a Somon, but faster, and with lower mass. The force of an Aeths blow comes more from the speed of its delivery than the weight behind it.

With their remarkable senses and shifting, torsional movement patterns, such blows inevitably land at the most vulnerable point, and the curving slice typical of Aeth close combat is a familiar sight to those who fight with or against them. They can open a neck like a second smile.

But against very well-armoured opponents, or anything proof against cutting or piercing, their classic styles can have serious limitations and wise Aeth practice with a range of weapons and styles for just such occasions.



SENSES

The few scholars to have performed autopsies on Aeth have discovered multiple corpus callosum; slim bands of white matter linking areas of the brain across the hemispheres. Some Aeth have been find with two of these, a handful have had up to five. Somon have one.

While their hearing, sense of touch and distance vision is a little better than almost all Somon, the real strength (and curse) of the Aeth, is their ability to process patterns of complex information with enormous speed, fidelity and penetration.

They could literally find a needle in a haystack, if you spread the whole thing out, spotting the shining metal instantly. They commonly see camouflaged objects or hidden things. They can hear and understand two separate conversations at different ends of a crowded room.

The average Aeth sees like a forensic artist, smells like a great wine taster, touches like a fine seamstress and hears like a blind man. All of this is happening, at once, all the time.

It’s both claimed and denied by the Aeth that they possess a kind of taste psychometry, that by smelling or tasting something they can divine aspects of its history, where it comes from, what it has been exposed to.

No-one knows if this is a strictly physical ability, like a kind of super wine-tasting phenomena, or if it includes actual psychic or magical powers. Aeth seem to deliberately muddy the waters on this one, sometimes suggesting or performing actions that suggest some level of magical power, other times mocking and denying the same notion.

They claim to hate the taste of monocultured grains and tame animal flesh.



AESTHETICS

It’s rare to meet a badly-dressed Aeth or one with a poor sense of beauty. 

'Bad' patterns are unpleasant to them, giving a kind of stupid or awkward feeling, like bumbling language, lumpy sweater or wobbly chair; frustrating and wrong. One reason they tend to prefer nature to civilisation is that almost all of natures patterns are fractal, possessing deep recursive complexity. Though it can be ugly, nature is only rarely awkward in the same way badly made objects can be. But when you do see them in civilised lands they always have an extremely tight and focused grasp on their aesthetics.

Aeth can tolerate ugly people, their skin, hair, iris, nails, breathing pattern, walk and movement still have natural patterns inside them, but they cannot tolerate ugly choices. People with bad or awkward taste, especially nearly-good taste, are almost tangibly frustrating for them.

Most Deoth-made objects are well made and, though not graceful, are finely proportioned and neat, making sense at every level of construction, so are not displeasing to an Aeth eye. It is one of the few things they have in common as groups.

As individuals, Deoth and Aeth can learn to get on quite well if they have time to acclimatise to each others quirks - but they generally do so through Somon groups. It’s been said more than once that without Somon, with whom they both have something in common, there might be very little interchange between the two.




PERSONALITIES AND POLITICS

Aeth are a little more sociable than Somon, especially the ones who semi-integrate in the Blackwater culture. But the major difference between the two groups is their level of openness to experience.

The baseline level of openness for Aeth is at the higher end of the human scale. In a sense, as a group, they all have an 'artistic' personality. This makes them much less tolerant of stable pyramids of authority. Very conservative Aeth are like reasonable Somon while those at the far end of the Aeth scale seem to Somon, almost mad; hyper-sensory, manic, sensual, unstable, interested in everything (briefly), communicating largely in song, rhyme or verbal games, making almost everything a game.

And in some ways, terrifying.

This, plus their aversion to monocultured grains and 'tame' grown meat, means they usually have a low population density and societies that focus on hunter gathering.

Aeth in hierarchies need to be rich to afford the rare foods they can actually tolerate, unless they want to go out licking dew from flowers, or drown themselves in drugs and alcohol to mask the unpleasantness.

Most Somon will never fully grasp that the differences between "Wild" Aeth, "Blackwater" Aeth, "High" Aeth and "Dark" Aeth, are really just differences in personality, politics and diet.

"Wild" Aeth live as migratory hunter-gatherer tribes in the Mountains of Reality. They are almost anarchist, having loose family hierarchies.

"High" Aeth are closer to the human standard. They like buildings, owning a library and being able to read a newspaper and go to the theatre and they are willing to tolerate a degree of hierarchy, and expensive food, to get these things. Because they live so long those willing to interact with social structures and hierarchies, over time they usually end up financially, culturally, magically and politically powerful.

The "Holy" or "Old" lines that still exist in the closed palaces at the centres of many of the Grey Cities are, or were of this kind but other such Aeth can be found in small numbers in a handful of cities and settlements across the Blackwater.

"Blackwater" Aeth are those who can just about tolerate the Blackwater culture, but who do not settle. They pass through, moving through society like "Wild" Aeth move through a forest.

"Dark" Aeth are those who have realised they can eat Somon and who do so. Some from a sense of racial superiority and natural right, some from pure maniacal Anarchism, some because they have been driven insane by the Wastes, the thieving rain, the children of Yggsrathaal or just normal trauma. They make a culture of preying upon people, either discretely, using subterfuge, or directly from marginal waste kingdoms and roving tribes.

These creatures are regarded by most Somon as almost a separate species; nightmare shadow-stalking predators. But of course any Aeth could eat a person if they really wanted to.



DREAMS AND REALITIES

Aeth can come wreathed in strange effects, as if they were entangled in another world, strung slightly across realities.

Their shadow can arrive a moment before or after they do, pooling like liquid. Reflections can be half a second slow, mirror selves make strange unconscious gestures. Some Aeth cannot sign their name the same way twice, or write the same name twice, there are some that plants bow to at unpredictable times, saplings leaning like courtiers. Some are continually mistaken by their walk for someone they are not. The portraits of some Aeth change expression when no-one observes. With others, anyone playing or singing music around them compulsively adds a timbre of tragedy to their voice or string, meaning they only ever hear sad music.

whatever they experience in their dreams, Aeth almost never speak about it, though they take it extremely seriously.

Their emotional state and even cognitive pattern can sometimes be altered hugely by something they experience in a dream. They can wake up crying or exalted, can change political, social or moral views while in a dream or, even more rarely can seem to go utterly insane in a dream, apparently suffering massive trauma, becoming incoherent, speaking different languages, with more or fewer skills and powers or with a totally different set of abilities.

This is not common, but it is well known. Aeth seem to accept this as simply something that occasionally happens. It freaks everyone else out.

You can never be entirely certain what you are going to get with Aeth.

Many think the Aeth dream that they are somewhere else, leading a different life, or that the Aeth may actually be in two realities at once, or believe they are, or that they take part in a self-awareness that is stretched across realities.

This might explain why they can have very strong reactions to other Aeth they have not already met and of whom they should know nothing.



TERAVORES

It’s a half-open secret that Aeth can smell, or sense, many of the more common kind of monster.

“They were dumped into reality like cats into a mouse-plagued barn.” - Vosis Fail, excommunicated Sophont of Yga.

Generally, if you are in Aeth lands, or lands they are passing through in force, you are safe from monsters, as the two kinds will hunt each other to extinction.

Less well known is that Aeth find many 'monsters' delicious and will actively hunt them for food. They do not spread that information about.

What is almost completley unknown is they also find Somon flesh delicious. Even many Aeth do not know this, it is a closely guarded secret. They only really become fully aware of it if they taste human flesh or blood.

One of the things that 'attracts' Aeth to Somon is their smell; pungent but not displeasing, a little like cooked mushrooms.

This is part of what gives many Aeth their reputation for sociability with Somon. Most Aeth are educated to process this as a cultural, sensual or personality factor - many believe they are drawn towards Somon cultures due to their "energy", invention, opportunity and the things a dense hierarchal society can produce; music, arts, scholarship and amazing clothes.

This is partly true.

But many Aeth will never fully grasp that, to them people are delicious




HALF-AETH

As strange as Aeth can sometimes be, they hit many of the classic markers for attractiveness to Somon. They are also open, social, charismatic and often powerful.

A lot of people want to sleep with them, A few succeed. Children are rare. Fertile children are even more rare, but Half-Aeth are lot more common than almost any other kind of cross between Dreaming Peoples.




Monday, 8 April 2019

Silent Titans - Now on DrivethruRPG

If you want to buy the PDF from Drivethru RPG then..




Other than that, this is pretty much the same post again!

(But if you read to the end there is some new, or archival, material.)

In case you don't read blogs on the weekend. Silent Titans, an idea that was conceived of back in 2016, has been printed and is available to buy

If you are in the U.S. it should be arriving in the warehouse as you read this, if you are anywhere else, here's Jacobs copy;

(tldr, if you order before April 22nd then we ship a big pallet to the U.K. and then ship worldwide from there. If you order after the 22nd its gonna cost more.)




"International Orders

If you live outside the US, a pallet of books is being held in limbo until April 22nd. From now, until April 22nd, we will be pre-selling books for international customers. At the end of that window, we will ship the books that have been sold (and some spares, just in case) to the UK. Once they arrive in the UK they will begin shipping out around the world. 

International shipping rates from the UK to the world are much much better than international shipping rates from the US to the world, so if you have any friends who missed out on the Kickstarter and don't live in the US, this pre-sale period is the time to jump on and grab a copy! Once the pre-sale window closes on April 22nd, all subsequent international orders will ship from the US, and shipping prices will increase accordingly.

We are considering doing some international friendly pre-sale events two to three times a year, so if your friend can't pick up a copy now, don't despair, there will probably be another opportunity at some point in the autumn".

Below is all the sales links, aaaaand if you want to read right to the end I will put in the very first file I ever opened (or the oldest one I can find anyway) about this project."




What is Silent Titans?


An adventure, a game, a work of art, a mystery, a book of post-singularity dream-imagery and local history, a luxury product at a price you can afford and a sensory feast for the eyes.

It's an Adventure.


Silent Titans includes an overland area isolated by mysterious phenomena, a central town, a scattering of settlements and five unique non-Euclidian dungeons. Brave the strange environment, investigate the dungeons, get the treasure and you can escape. If you are familiar with the general conventions of old-school play or light d20 mechanics, you should be able to expand Silent Titans to any of the main OSR systems.

It's a Game.


Silent Titans includes the stats and character generation you need to run it in the book itself. The book contains advice on creating encounters, an interview with Chris McDowall about his design goals and creation of the ruleset, slimmed down simple character generation that gives everyone a vivid and engaging character to interpret and play right away and an opening encounter designed to kick off the adventure and teach the basics of conceptualisation and play at the same time. So if you have never played or run an RPG before, you can probably run this, all on its own.

It's a Mystery.


The players are thrown immediately into conflict with a twisted antagonist who has stripped from their minds all recall of their mission and purpose. As they discover the world of Wir-Heal, and the sleeping Titans who make up its strata, they must find out what is going on; why do wavering dreams from a blizzard of ruined futures poison the air? Why is a medieval world threatened by drone war and extradimensional beings? Why does the Marcher Lord in charge of this frontier town own a sub-machine gun? What are the Titans, where did they come from? And most importantly, who are the players and why are they here?

It’s History.


Silent Titans is set in a world wracked by time spasms and dimensional collapse. In its geography, society, environments and characters are warped or alternate versions of the Wirral Peninsula in North West England. Driven through this like needles through skin, are terrifying shards of a distant, ruined, high-technology reality whose broken weapons and poisonous ontological waste has been dumped and hidden in its own past. It has both sword fights and robots.

It's a work of art.


Silent Titans combines the fervid, intensely vibrant, escher-like artwork of Dirk Detweiler Leichty and the strange dream-vision prose of Patrick Stuart on every page. Its dungeons are also heraldic glyphs, its monsters and characters sprawl across double-page spreads like the figures of an illuminated gospel from a fallen post-singularity world.

It's a Luxury Product at a price YOU can afford.


Printed by Friesens (printers of Maze of the Blue Medusa and Hot Springs Island), Silent Titans includes printed endpapers and dust-jacket, ridiculously thick and colour-absorbent paper, a foil-stamped cover, the deepest possible blacks to counterpoint the brightest possible colours and a ribbon bookmark. For the small price of $50, you get everything above, an adventure, a game, an original work of art, a mystery story, a dark science-fantasy paraverse, a sombre warning about the dangers of letting hyperdimensional giant robots run the world and an off-kilter guide to the Wirral Peninsula, so if you ever go there you can freak out locals by pointing out places where you were murdered by a mad pig in a mask.










And, since you got this far, here are some images of the oldest file I could find about Silent Titans, 10th of September 2016 at 16:27.





Saturday, 6 April 2019

Silent Titans Pre-Sales are Live (early morning edition)

(This is probably going out again in the evening for the U.S.A.'ns so sorry in advance for the spam.)

The text below is just a rip from Jacobs update but TLDR, you can now click a link to buy the thing.





















"Books are on their way to the US warehouse, and are expected to arrive on April 8th, 2019.

If you live in the US, and only want the book itself, they should begin shipping out shortly thereafter. It may not be immediate (see below), but it will happen rapidly.



International Orders

If you live outside the US, a pallet of books is being held in limbo until April 22nd. From now, until April 22nd, we will be pre-selling books for international customers. At the end of that window, we will ship the books that have been sold (and some spares, just in case) to the UK. Once they arrive in the UK they will begin shipping out around the world. 

International shipping rates from the UK to the world are much much better than international shipping rates from the US to the world, so if you have any friends who missed out on the Kickstarter and don't live in the US, this pre-sale period is the time to jump on and grab a copy! Once the pre-sale window closes on April 22nd, all subsequent international orders will ship from the US, and shipping prices will increase accordingly.

We are considering doing some international friendly pre-sale events two to three times a year, so if your friend can't pick up a copy now, don't despair, there will probably be another opportunity at some point in the autumn"



What is Silent Titans?

An adventure, a game, a work of art, a mystery, a book of post-singularity dream-imagery and local history, a luxury product at a price you can afford and a sensory feast for the eyes.

It's an Adventure.

Silent Titans includes an overland area isolated by mysterious phenomena, a central town, a scattering of settlements and five unique non-Euclidian dungeons. Brave the strange environment, investigate the dungeons, get the treasure and you can escape. If you are familiar with the general conventions of old-school play or light d20 mechanics, you should be able to expand Silent Titans to any of the main OSR systems.

It's a Game.

Silent Titans includes the stats and character generation you need to run it in the book itself. The book contains advice on creating encounters, an interview with Chris McDowall about his design goals and creation of the ruleset, slimmed down simple character generation that gives everyone a vivid and engaging character to interpret and play right away and an opening encounter designed to kick off the adventure and teach the basics of conceptualisation and play at the same time. So if you have never played or run an RPG before, you can probably run this, all on its own.

It's a Mystery.

The players are thrown immediately into conflict with a twisted antagonist who has stripped from their minds all recall of their mission and purpose. As they discover the world of Wir-Heal, and the sleeping Titans who make up its strata, they must find out what is going on; why do wavering dreams from a blizzard of ruined futures poison the air? Why is a medieval world threatened by drone war and extradimensional beings? Why does the Marcher Lord in charge of this frontier town own a sub-machine gun? What are the Titans, where did they come from? And most importantly, who are the players and why are they here?

It’s History.

Silent Titans is set in a world wracked by time spasms and dimensional collapse. In its geography, society, environments and characters are warped or alternate versions of the Wirral Peninsula in North West England. Driven through this like needles through skin, are terrifying shards of a distant, ruined, high-technology reality whose broken weapons and poisonous ontological waste has been dumped and hidden in its own past. It has both sword fights and robots.

It's a work of art.

Silent Titans combines the fervid, intensely vibrant, escher-like artwork of Dirk Detweiler Leichty and the strange dream-vision prose of Patrick Stuart on every page. Its dungeons are also heraldic glyphs, its monsters and characters sprawl across double-page spreads like the figures of an illuminated gospel from a fallen post-singularity world.

It's a Luxury Product at a price YOU can afford.

Printed by Friesens (printers of Maze of the Blue Medusa and Hot Springs Island), Silent Titans includes printed endpapers and dust-jacket, ridiculously thick and colour-absorbent paper, a foil-stamped cover, the deepest possible blacks to counterpoint the brightest possible colours and a ribbon bookmark. For the small price of $50, you get everything above, an adventure, a game, an original work of art, a mystery story, a dark science-fantasy paraverse, a sombre warning about the dangers of letting hyperdimensional giant robots run the world and an off-kilter guide to the Wirral Peninsula, so if you ever go there you can freak out locals by pointing out places where you were murdered by a mad pig in a mask.

Thursday, 4 April 2019

Spire of Quetzel is Available


A while ago I did an adventure for Fria Ligans 'Forbidden Lands' Kickstarter.

That ended up in a book with a bunch of other OSR and OSR-adjacent creators;

Ben Milton did Hexenwald.

Chris McDowall did The Bright Vault.

And Karl Stjernberg did 'Graveyard of Thunder'

Well that book is now available for sale separately, if you were not a backer of the Kickstarter.

Fancy Hardcover here;




PDF here;


Wednesday, 3 April 2019

WIZARD - For Eldritch Foundry


As always, the basic ones are always hardest to write about.

I think this might currently be one of the shortest entries. The more rare and specific they are, the easier it is to generate contextual detail, so the wierd ones tend to be longer.

This may end up being added to or re-written at some point, we will see.

Think this is early Blanche?
EDIT -its not, its Gary Chalk, I am dumb, apologies.


.........................................

Thought shapes reality.

Without thought, the Real could not exist (or so the Theists claim).

So why trade the desire to understand for any single part of that reality? To do so would be to swap the shaper for the thing shaped.

With knowledge and understanding, all things are possible, and without them, nothing is. So your path is set; to embark upon the greatest of all mysteries, to comprehend the substance of reality itself!

Yes, it is true that the ritual enactment of a more enlightened paradigm can, for instance, explode a pig like a firework of meat, melt through a cathedral door or turn orphans into raspberry jam, and yes, in theory, stop time, raise the dead and quench the sun. But that is not the point.

You did not start down the Path of Knowledge simply to turn people into jam (though you can do that), you did it to understand, and to illuminate the world with the light of truth and knowledge.

For the world is strapped in glaucous sorrow, its people enmeshed in poverty and despair, or cheerfully submitting to ignorant autocracy and hysterical pseudo-intellectual cults.

Some of your kind call the ignorant mere children, bawling and crying in the small but certain dramas of a child, thoughtless and stupid, best ignored or cast aside.

Not you. The unveiling of reality is one thing but the actions of those right in front of you are a fascinating and endlessly recursive mystery, darkly written, but varied and rich in meaning.

How bravely they set about their adventures! Often, it's true, without a glimmer of thought in their heads, but look at the nerve and the boldness displayed! The quick cunning and doughty perseverance!

As for those few you know well, they may be foolish, and unlearned, and materialistic, but they are your friends. There may be many like them but these ones are yours. Though they will likely never fully comprehend your cause, it would be cowardly indeed to feel no sympathy with theirs.

It is hard. In this uncaring reality, those who seek true enlightenment are few, and others, no matter how well meaning they may be, do not truly understand. Often you must bear the burden of your intellect and heavy wisdom alone, but this is a challenge you easily accept.

There are many dangers. Not just the moral hazard brought by the mere physical rewards of your reality-defying 'powers' (a crude approximation of a term), but threats and temptations of which lesser minds could barely comprehend, let alone resist.

Fortunately, you are aware that you possess near-infinite reserves of self-control. So, if while on the path the True Understanding, you should happen to gain the power to barbecue armies or turn off the sun, you know you will only use them in in situations of absolute moral necessity. Such abilities are much safer in your own hands that in those of other, darker, or simply more ignorant beings who would otherwise possess them. For the safety of Uud, such knowledge should remain with you.

Yes, the horizon of True Comprehension seems to endlessly recede. At present you are deluged with the casual frustrations of an uncaring material world. Tiresome things like 'rent', the price of food or the unavailability of that one particular book you need.

This will not stop you! There are deeper realities, deeper truths, more fundamental understandings of 'what-is'. Just because people are basically ignorant doesn't mean its right to leave them that way. Knowledge is a gift to be used for the good of all. Free the mind, free the world.



Still not much there but I am working on the labelled world map (more like continent map) right now, so in a week, or more (probably more), there will actually be something there for you to see.

Tuesday, 2 April 2019

A Review of 'The English Constitution' by Walter Bagehot




Bagehot is a clever, nasty, charming writer with a great deal to recommend him and some very substantial reasons to loathe him.

His curious central idea is that government is a strange kind of engine which works by a form of near-deception (a major theme for him). Governments, or rather, constitutions, the makeup of Governments, summon power and motive force through this kind of appeal to the senses and emotions, and they spend it another way, in practical ways. So they convert dreams and misty visions, and feeling, into coherent action.

This is a really interesting concept and one I'm not familiar with seeing anywhere else. The first thing any system of government must do is convince everyone it is a system of government.

Not necessarily a good system of government, but a natural, appropriate and expected system. It must make a great many people feel. Even if they are opposed on any particular matter, they must naturally intuit that the process of performance and decision the system represents is the correct one.

Even that is overstating it, it cannot be a 'decision' at all, it must be a feeling, and a dull, subconscious one, it must be felt and acted, it cannot be dragged forth into the neocortex too much as it is not a thing to be argued with but the thing which sets the terms for other arguments.

Bagehot makes an elegant point, that England is ‘a Republic in disguise’. His reasoning for that; the ordinary people are too dumb and stupid to accept it as a real republic, is pure Bagehot, and pure dark-side Victorian. Like most of the bad things he says, it takes you a while, and some processing to work out he has said it.

His idea of Parliament as a kind of grand performance which educates and informs the nation about stuff by arguing about it is an interesting one. He is right that having an MP, or more than one, is essentially a Rubicon for whether a thing is politically ‘real’ or not. It makes Parliament a kind of psychic machine for translating thoughts from the deep of the nation into language that can be considered and worked over, for fishing up things from the nations subconscious and making them palpable.

His conception of the English government being representative not as a pure Democracy (heaven forfend) nor as a kind of representation of pure intelligence (which I think he would prefer) or as simple owning of property, but as embodying its nation through ‘a strange approximate mode of representing sense and mind’ is very Burkean and utterly fascinating to me, and the whole idea that Constitutions, while acting rational, are essentially wizards running on human magic.

There is a fundamental disconnect between Bagehots tone and the general sense of emotion we receive from his words, and what he is actually saying.

His tone makes you feel like you are smoking cigars at the Diogenes club. He speaks with beauty, cleverness, lucidity, penetration and with the textured knowledge of a *man in the know*. He is a pleasure to be around.

It takes time to process what he is actually saying and what he believes as it flows past in pieces and is never fully presented as an argument, only woven through the assumptions of the text. He disguises dark conclusions and assumptions as elegant aphorisms that slide past the mind with the false intimacy of a privately disclosed confidence that everyone in the know already know is true.

He is not just a conservative, but an arch conservative, and worse than that, he is something almost like a troll. He is a believer in authority and hierarchy who does not really believe, but only acts as if he does.

He is able to disguise this from us with his love of 'twilight', paradox, humour, and the beauty and subtlety of his language but underneath it all he is an empty, cynical man.

He certainly does not believe in the people. He thinks that 90% of them are idiots. And that’s inside Britain, the ones outside it are either Europeans, who have their own thing going on, or lesser races, made to be ruled.

He is writing a fundamentally ritual-worshipping book about the English Constitution, of which the King is an essential part. He does try to argue for the monarch, but his tongue turns against him again and again. He seems to loathe them actually.

Women do not exist in Bagehots universe, except for Queen Anne and Queen Victoria.

So what does Walter Bagehot believe in?

Business, and Men of Business.

The word ‘business’ means for him, business as we would think of it, but also doing things of meaning and practical difficulty, being in the inner circle, being a mover and shaker, having consequences attend you, being focused, getting things done and the things being important.

‘Men of business’ is to him, the men in offices and meeting rooms who make the world move. The only thing he valorises which seems to stick is the creation of this executive class of doers, thinkers, actors on others, men in boardrooms with cigars.

I find Bagehot simultaneously a beautiful, informative, clever and amusing guide to his age, and a shit. I think he is wrong about every major point he makes, regarding actual process of government which affect real people, I despise his clever emptiness and his contempt for the people generally, and I think everyone should read this anyway because on the small things, on the marginalia, the asides, the observations, details and secondary concepts, he is brilliant.





EXTENSIVE QUOTES BELOW

Saturday, 30 March 2019

Somon (Homo-Sapien) for Eldritch Foundry


In a world of special para-species can you take absolutely standard humanity and make them interesting, specific and imbued with a sense of history?

Possibly not but I gave my best effort below. This is the current-draft entry for 'Somon' with Eldritch Foundry. What you get when you pick a standard human.




"SHORT-LIVED

For such fragile, ferocious and short-lived creatures, their ambition burns like fire.

Somon are a people always running out of time, always doing, and to the other races of humanity, even the meditating mystics of the Somon seem a little frantic. Everything has to be done now, without thinking first.

Living for about eighty years, Somon have just enough time, in the opinion of the older races, to get really good at one reasonably complex thing before they die. Maybe two things if some level of genius is involved.

Unfortunately, they can get very good. The greatest Somon mages can challenge the 'High' Aeth, though their magic is an insane jerry-rigged mish-mash of concepts and methods from almost any tradition they can access, and the greatest Somon craftsmen can match the abilities of the Deoth, though they tend to produce objects and art of unusual aspect, without natural balance and with aesthetics seemingly pulled from thin air.

The usual response of Aeth and Deoth to these individuals is to remain broadly tolerant and simply wait for them to die, which they will do soon enough in most cases. Usually within three decades.

Very few Somon become truly great at anything, but there are a lot of Somon, and though the odds are against any particular one, sheer mathematics suggests that at least one of them will make it to any particular goal.

And almost ALL Somon believe, intutatively, that they are, or could be, this particular rare one. No matter how deluded that might seem in reality. It is a kind of racial imperative towards functional narcissism and may be the source of their famous refusal to give up, even when they definitely should.

When your life only lasts 80 years, you might be willing to bet it on some pretty long odds.



NUMBERS AND ADAPTABILITY

Their reputation for adaptability, diversity of thought and form and relentless hyper-focus on singular goals is partly undeserved. It is simply that there are so many Somon, millions at least, that it isn't hard to find an exceptional one, and so many that they almost cannot help but be diverse simply through weight of numbers.

They are adaptable creatures, (as a group, if not as individuals), and can find ways to live almost any environment, from great hive cities to agricultural settlements or as nomadic hunter-gatherers. They tend to be sociable creatures, it's rare to find Somon alone, they look for each other.



PHYSICAL MAKEUP

Somon look like nothing so much as a vertical, bipedal, nearly-hairless ape, and this is a name used for them amongst some other people. Ape-Men, or 'Speaking Apes'.

They vary in size from about four and a half feet to around six and a half feet tall and vary in skin colour along a single axis with most difference provided by a single biochemical element. Their narrow hips and vertical stance give them a remarkable persistence in travel. Though a Deoth will usually out-work a Somon, a Somon will always travel further. They move with less speed than an Aeth, but greater stamina. They can cover remarkable distances on very little food.

You are never really entirely safe from them. They can turn up anywhere, and though not usually exceptionally powerful as individuals, there are so many that if a group or large social structure becomes riled up, they can act almost as a tidal wave, a wall of armed and angry flesh which can tear down mountains and empty seas.

Thankfully for the other races, the main interest, and primary enemy of Somon, is other Somon.

"They spend nine hours out of every ten climbing hierarchies, declaring war on each other or trying to breed" - Vosis Fail, excommunicated sophont of Yga (and a Somon).

Somon can breed a lot, males are fertile from adulthood until death, females from adulthood into middle age. They remain sexually active all year round, with no breeding season, and even when breeding is impossible. Their intense and continual sexual interest in each other, or in pretty much anything, is a primary driver of Somon society, and also a primary threat to Somon society.



THE CONSTRUCTION OF 'HUMANITY'

The idea of 'Humanity' as being made of the conscious, bipedal and 'dreaming' races, is largely a construction of the Somon. Since they make up the vast majority of beings with which the other races must deal, and since this construction of 'Humanity' includes them, they tend to either go along with it or enthusiastically support the idea.

Somon can breed, occasionally, with Deoth and Aeth, but they can breed with Orcs as well, and with more reliability. They do dream, but the idea that 'Monsters' cannot do so is difficult to exhaustively prove. It certainly seems that some do not, but how exactly can it be tested? Often Somon cannot even remember if they dreamed at all, and victims of Yggsrathaals Dream-Thieves absolutely cannot dream, are they to be considered 'monsters'? Some Aeth prey on Somon in exactly the same way as 'monsters', should they be considered so? And of course Somon have been known to eat each other, and even wilder things.

Still, this basic concept of 'Humanity' continues, either because it is true, because it works or because no-one has had a better idea. 'People' are bipedal, can speak and think, come in physically coherent groups, are self-aware, generally don't try to eat you, or each other, and, crucially, they dream. And this means Aeth, Deoth and Somon are "in", and Monsters, the Children of Yggsrathall and crucially, Orcs, are very much "out".







DREAMS

Somon dreams are murky, incoherent, inconsistent and flee the mind upon waking. Though their awareness is coherent from day to day, in sleep, their minds seem to fly to a myriad of other realms "like glass breaking" (Usamah McKan, Deoth philosopher and Somon specialist), with no real consistency as to where they go, or why, before returning home to the skull.

To the other races of humanity this is deeply curious and strange.

The strangest element is that, while they are dreaming, Somon almost never realise that they are in a dream. It may be this veil of ignorance that allows them such diversity of possible experience.

"Amidst the kinds of Somon dreams, I have failed to complete even the most general map, plan or list, but even the shortest and most abstract must include; Prophetic Dreams, Symbolic Dreams, Dreams of Planar Travel, Dreams of Classical Travel, Scrying Dreams, Nightmares, Social Dreams, Dreams with Dogs in them, Sexual Dreams, Lucid Dreams, Divinely Inspired Dreams, Stimulatory Dreams, Dreams of Mental Stress, Ash Dreams, Reasoned Dreams, Psychopomp Dreams and Magical Dreams. And this is only a cursory look at the possible range." - Usamah McKan, Deoth philosopher and Somon specialist.

Those who claim to serve one or more of the Sleeping Gods of Uud say that they receive communion in dreams; "Sleeping With the Gods", and they do sometimes awake with specific magical powers.

More sceptical analysts point out that the powers gifted in sleep often seem inappropriate for the tasks brought to hand the following day. The faithful reply that this is due to their own failure to comprehend the Will of the Gods, the actions of evil powers, either monstrous or entropic, or just possibly the Gods timeless sleeping state which might cause them to deliver the right thing at an imprecise time.

The dreams of Somon magicians can be catastrophic, especially if their minds are occupied by high-powered and aggressive meta-concepts during unguarded sleep. Almost all schools advise that magicians scrub their minds of these paradigms before bed and re-learn them in the mornings.

Persistent failure to do this has destroyed a lot of Thaumaturges, as well as those around them, and sometimes nearby populations and environments.




BLACKWATER HISTORY

It’s almost certain that Somon were once the dominant intelligent race of Uud.

Myths, legends, partial histories and semi-successful chronal scrying, imply an ancient world-system. All of Uud, if not united, then linked, primarily through vast Kingdoms or Empires of Somon.

All of that has passed away, eaten by Ash and hidden by mist.

The Blackwater culture must once have been a Refugee Empire. As the wastes closed in and ate the reminder of Uud, wiping much of it from through and memory, floods, caravans, crusades and cavalcades of Somon closed in on Blackwater, on the cities held by the High Aeth Emperors and on the Mountains of Reality. As they came they brought their food and faith, clothes and cultures, animals and agriculture, craft and magic, weapons and technology, with them

Several thousand years later, this semi-stable combination of feuding city-state and feudal mountain Queendoms is what remains, but cultural relics of all these can be found somewhere in Blackwater; a marginal village, forgotten valley, urban ghetto, of people who look different, sound different, carrying  half-understood or time-changed relics of an ancient culture and perhaps with no clear memory of exactly where they come from.

Or it may be that they do remember, or claim to, and that a side-street or lean-to holds a supposed 'Emperor of the World' or King of a Nation forgotten for millennia, lost in the ash, sustained on the vaguest of tales and the slenderest of dreams.

It’s a largely unstated assumption amongst the Aeth and Deoth that the Somon, even if they don’t know it yet, are going to try to take back Uud. The Somon themselves, with their short memories and rapidly-churning generations, may not have consciously realised this, but the older races are convinced that the impulse is definitely brewing.

Whether this will be good or bad, lead to triumph or disaster, for the Aeth, The Deoth, or the Somon themselves, is yet to be seen."


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