Category Archives: Work

THE MAGICAL/MIRACULOUS/METAMORPHIC COSTUME

This post on Public Domain gave me a Gaming Idea, but also one for Real Life.

But in Gaming the idea of full-sets of Magical Costumes” (antique and unique artifacts, benign, and cursed – perhaps even relical) to Act as Armor, Camouflage, Costume, Cover, and Disguise.

Come to think of it, it gave me a few Literary Ideas as well, especially for scifi and fantasy and pulp.

https://publicdomainreview.org/collection/recueil-de-la-diversite-des-habits/

THE LANTERN OF LORNOLN AND AD HOC ADVENTURE/CAMPAIGN/GAME DEVELOPMENT

THE LANTERN OF LORNOLN AND AD HOC ADVENTURE/CAMPAIGN/GAME DEVELOPMENT

As a DM I am practicing a new gaming technique with my players which I am calling Ad Hoc Development. I plan to write up a more detailed paper and post on the idea later on but for now I am posting this briefer synopsis here because of the fact that my players don’t visit here and won’t see it. They don’t even know this place exists.

Actually this is a very old technique for me (and for others as well I am sure) for it goes back to the time I was a teenager and used to do something similar as a DM. The idea is very simple. I simply watch what the players are doing, the problems they encounter in game, and then modify the adventure, campaign, or game on an ad hoc basis as events progress to offer them possible, yet not obvious or easy or expected solutions to the dilemmas that lay beyond their current capabilities to resolve. It is somewhat similar to the idea of a literary or mythological Deus Ex Machina/Machinae, but the idea is not to “save them from disaster” but to offer them an unexpected and useful possible solution to their in-game problems. Problems they don’t have the resources or abilities to yet solve for themselves.

The technique works in this way. First I observe what they are most having problems doing, then as they proceed through the adventure/campaign, etc. I simply provide some unusual device, creature, companion (man-at-arms, etc.), artifact, magic item, clue, etc. which should, if thoroughly investigated and experimented with (and that is the real key), allow them to resolve their current set of difficulties.

To that end I simply observed my new group of players as they explored the Sunless/Sunken Citadel. (The first adventure they are playing and decided that one of the very first things they needed was, obviously, light.) But rather than using the adventure as written, and I have kept the skeleton of the adventure intact, I simply greatly modified it and rather than preparing a large list of gear and magical items and devices they would need to find I simply give them things (usually buried in trash or debris or collapsed areas, on monster corpses, in modified treasure hoards, found in pit traps, or in other less expected places) that they will find useful.

One of the very first items I gave them was the Lantern of Lornoln. (Lornoln is what the original citadel was called in my new world before it sank and was destroyed, the name meaning “Light of the Mountains,” for it was the frontiers outpost or citadel at the foothills range of the Nol-Ilthic Mountain Range.)

Anyway they found the Lantern, which they now call the Lantern of Lornoln or just “the Light” for it looks like it is an old rectangular 4 sided (6 with top and bottom) lantern with sides made of glass or crystal and with a body made of brass.

Their first clue upon taking it that it was no ordinary lantern was how light it felt. Like it was made entirely of glass (or in modern terms even of plastic). So it was obviously not made of brass. Also the glass or crystal sides were entirely transparent and unblemished and unsullied or smudged, even in the debris, and this “glass” is extremely hard.

Instead of a wick or a place for oil the very bottom is covered in glyphs they cannot read and the wick is replaced by a single piece of brass like metal (a small metal rod about an inch and half tall and about one quarter of an inch in diameter). They experimented by sliding one of the glass panes back and then trying to pull or twist the metal bar (you could twist it until it clicked) at which time it lit and produced lumens equivalent to 6 torches in a sixty foot range but within a thirty foot range it is almost as if one is standing in broad daylight. The lantern also has a suppressive and frightening effect upon creatures that fear light or prefer the darkness. That is the only thing they experimented with as far as the lantern is concerned, because they were eager to explore the rest of the ruins of the citadel and night had not yet set in.

The lamp also has other functions which they must explore to discover.

1. The wick will burn, without producing any heat for eight hours straight and then it will extinguish itself for another four hours. This is the same functional procedure for all of the other “wick functions.”

Had they continued to turn the wick they would have discovered:

2. an infrared function in which the lantern is completely black or dark but will illuminate any living creature up to a distance of 120 feet as if they are aglow in an infra-red sheath, though the creatures so displayed are unaware they are lighted by the lamp.

3. an ultraviolet function which will softly illuminate an area of 20 feet in a purplish-blue haze and will illuminate anything hidden that can be seen by ultraviolet light.

4. a setting that will illuminate secret doors and passages, even through solid rock, up to a ten foot radius.

5. a secret setting can be gotten from the wick by clicking it down. That is the “night-light setting.” When people sleep within the radius of the night light (20 feet) they may have strange dreams and portents of nearby dangers or of near-time future events. If they are awake and in the area of the night-light then they can see creatures approaching from a distance of up to 120 feet but the night light makes those within the area of the (soft and almost ultraviolet like) glow appear much smaller than they really are and displaced (as if they are several feet from their real positions). This makes it hard for others to target the lantern users at night.

If they take some of the “glass panes out” (and these are made of magical, transparent crystals, not glass) and turn them around to face the other direction then these functions can be had out of the lantern:

6. the regular light can be focused out of just one pane as if a flashlight were being used to illuminate objects out to a distance of 100 meters and this beam can be seen from three miles away (on flat, open terrains).

7. one of the panes will allow anything illuminated by regular light to be examined as if under a low-powered microscope (60 times magnification).

8. one of the panes, when flipped, acts as a silvered mirror, can sometimes be used to see other people’s thoughts and true motives, and also has effects upon the undead and deceitful.

9 one of the panes, flipped, acts as a strobe light (if the regular light function is used) and can disorient another or make them nauseous. This works even on magical and highly intelligent and even psychic creatures.

The Lantern of Lornoln is, in fact, a Minor Artifact, though the party doesn’t know this yet, they simply think it a “magical light or lamp”

I created it ad hoc or on the spot as something for them to find (then developed it more later on as I thought about who might have created it and why and how it ended up where it did). I will reveal none of the various functions of the lantern to my players, only they can find these out through experimentation and/or research done by others. It is possible they will never discover all of the functions, or even that I will discover other functions as time goes along (in the game).

This is part of my ad hoc system. Even I may discover new functions for these things as time goes along. Plus I will encourage all of my players to devise their own possible uses for things (normal, magical, or miraculous things).

That too will be part of my ad hoc system – unique DM/GM and player innovations. Or put another way, rather than trying to pre-develop or prepare or preplan all aspects of an adventure, campaign, or game I am going to start leaving as many things as possible open to on the spot and ad hoc invention and creation as I can possibly and reasonably accommodate. See where that kind of experimentation leads.

(Of course some things will still have to be preplanned: certain items and magical devices created specifically for certain characters, particular heirlooms, legacies, etc. But as far as many and possibly even most treasures, artifacts, devices, items, and even creatures and NPCs I’m going to play those “by ear” – so to speak.)

Some of the other Ad Hoc creations I indulged in that first evening of play (Sunday) included:

A. There was a room supposed to be inhabited by two mephits (according to the module). I instead used it to allow the escape of a very unique (psychaec even) Homunculous (which is attempting to become the familiar of the party Sorcerer).

B. There was supposed to have bene a werewolf (I’ll describe the actual adventure in another place), but it actually was a Wolf-Hound who is in fact secretly a kind of unique chimera who has become the Animal Companion and protector of the party Druid. It can actively communicate with the Druid through dreams and visions.

C. There was a supposed to have been a set of magical crystals used to entrap mephits, I instead turned it into a magical crystal that creates “powdered water.” (Called Aqua Pulvis.) The party is aware it does something to water but don’t know yet what. It actually uses an alchemical alembic like device to reduce water to a powder which when then later remixed with clean water, or wine, will produce Aqua Vita. Once the user has drunk the powdered solution or suspension of Aqua Vitae then they will not need to consume any liquids again for seven days, nor will they lose liquids by sweat, urination, or by any other means. They will reach a perfect state of fluid homeostasis within their own bodies.

Some of the ideas I already have for future ad hoc items or treasures they find (based on my previous observations of the characters and my players) are: i. honeyed lepsis, ii. sthenetic or sthenotic tablets (tabula sthenae – like the Aqua Pulva an alchemical preparation), iii. A blessing pouch, and iv. a special magical notebook for research that automatically inscribes itself with clues and hints about how to locate information on various subjects of interest. Which I may call the Librum Incognita.

Of course I will not pre-develop these ideas at this point but attempt to let their capabilities sort of grow organically out of game events.

By the way I am also thinking of applying this principle to my novels and fictional writings as well. Not seeking to predevelop items and plot points but letting them shift on an ad hoc and unpredictable and unplanned basis.

As a matter of fact I should apply this same idea as a method for developing my own Real World Inventions. After all inventing with the intent of producing technologies and tools that are multi-functionally capable is one of the basic tenets of my personal approach to inventing.

So I will do that as well…

WHAT DO YOU THINK – HISTORY AND MYTH?

As I said in an earlier post:

THE SHERIFF AS CHIEFTAIN AND THE CHIEFTAIN AS SHERIFF

while lying in bed last night (hardly able to move due to my Body Beast training) I was studying myth and folklore and legend and history when I decided to make, for my own benefit and for the benefit of my novels, a list of those attributes or traits or conditions or characteristics most common to certain myths and histories and folklores, etc.

So I made a list of the following myth, folklore, history, etc. sources and started to list those kinds of things found in them.

Rather than simply disclose my own list (and thereby taint and prejudice your thoughts on the matter) I thought I’d simply ask you this question.

What do you consider the chief or most important traits of myths and folklore and histories that arise from the following sources, and what they produced?:

(For example, it could be anything from tribal face painting to the Holy Grail to a magical White Stag. If I don’t already have it listed then I’ll add it to my list.)

Sources are:

Finnish

Nordic/Germanic

Rus (including Russian and Eastern European)

Viking (Western and Eastern/Byzantine Vikings)

Irish/Celtic/Scottish

British

Italy/Roman

Frankish/French

Israel/Syrian/Middle Eastern/North African

Greek/Cretan

Appreciate your help.

Anyone with an interest in history, myth, legend, folklore is welcome to contribute their ideas.

 

IN EVERY “FIRST ENCOUNTER” UNCERTAINTY IS ALWAYS THE ESSENTIAL ELEMENT OF TRUE DANGER

What I like best about what is implied in this book (hinted at but not much developed in the article) is the idea that you may have competing descriptions of various monsters. Which might very well mean that you have various (interpretive) versions of the same monster, which of course, in and of itself, implies that a monster might be this or might be that, or might even be neither or both in any given milieu or setting.

Which would be a very Game of Thrones, Martinesque version of a monster, sure enough, though if you’ve ever read the Silmarillion (or even just the Hobbit) you know that Tolkien really invented the technique of presenting competing and unclear/unreliable versions of history and myth, at least as far as modern fantasy is concerned. The larger idea, of course, stretches all the way back to the Greeks ( and beyond into prehistory and oral cultures) who had several very different and even competing versions of various prodigies and monsters depending upon the author, the source, the time period, the regional geography/telling, and the nature of the myth itself.

As a matter of fact this is something I have often done in my own game designs and in my own fictional writings going back to when I was a kid, but it is extremely gratifying to hear that the idea is possibly being explored in core material books of D&D and possibly for other RPGs as well.

Because what this means, if taken to its logical conclusion, is that even if players have access to the Monster Manual then that does not mean that they are in possession of concrete and reliable information regarding what any given monster’s true nature, behavior, or even physiology and capabilities might be.

Since I have designed and redesigned famous/standardized D&D monsters in this way since I first became a Dungeon Master back in my teens I know precisely how effective this technique can be (as well as how valuable it makes rumor and field investigation and intel-gathering as a capability of classes like Rangers, Rogues, Bards, and Wizards) in designing and developing a truly exciting game and a truly disturbing method of “encountering monsters.” (Potentially, in some ways at least, every single encounter of a monster can b a “first encounter,” even if you have already encountered the same species dozens of times before.)

When every encounter (or at least a large number of them) are built upon rumor, possibility, and analytical interpretation of conflicting reports rather than upon reliable information and hard, verifiable data then Monsters become far, far more dangerous than they ever were before.

So I am very glad to see Core-Designers possibly adopting the same position.

As a matter of fact I’ve written several essays on that very subject.

Such as these as just two examples:

Crawling Into Oblivion

The Blood of Uncanny Monsters

 

_________________________

Dungeons & Dragons is changing how it makes books

“We live in a post Game of Thrones world.”

The venerable Dungeons & Dragons franchise, the granddaddy of the modern role-playing game, is now in its 5th edition. And, to hear publisher Wizards of the Coast tell it, the sourcebooks are selling like hot cakes. More people than ever before are discovering the magic of rolling dice and telling stories with their friends, and lapsed fans are returning in droves.

For lead designer Mike Mearls, that’s created a bit of a problem. How do you keep the source material fresh for a 42-year old franchise? And, when you’re in the business of selling books, how do you make the next one more interesting than the last?

Consider a pillar of the franchise, the sourcebook known as the Monster Manual. The first, titled simply Monster Manual, was published in 1977. Since then there have been 18 iterations, some for different editions of the game with different rulesets, others with slightly different snippets of lore. But, through the decades, it’s always been roughly the same thing: An alphabetical list of monsters.

“I have this kind of personal philosophy for managing the product line,” Mearls said last month in Renton, Washington. “I don’t want to duplicate any product that’s come before. I think that if people have seen it, then it’s not really new and it’s not really exciting.”

The first Monster Manual, circa 1977.

This time around, he and his team have decided to do something a little bit different. Their next take on the Monster Manual will be called Volo’s Guide to Monsters and, for the first time, it will have a lot more character to it.

“It’s risky,” Mearls said. “In the end, it’s still a giant book full of monsters. No one would argue with that. But I just think that if that’s all the Monster Manual is, then we’re selling ourselves short. So the idea was, the kind of genesis of it, was that want to do something that’s more story oriented.”

Volo’s Guide will have a narrator — two actually. One will be Volothamp Geddarm, an over-the-top, braggadocious explorer. The other will be Elminster, the wise Sage of Shadowdale. And the two will often be at odds with one another. Their differing accounts will be scattered throughout the book, and take the shape of comments scribbled in the margin.

WIZARDS OF THE COAST WANTS THEIR SOURCEBOOKS TO BE FUN TO READ.

Put simply, the goal is to create a book that high-level players and dungeon masters will enjoy reading. The goal, in the end, is to inspire new stories at the table, not simply reinforce the lore of the Forgotten Realms and ram storylines down player’s throats.

“I have this pet phrase I use,” Mearls said. “I like to say that we’re living in a post Game of Thrones world. Fantasy has changed.

“If you look at science fiction follows, I think an arc that fantasy is following now. In the 50’s, science fiction was very iconic, and at least in movies, very much templated. You had the flying saucer, or the rocket ship, you had either the aliens who were clearly monsters — like the guy in the deep sea diving helmet wearing the gorilla coming to eat people or whatever. Or they were people in funny outfits who were very inscrutable and so much more advanced that we were, and that was your pantheon.”

Later, as science fiction entered the ‘60s and the ‘70s, it began to be entrusted with more serious themes and dealt with issues of change in modern culture as a whole.

“So you have this new wave of science fiction coming through and science fiction grows up,” Mearls said. “It became Alien — a horror movie in outer space. It becomes Soylent Green, which is kind of like this social commentary on science fiction. It’s Rollerball, right? This entire thing about what’s it really mean to have free will, and can there really be freedom in a technological society? But it’s still science fiction.”

THE FANTASY GENRE IS GROWING UP.

Mearls sees Game of Thrones as evidence of the same kind of evolution in the fantasy genre, and it’s his hope that Volo’s Guide can become a new kind of sourcebook to help bring about new kinds of stories.

So what’s inside? I’ve had an advanced digital copy for a few weeks now and I’m pretty impressed at what I’ve found.

The first third of the book is a series of deep dives on specific species of monsters. How specific? Mearls and his team lavish nearly 14 full two-column pages on beholders alone, exploring every aspect of their nature both in and out of combat.

Most of the information is great fodder for dungeon masters. How do you roleplay a beholder? How do you speak like a giant? What does their four-tier caste system contribute to goblin society? What does a gnoll chant to keep his spirits up while on the hunt? What is the lifecycle of a mind flayer?

Well, actually, I’ll let Volo himself handle that last one.

Ever wondered what a hag is most likely to drive off the used car lot, or fancied a careful examination of the kobold pantheon? It’s all in there, and something is going to light a fire in your mind and bring a richer, more memorable experience to the table.

The second third of the book might be my favorite. I’m not able to share much, but suffice it to say that with Volo’s Guide both dungeon masters and players will be able to bring new races to the table, both as player and non-player characters. That includes rules for goblins, orcs and even something called a “firbolg.”

The final third contains rules for 96 monsters that are new to fifth edition, including the Gauth and the Mindwitness.

All told, Wizards of the Coast sent over six pages to share with our readers. We’ll include the final three below.

The very last section of the book features a great add-on. It’s a nice little appendix that includes a handful of fully detailed stock NPCs. It makes the entire package a fantastic resource for dungeon masters, turning a pretty standard sourcebook into a self-contained toolkit capable of spawning dozens of different dungeons — or sparking entire campaigns — without very much prep work at all.

To create it, Mearls says his team has had to take a long hard look at Dungeons & Dragons’ oldest and most iconic creatures. Their goal was to explain them to a degree that’s never been canonically attempted before in one place.

“If you take a look at something like a mind flayer,” Mearls said, “it has that sort of ‘50s science fiction feel. It’s the creepy monster that lives under the bed and eats your brain by the end of story. But I think with a 21st century approach, you can say, ‘Well, who is the mind flayer.’ And it sounds funny, but then you start getting into it. What’s with this guy eating brains?

“Dungeons & Dragons was very much developed with this almost scientific mindset,” Mearls said. “What’s the biology of the mind flayer? But no one asked about its feelings. But when you think about, it the game tells me that mind flayer has an 18 intelligence. The highest intelligence a human can achieve, that’s their average. Literally, they walk in the room and they are the smartest being there. They are smarter than every human they’ve ever ate. So talking to us is like meeting dogs, for them. What’s that got to be like?”

Mearls says that, if the book is successful, he intends for his team to handle more of their upcoming sourcebooks in a similar way.

Volo’s Guide to Monsters will be available at your friendly local game store on Nov. 15. You can also find it on Amazon. It’s also the first Dungeons & Dragons product to have a collectible, alternate cover which you can see here Babykayak.

 

THE MYSTEREUM

This article (the one below) gave me an idea (although I also partially patterned it after the Library and Museus of ancient Alexandria) for a new adventure/dungeon site or complex. It sits right outside of a major city and appears as an ancient museum to the civilian population and for all public intents and purposes this is all that is known of the complex. It contains numerous replicas (and, it is claimed, some very real examples) of ancient and powerful devices, items, inventions, artifacts, and even some holy relics.

Visitors may enter the Mystereum by day, and during special occasions (or public festivals) at night, to see these things on display, to read descriptions of what they were or of their supposed history and ownership, the known chains of evidence regarding their authenticity, and to be given guided tours and to hear lectures given by the archivists, historians, sages, and “illuminated craftsmen and laborers” who inhabit or work at the temple. For it is indeed considered not only a museum and lecture hall and library, but also a sort of Temple of the Past.

Unknown to all but a few, however, is the fact that the Mystereum is actually built over the ruins of a  much, much older sub-subterranean site and labyrinth (whose tunnels extend for miles in all directions) in the center of which sits the original (or is it?) site of a far more ancient Mystereum.

Not all of this (original?) and far older Mystereum has been excavated and cleared but in it is housed many of the true devices, artifacts, and relics of the above ground and public Mystereum. There are also many rumors that in the still to be excavated ruins of this older Mystereum are even more ancient and antique artifacts, items, and relics, some of supposed immense value and great power.

This underground Mystereum (called the Mega-Mystereum or the Magnaheiron) is slowly being excavated, maintained, restored, and worked by a small cadre of Cultists called the Lysterae, whose chiefs are called the Medikhee.

The Lysterae in general consider themselves the Guardians of what they consider to be a Holy Site of both Magic and Supernatural Mystery in the form of the Magnaheiron, but the Medikhee think of themselves as both the Oracles and Visionaries of this ancient site, as well as the explorers and employers of the fantastic items it houses and contains.

Because the Magnaheiron is so ancient and has only been recently rediscovered (and was lost to both history and memory) only the Lysterae and the Medikhee currently know of its locale. The only currently known point of entrance to the labyrinth lies underneath a closed off section of the above ground Mystereum below an abandoned display that leads into what is apparently an old well shaft. This well shaft led to the far north end of labyrinth which, if followed correctly, eventually led to the center of the maze which led to the long abandoned ruins of the Magnaheiron.

Who first discovered this well shaft, the labyrinth, and the Magnaheiron (if indeed it was the same individual or individuals) the Medikhee will not say, however soon after exploring the site and upon realizing just how large it was the Medikhee began to swear to secrecy certain loyal servants and companions to secrecy and thus formed the Lysterae.

The Lysterae were told by the Medikhee that eventually they wish to fully restore the Magnaheiron and open it and the many benefits it might possibly contain (if only in part) to the general public. However the Medikhee have aims and an agenda of their own which does not include making any of their discoveries widely known.

At the moment secrecy, armed Lysterae guardsmen, the large underground maze complex, lack of historical records, and some of the artifacts that the Medikhee have already discovered provide all of the security necessary to prevent any knowledge of the Magnaheiron from reaching the pubic.

Although a few bizarre rumors do circulate regarding something strange being associated with the Mystereum nothing really concrete is known and few if any suspect the underground Magnaheiron. Thus, so far, and as far as is known, it has never been infiltrated or penetrated by any except the Lysterae or the Medikhee.

Because I like this idea so much (turnign a Museum into an excavation/exploration site) I am thinking of making the Mystereum not only a stand alone adventure but also incorporating it into my Megadungeon Complex which I call Akaesia, or, The Perfect Dungeon.

As a matter of fact I like the idea so much that I might also turn it into a short story or simply integrate some of the ideas and a modified version of the complex/site straight into my mythological fantasy the Kithariune.

Well, I’ve either worked or traveled all day. Except for my morning training routines. Although I usually don’t watch TV during the week I’m tired enough to want to relax now. So I think I may go watch The Flash with the wife and daughter, and then do some more moon watching and star gazing tonight with my telescope.

Have a good evening folks…

 

Corpus Museum

The world’s first interactive human body museum also serves as a chair for a giant orange man.

In the outskirts of Leiden in the Netherlands, there rests a giant, 115-foot-tall man colored orange. Sitting on a two-story platform beside an eleven story glass building, this towering orange man welcomes you to the Corpus Museum, the world’s first museum to take visitors through the entire anatomy of the human body.

The giant orange body at the Corpus Museum is cut in its center by the glass walls of the building, making it appear to be a silhouette. In reality, the orange man is a full body resting half inside and half outside of the museum. The sculpture immediately catches the eye of cars passing down Leiden’s A44 Highway, beckoning them to the unusual museum.

The Corpus Museum’s hour-long tour begins with an escalator ride up the leg to the knee, where visitors will step inside an open wound. Next comes the genital area, where visitors will put on 3D glasses to witness a sperm cell fertilizing an egg. Further up the giant body come the intestines, where you can witness the digestion of a cheese sandwich before your eyes. After passing through the ventricles of the human heart, visitors reach the head. Here, adults can observe pulsing neurons in the brain, while children can jump atop a giant tongue as a burping sound erupts from a speaker system.

The museum’s upper floor features multiple interactive activities and a cafeteria. As visitors eat, they can look at the giant orange man jutting through the glass walls beside them.

 

THE BOARDS

Here are some of my Pinterest Boards that you might find useful:

Pinterest Account

They include boards on subject matter ranging from Archeology, Business, Gaming, and History, to Science, Mathematics, and Writing, Literature, and Poetry.

THE WYRDROAD

THE WYRDROAD

By the way, I’ve mentioned this before but I have a new Facebook Gaming page up. It reflects the interests of this blog and you are welcome to go there and join and then participate and make your own posts.

Here is the Address: Wyrdroad

WYRDROAD

I have established a new Facebook Gaming Group.

I haven’t had much time to build up the membership yet because I’ve been busy but I have tried to build up some interesting content. The primary interest of the group is gaming, but like this blog it will cover history, archeology, warfare, science, technology, fantasy and science fiction, literature, pop culture, comics, etc.

You’re welcome to visit and to join. Just hit the links provided.

WYRDROAD

 

NornsOld4

SPOOKED

SPOOKED

If you are a young black male and you don’t understand that police are sometimes spooked by you, especially if you live in a high crime, urban area, then you aren’t thinking this out very far. Now as a black kid or man is that necessarily your fault? If you are law abiding and peaceful and doing the best you can, then no, it is not your fault. But at the moment anyway, it is the way it is. And no one can argue the way things actually are. You might not like it, and in this case you shouldn’t like it, but you can’t argue it’s not true.

If you are a police officer and you don’t understand that a lot of young black males (or others) are sometimes spooked by you, especially if you react to them with automatic suspicion or an assumption of guilt, then you aren’t thinking this out very far. Now as a cop is this your fault? If you are a good cop and doing the best you can, then no, it is not your fault. But at this moment, anyway, this is the way it is. And no one can argue the way things actually are. You might not like it, and in this case you shouldn’t like it, but you can’t argue it’s not true.

Everyone is spooked. Sometimes for entirely legitimate reasons and sometimes for assumptively dubious and entirely erroneous reasons. And when people are spooked, then rightly or wrongly, bad things tend to happen. People react instead of carefully observe, people are triggered by instinct rather than reason, people’s emotions become actively paramount rather than their common sense. The result of those habits are often very bad (certainly stupid and unnecessary), even murderous things.

But no one but criminals and terrorists and very bad men will benefit if young law abiding citizens and young men and the police are spooked of each other, and are reflexively hostile towards and automatically dubious of each other.

What’s the answer? Hell, I wish I could tell you the answer. The one that will work in every case. But no answer will work in every case. That’s just not real life. Not the way real people are. People are people. They will at times revert to their worst instincts or their most illogical and counter-productive habits. Or even to bad or incomplete or misguided training.

However I can tell you this much: When you are angry at each other, and vengeful towards each other, and automatically suspicious of each other, and spooked by each other then no real good can come of that. And no solutions either. Sometimes though, just really thinking and dwelling on the problem can give you an understanding of how to start.

However I can tell you what ought to be happening. What ought to be happening is that young black men, the law abiding and decent and good ones should be working with the police to take down criminals and thugs and terrorists in their own neighborhoods and to straighten out those neighborhoods for everyone else. (Including for the benefit and safety of their own children and women.) What ought to be happening is that cops should not to be automatically suspicious of all young black men who live in a dangerous area (and yes, they have every right to own personal firearms and maybe even more reason than most – because, well, think about it, they live in a bad or violent or high crime neighborhood) and instead the police ought to be conscripting the young, decent, good ones as allies and informants and friends to help clean up bad neighborhoods. (And good cops cannot stand beside or defend bad ones, or even wrong ones.) There should be an alliance and a true friendship and a partnership between citizen and police, but that has to run in both directions at once and respect and protection and cooperation and trust has to also run in both directions at once, and keep running in both directions at all times and as much as humanly possible.

Now I fully understand human beings and their true natures. I’m not fooled by how things will have to go or will go, or are even likely to go. And I’m not gonna try and deceive you with a bunch of feel good, talk-show, pop-psychology, fairy dust and glitterized bullshit. Mistakes will be made and will continue to be made. That’s human nature. Humans are imperfect. But no one should defend wrongdoing in either direction and over time the mistakes should become fewer and fewer, and even less and less egregious.

But this shit has got to stop people. My nation is already entirely fucked up enough as it is. Manslaughter and mass murder and unending suspicion and chaos and innocents being slaughtered and riots in cities and snipers on rooftops and kids shot dead out of suspicion is not the way. We’ve nowhere else to go from here but straight down to hell.

Being spooked all of the time will make spooks of far too many of us. Dead men in a dying land.It is a false hope to live as ghosts in a ghostland, to be half-men in a dead land, when we could be a Great Thing in a Great Land.

We should all be living and thriving and growing and developing, and at and about worthwhile, profitable enterprises.

What we’re doing right now ain’t working, and it can’t work. And, in the end, because it cannot hope to succeed, for anyone, it will have to be abandoned anyway. Or to stubborn self-ruin we go.

I hate even mentioning shit like this because I despise politics being interjected into life and death matters and matter of Right and Wrong. Right and Wrong should always stand on it’s own because, well hell, it’s fucking Right and Wrong. If you don’t get that then I can’t help you. Truth is you should never have to interject race or class or sex or any other far lesser considerations into Right and Wrong. But my wife is black, and my kids are half-black, and a lot of my good friends are black. And I grew up around cops and I’ve worked crime and tracked murders and rapists and thieves (and I know exactly how it works, I’m not in the least naïve or misguided about how criminals and terrorists are) and a lot of my good friends are cops and God-damnit it all to hell this ain’t fucking working.

I’m sitting here about to cry just thinking about all of the totally useless, murderous, violent shit I’ve seen over the years and I don’t fucking cry. And I keep thinking, Christ in Heaven, damn this mindless, habitual shit, don’t they ever, ever, ever fucking get it? How useless this shit is? How utterly unnecessary most of it is!!?

And if they don’t get it by now then what will it actually take?

Look, I’m under no illusion that most criminals are not gonna get what I’m saying. Nor are they gonna care. But by God, why can’t the rest of us? Get it?

So start now. For God’s sake. For your own sakes… Start doing things differently. Start treating each other differently. What in the fuck do any of us have to lose if we all do this differently?

Otherwise this shit is all you’re gonna have and this cycle of idiocy and death is all you’re going to have to hand down to your children and grandchildren.

You’ve already bankrupted them. Do you want to hand them down this useless shit too?

So man the fuck up already people, throw in together, and stop being so bucking spooked when you don’t need to be. And stop giving out reasons for others to be spooked by you too.

Because what we’re doing right now can’t possibly work over time.

And we’re running the hell out of it.

Pray for your nation folks. Pray for your own understanding. But just as importantly, if not more so, start doing things differently.

This shit is all on us. The solution will be on us too.

Or the doom and the fucking damnation will be.

And I for one have had a fucking nuff of the doom and the damnation.

I want to see things they way they ought to be. I want to see all men behaving as they should.

For God’s sake, for your own sakes, don’t you?

CAERKARA – DESIGN OF THINGS TO COME

In keeping with what I said over the weekend about beginning to once again post my own Works (as per this Post) here is my entry for Design of Things to Come, though it is one day early due to later work week scheduling conflicts.

Also I have now corrected all my former entries in The Other World so that they now properly show in that category, as they should. Later I will begin reposting my Essays on Gaming and Game Design.

So here you go, the Introduction to The Caerkara, or The Expeditionary Force

 

________________________________________

 

Introduction to The Caerkara

When the Eldeven folk began to realize that monsters were being accidentally created through the use of Elturgy (Arcane Magic) they began to track down and capture many of these monsters and isolate them in various places where they could be studied and hopefully cured. However the alterations caused by exposure to (especially) high level Elturgy seemed irreversible.

Eventually the Eldevens also realized that Elturgy itself seemed to be “mutating” some of their own kind, as well as other creatures, into monsters, or the Caladeem. Many at the Court of Samarkand came to understand that some of these monsters were completely rogue and out of control and could not be held or captured, that once transformed certain monsters would have to be killed due to their new and vicious nature. The Eldevens in Samarkand formed secret teams of “monster hunters” that traveled throughout the Known World (and sometimes to places in their world beyond their explored knowledge) to capture or kill monsters. At the same time the Samareül began a project that lasted for many decades that attempted to “repair” elturgy so that it no longer created monsters. But the deterioration only seemed to increase and worsen and no means was discovered to return Elturgy to a reliably benign state of operation.

Some monster hunter teams soon discovered that monsters were disappearing right before capture. The reason was a mystery until it was discovered that these monsters were fleeing to another world, through means unknown. The Samareül put his best Sages and Elturgists upon the problem and eventually the Drüidect was discovered, which allowed travel between their world and Terra, though the means by which “the Weirding Road” operates is still a mystery.

The Samareül formed a secret and elite team of Monster Hunters to go to Terra and either recover or kill the monsters that had escaped to that world. While there agents of this team met human beings and discovered human ideas about religion as well as information about Miracles (Thaumaturgy). When this team returned home and reported on their findings the Samareül decided that these events were not coincidental at all but fated, and that Thaumaturgy, God, and religion might just be the long sought answer to either repairing or replacing the troubled nature of Elturgy.

Since then the Samareül has been carefully studying humans, their society, religion, thaumaturgy, God, and other related matters. He has sent his elite Expeditionary Team into Terra on numerous occasions. Ostensibly it is the job of this team to hunt down and capture or kill the escaped monsters from their world, but secretly this team also studies humans, religion, thaumaturgy, etc. and gather intelligence to return to the Samareül for further study and research. This secret team or Expeditionary Force is called the Caerkara. Over the course of their expeditions to Terra they have spent much time in the Byzantine Empire (where many of the odd events affecting both worlds, as well as the escaped monsters, seem to tend to congregate) and humans have become aware of their existence, though not their true nature and point of origin. They have also become uneasy allies on occasion with the Basilegate, and as a result of this interaction a relationship has developed between the Court at Constantinople and the Court at Samarkand.

JUST TO LET YOU KNOW

I will soon be returning to blogging and posting about my own game worlds and milieus, my novels (in this case regarding my fantasy/mythological, my sci-fi, and detective novels mostly), my essays on gaming, the games I have designed and written, TSS scenarios, GPADs, my start-ups that are game related, my Vadding expeditions and urban exploration, and all of my other personal creations, enterprises, and Work.

Recently I have been much too busy with both business and personal matters to post about my own creations. But things have calmed now and that’s about to change.

So from now on I will be posting at least once a week about my own creations and designs. This I will do mostly on the weekends, but if you are a follower of this blog then you will know as soon as it happens.

Have a good weekend folks.

UNUSUAL BEGINNINGS TO ADVENTURES, CAMPAIGNS, AND QUESTS

UNUSUAL BEGINNINGS TO ADVENTURES, CAMPAIGNS, AND QUESTS

Below are to be found descriptions and entries I have created regarding unusual ways to begin Adventures, Campaigns, and Quests for various kinds of Role Playing and Tabletop Games.

Though they could also be used as the basis and genesis of other types of games as well, for example LARPS and Alternative Reality games.

I intend to provide beginning scenarios for various types and genres of games: Contemporary, Detective, Fantasy, Historical, Horror, Science Fiction, and Wargames. To name a few.

I will make such posts on every occasion I have the free time to develop them. Also these scenarios will be different from the scenarios I have developed specifically for my own Setting and World. Those will be listed separately under the Category – The Other World

Feel free to take the names of places and characters mentioned in these scenarios (or even the basic structures of the scenarios) and alter them to fit your own gaming worlds or situations. These are, of course, merely suggestions. I describe these scenarios to give DMs and GMs far better, more original and more unique methods of starting games than, “your party meets in a tavern,” or “you all hear a rumor.”

So modify and use these beginning scenarios as you will. They are meant to stimulate original situations and your imaginations, not to dictate terms and conditions.

Tonight I will begin with Four Fantasy Scenarios for beginning adventures or campaigns: Infiltration of the Fertilands, The Secret Missionaries, The Sky From Long Ago, and The Long Road to Disaster.

 

FANTASY

 

Infiltration of the Fertilands – The Senate of Alaria has decided to clear an area of land 7 and ½ leagues north of the city-state (an area called the Losharian fertilands) to provide timber and resources for a proclaimed public works building project, and to establish a new frontier’s garrison and outpost for the city to ward off raiding attacks by local barbarians. However three separate surveying teams and their armed recon in force escorts (at least for the second and third attempts) have disappeared when sent to the location.

The Senate has decided to send an expeditionary force of 1500 men to investigate and clear the area of potential hostiles, but before they can vote on the measure or dispatch the forces the chief architect in charge of the new building program approaches your party and asks you to undertake the task of infiltrating the target area in secret, to see if you can discover the cause of the disappearance of the previous teams. You are charged with secrecy in your mission (you can discuss it with no one) and if you are successful the architect not only promises that you will be richly rewarded in pay but that the Senate will award you tax free lands on which you may establish estates and villas of your own. He also hints at the possibility of awards (Champion of the City), public acclaim, and possibly even junior seats on the Senate.

However since the mission would be kept entirely confidential he can offer you no initial assistance other than to provide you with information on how to find the Losharian fertilands.

But he does offer you two pieces of advice. First, do not drink the waters of the fertiland even if it is rainwater which falls during a storm. And secondly, watch the rivers, creeks, waterways, and marshes at all times. They may hide dangerous enemies and hidden perils.

 

The Secret Missionaries – Your party is called to the Great Temple of the Sacred Hierophants after nightfall one evening. The Church of Adaltorn, the Last Hierophant, in the city of Ramara Passea has decided upon a missionary program of expansion Eastwards. They wish to convert the rich, independent merchant cities east of the river Venwaldros, which they feel would be very open to their doctrine. However to the south of the narrow strip of unclaimed no-man’s land of the Venwaldros lies the fierce (and some say cannibalistic) barbarian tribes of the Colmar Confederacy, and to the north of the river in this unclaimed area lies the Imperial outposts of the Srechalt. All of which are hostile to both the Church and to Ramara Passea. This narrow strip of land and the thin thread of the Venwaldros which passes through it is called Reedbrake (for its high and musical reeds, which go silent when anything passes through them)) and it is the only safe passage from Ramara Passea to the East.

The church has sent scouting teams of monks and priests along the river which have either had to turn back after being attacked or were simply lost, their true fates unknown.

The church is willing to produce an indulgence in the names of each of your party (meaning you will be free from both local taxes and tithes for a period of ten years), to pay you a stipend for three years, to Bless each member of your party, and to secure you Writs of Absolute Non-Hindrance from the city fathers if you can help them find a safe passage through the Reedbrake so that their monks and priests may travel securely and unmolested from Ramara Passea to the eastern merchant cities. They will also equip your expedition and provide you with river-craft, a barbarian scout (a recent convert) familiar with the Colmar, and three warrior monks as servants and men at arms to assist you.

 

The Sky From Long Ago – The retired Sage Geirwovan (rumored to have once been the famous Wizard Taleorstir) has sent every member of your party a formal and very decorative invitation to visit his mansion six miles from the outskirts of the Ulorian borderlands.

When you accept and reach your destination you are shown to the Sage’s Tower and observatory where the ancient and bent Geirwovan greets you warmly and feeds and shelters your entire party. After a late dinner and entertainment by a very talented female bard (whom Geirwovan identifies as his personal Bard, the Lady Yurliel) you are ushered back to the Sage’s Tower where Geirwovan accompanies you to the roof. Briefly after sunset (far too soon after sunset) the entire sky is afire with stars but of very unusual constellations that you have never before seen. Some of these constellations seem to come alive, take on weird and fantastical shapes of creatures you have never seen before, and to move about and even battle one another. Stars flare and flash, changing colors or becoming briefly too bright to look upon. The moon rings like a giant gong. The tower itself seems to shake. Comets flash across the sky and explode by impacting one another. Then the entire sky goes absolutely black and a few moments after that returns to normal, as it would appear on any other cloudless and moonless night shortly after nightfall.

Geirwovan then takes you back into the tower where each of you feels weird and uncanny, as if you have just witnessed something unnatural, supernatural, and/or very spectacular and unnerving.

Geirwovan makes no comment and ignores all questions to explain and instead spreads out a series of complex maps upon an antique drafting table and begins to explain how rewarding it would be and how much you would all benefit by reaching a particular destination. One he repeatedly shows on the different maps. (The maps are also all filled with odd glyphs and scripts and indicated locales you have never heard of or seen mentioned before.)

Then Geirwovan tells you of the fabulous riches, both mundane and magical, that can be found at that destination though he will not describe the particulars nor disclose any details about what else may lay at the destination. He tells you that if you will go to that location then you will understand what he means and that you will understand what you saw in the sky. He asks only two things: 1. that when you arrive you do what is appropriate, and 2. return to him all that you find so that he may examine it and then he will keep only one article, a small silver coin of unremarkable design. You may keep all else that you find and there will also be another reward awaiting you upon completion of your expedition. If you agree then he will hand you one of the maps which he says will guide you unerringly to your destination but that you must never venture from the route it dictates for the map is untrustworthy otherwise and you may find yourselves lost in such a way that you will be unable to return. He also offers to allow you to take his bard Yurliel with you if you so wish.

 

The Long Road to Disaster – The Lord of Merchants and Commander of the Merchants at Arms have called your party to the Tent of Foreign Prizes in the Agora of Kroipos to discuss an urgent matter. They explain to you that they have recently (within the past year) opened up a new trade route to the Far South, through the desert of Samorah, that they call the Elidian Road. (Elidia being what some rumors declare to be a semi-mythical and legendary city of peculiar and unique wealth located in the Far South.)

Within the past six months no fewer than four separate and well-armed caravan trains have been ambushed and destroyed or lost. By what the Commander describes as a well-organized, large, ruthless band of experienced brigands, raiders, and thieves.

Searchers and follow up teams have only recovered small bits of debris or valueless remains from the ambushed caravans and the losses to merchants in the area have been sunstantial and heavy indeed. Armed scouting parties sent by the city have discovered nothing and have been of almost no help.

Only three survivors have escaped thus far, two from one caravan (the first attacked) and one from the second caravan. No other survivors have surfaced or are accounted for.

Both the Lord of Merchants and the Commander of Arms ask if you will entertain shadowing the next caravan to be dispatched along the Elidian Road to see if you can discover who is responsible for these raids and possibly help save the caravan from being plundered and destroyed. If not can you then follow the attackers to discover their identities and base of operations so that a military force can be dispatched to kill them all.

Neither wants you to be part of the armed military and merchant force of the caravan so that if the attackers arrive in overwhelming force you may survive and bring back invaluable Intel on the parties responsible. They only want you shadowing the caravan unless it is obvious you could actually safely protect and rescue the caravan if it is attacked. Both Merchants promise you will be richly rewarded for your efforts. Though neither will describe precisely how or in what form.

After the meeting the Commander of the Merchant at Arms leaves but the Lord of Merchants pulls your party aside in confidence and tells you that his nephew will be accompanying this caravan in order that he may be trained in commerce. As is the custom at his age. This being his Voyage of Initiation. The boy has instructions that if the caravan is attacked he is to flee to the safety of your group or if necessary you are to rescue him and flee after discovering what you can of the enemy. He promises to reward you separately for this action and he tells you that aside from his nephew and the head merchant of the caravan no one in the group will even know of your existence or that you shadow the train. So he says it is imperative that the caravan not discover your presence either. You must also never mention this side deal involving his nephew. Especially not to the Commander at Arms, who would consider such actions cowardly and dishonorable.

He also tells you that he has personally interviewed the three survivors of the previous attacks. One is now dead of unknown reasons, one is in a long sleep from which they will not awaken (coma), and one appears to be mad. But before these things happened the survivors described weird things occurring during the attacks and despite the Commander’s opinions to the contrary the Lord of Merchants is not at all convinced this is the work of brigands or caravan raiders. In fact he says that he does not believe any raiders are involved at all. But he will not elaborate on his suspicions.

He will only say that he once read a passage in a book in the Far South that said that long ago the skies were poisoned by an unknown creature so that ghosts and dead men rained upon the living.

 

Also, feel free to suggest your own ideas in the comments below, or tell me if you’d like to see Beginning Scenarios for certain types of games,  particular subject matters, or for specific gaming genres.

HIGH CRAFT – LOST LIBRARY

HIGH CRAFT

This article on Viking clothing reminded me of something I’ve been meaning to discuss for some time now. In my games and in my writings, Craft (and by that I mean High Craft), often plays a large and beneficial role in both individual matters and even in larger events.

Using boots and shoes as an example characters have both found and had created for them (by master craftsmen) footwear that is not magical but rather so well crafted that it provides real benefits, such as resistance to extreme temperatures, resistance to wear and replacement, comfort befitting improved endurance or resistance to things like trench foot or blistering, and when they concentrate upon certain tasks (such as running, hiking, climbing, jumping, or stealth) they give definite though temporary advantages.(The characters must concentrate upon the task, for instance, and declare or show evidence that they are trying hard to sneak, or paying attention to their climb – but then such boots give temporary but definite advantages).Such boots or other items and gear (weapons, clothing, tools, etc.) are not magical at all but rather of such high quality and clever construction that they give measurable advantages over other items not constructed by master craftsmen.

(Though really well constructed items of High Craft might very easily be discovered far more susceptible to being enchanted at a later date than more mundane items. That is to say items of High Craft can be far more easily enchanted or ensorceled and such magics will far more easily affix and permanently secure themselves to objects of High Craft than to less well made implements.)

 

The same could be said to apply in a larger sense to whole groups of people. Nations with master craftsmen or smiths or even entire shops, foundries, and industrial operations devoted to High Craft (and invention and innovation) can produce gear and weapons and armor and equipment that gives a particular army a real and measurable advantage over another less well equipped force. Maybe even, en masse, a very large advantage. Again, not a magical advantage but a qualitative advantage of High Craftsmanship.

Though in a Tolkienesque sense it could easily be argued that High Craft is a form of “magic.” That High Craft is precisely what much magic really is.

With me however, at least in games, I usually use Magic as something “added to” or above and beyond even the Highest of Crafts. Though in my writings and novels High Craft and Magic are sometime synonymous and interchangeable or fungible, depending upon the particular circumstances of precisely what is being discussed.

I know that some use craft as a part of their game(s) and writings and some do not, but if you do, then what are some of the ways you use High Craft as an advantage on any level?

How do you use and employ High Craft in your own creations?

 

The Vikings Used Comfortable Shoes

Osberg Ship Viking Shoe One of the original boots found in the Oseberg Burial Mound dating back to 834 AD. (Photo:skinnblogg.blogspot.no)A number of complete Viking Age shoes found in Scandinavia and England have the same characteristics. They are flexible, soft and mostly made of cattle hide, but also other kinds of leather was used.There are complete shoes found in the Oseberg ship burial mound in Norway, Hedeby trading center in Denmark, and Coppergate (York, Viking Age Jorvik, Editor’s note) in England.

All three of these discoveries show a similar construction and form typical for the Middle Ages.

The shoes found in the Oseberg ship consists of two main parts, soles and uppers, and are so-called “turn shoes”.

(Article continues)

Reconstructed Oseberg Viking Shoes

Reconstructed boots found in the Oseberg burial mound, by Bjørn Henrik Johansen. (Photo: Bjørn Henrik Johansen/ skinnblogg.blogspot.no) 

The shoemaker stitched the shoe together inside out, and then turned right side out when finished. This hides the main seam, prolongs the life and prevents moisture from leaking in.

Viking Age shoes (793 – 1066AD) were well suited for use in wintertime by using thick, felted wool socks and fur inside.

Materials and Tools

Studies of the leather shows that mainly cattle hide was used from the 9th to mid-11th century and was typically 1 – 3 millimeter thick.

(Article continues)

Coppergate Viking Shoe York

Anglo-Scandinavian Shoe found in Coppergate, York, England. (Photo: definedlearning.com via Pinterest)

A bristle or metal needle was used stitching flax, hemp, or a combination of the two. Shears or blades were used to cut the leather, and a simple awl to punch the holes.

At Coppergate twelve examples of iron shears were found.

Tanning and Color

Vegetable tan was the primary method for tanning, but also alum tans and oil tans were used in luxury leathers.

(Article continues)

Reconstructed Coppergate York Viking Shoe

Reconstructed Anglo-Scandinavian Shoe found in Coppergate, York, England by Bjørn Henrik Johansen.  (Photo: by Bjørn Henrik Johansen/ skinnblogg.blogspot.no)

Modern vegetable tans are much stiffer due to industrialization and shortening of the process and are unsuited for turn shoes.

Like today, elaborately made clothing and shoes were visible proves of high social status.

Scientists have concluded that the better-quality shoes and boots had much more color than can be seen from archaeological discoveries.

A WORK OF GREAT SCIENCE FICTION?

Is GRR Martin’s ASOIF not every bit as much a work of Great Science Fiction as it is a work of High Fantasy?

(Though, perhaps given the numerous bloody, torturous, criminal, immoral, and amoral events of the story and books, perhaps Epic Fantasy is a far better term than High Fantasy. I should also say that I have read quite a bit of Martin’s science fiction so I do not make this observation in a vacuum.)

In any case look at the background, the events, and the milieu of the world itself. Even the very planet is apparently out of sync, ecologically and biologically. You have a world whose very orbit and rotation seems seasonally misaligned.

You have a past superculture (Valyria), apparently with a fairly highly developed technology, who were abruptly and almost instantly annihilated in what appears to be a self-induced immolation or act of self-destruction.

You have incredible acts of architecture, engineering, and materials control, such as with the Wall.

You have what is essentially a wholly alien race of creatures (the White Walkers) who can disappear into hibernation for untold aeons only to reappear in a mutated and far more dangerous form. You have other species of peculiar natures and seemingly bizarre backgrounds, such as the giants and the Children.

You have a very dangerous long-term degenerating disease which looks very much like some form of designed biological agent. Or yet another mutating agent.

You have a boy who cannot only “warg” himself backwards in time to gain critical information or historical events, he can actually influence people in the past. In other words you have visionary time travel with a built in ability to influence previous timelines.

And I could list many other such elements, including the dragons themselves, and their obviously native and possibly enhanced, not animalistic intelligence.

Now none of these things negate the obviously fantastical elements of the story (whichever you take as the source material for the real story and the truer events, the books or the Game of Thrones show) but they do point out that the frontier between fantasy and science fiction in this case is an extremely thin line of division.

Then again the exact same thing could be said of Tolkien’s work.

The frontier between science fiction and fantasy in the works of both men is an uncertain one indeed. At least when it comes to certain obvious elements.

 

 

 

 

ESSAY THIRTEEN: SCIENTIFICA MAGICA

ESSAYS ON GAME DESIGN

Essay Thirteen: Scientifica Magica

Now before anyone jumps to the wrong conclusion, based only upon the title of this post, let me state clearly that I am not one of those gamers or writers who favor turning magic (in either game or fiction) into a mere exercise in science and technology under a different name. I am not for “scientificizing magic.

I am not in favor of turning either game magic or fictional magic into science by another name, nor am I one of those who favor making magic operate under closely regulated and studied rules of scientific function or with mathematical precision. I like my magic wild, uncontrolled to some degree, definitely unpredictable, prone to malfunction and misfire, and in most other ways outright dangerous.

 

image: http://d15osn4tlmtdxb.cloudfront.net/wp-content/uploads/2006/03/img-Burne-Jones.jpg

(You know, much like a woman. Now I say that half-jokingly, but only half jokingly. To me science and technology should operate like a man – with precision, with mathematical certainty, with rules, with predictability. Now am I saying all men are this way? God no, and I can only wish. I know real people as they truly are, you see, and that is merely a philosophical postulate of how male types would operate ideally, logically, and rationally. Sort of like saying all Vulcans should be like Spock.

On the other hand women should be unpredictable, without Newtonian mathematical precision, with emotional flare and passion, fuzzy and quantum at the edges, hard to pin down, and in more than one way, truly dangerous. Generalizations of course, and type generalizations as well, but they make the point. Magic to me should not be Science and science should not be magic despite all the modern Geekery in games and fiction that would have them be, in effect, merely interchangeable and fungible concepts for the same thing.)

Science should be amazing in what it can achieve but predictable in how it operates, Magic should be almost miraculous in what it achieves but largely unpredictable and untamed in both technical function and in its methods of operation. The very point of science is to be controlled and safe, reliable and commonplace, not dangerous, for a dangerous and rare science defeats the very purpose and function of being scientific. On the other hand the very essence of magic is to be rare, uncontrolled – especially in comparison to science and the mundane – and unreliable. For indeed if you have a magic that is too easy to control, utterly predictable, reliable, safe, and ubiquitous then you don’t really have Magic at all, you simply have science under the flimsy and inaccurate guise and faulty nomenclature of “magic.”)

Now all of that being said there is one way in which I favor the intersection of magic and science and that is in the analytical and detective capabilities of modern science, which often border closely upon the frontiers of what I would actually call magic. Or at least magical in effect.

Being an amateur scientist and having a near lifelong interest in physics, forensics, archaeology, medicine, chemistry and biochemistry I often keep up to date on new papers and techniques in those fields and have recently been studying several superb new and relatively new methods of analyzing, collating, detecting, examining, and understanding archaeological and forensic evidence. Such as the use of LIDAR, magnetic surface and subsurface scans, satellite imagery sweeps in the infrared, multiple data source computer modeling, etc.

In thinking on those things and what they can accomplish it has recently occurred to me that a new type of “magic” (of a kind rarely ever encountered in gaming and fiction) could easily be developed to mimic such scientific technologies without necessarily being limited to being scientific in operation.

For instance I have recently begun developing “spells” for both game and fictional use that mimic such new discovery techniques without presenting themselves in a scientific or predictable manner. I won’t specifically describe these “magics” in detail or enumerate the spells themselves as that would take too long and as one could easily develop multiple spells from these general categories in any case, but I will briefly describe a couple of these “spell types” for you to consider in developing your own magics in this regard.

1. REENLIVENING SPELLS – Spells which cast a glamour over an area or other target and can then present, in a complex still or even a moving image, the events that occurred long ago in a particular area, concerning certain bodily remains, etc. For instance the spell could take you back into time (figuratively speaking) to see events that had occurred long in the past, such as making you privy to a particular conversation, an event in the life of a person long dead, to witness a long forgotten or unrecorded (or even an historical) event so that you could view such things occurring for yourself. These would be very different spells from something like Speak with Dead because you would be an observer and witness, not a conversant, and such results would not be limited to mere third party descriptions but rather you would be a first hand, though passive, observer.

2. RECONSTRUCTION SPELLS – Spells which cast a glamour over an area of building or object and that allows you to see that area or building or object as it looked at another period (of the past), say at the point of its making or shaping or construction. Via the use of such an enchantment you could see a building as it is designed and constructed, an object as it is manufactured, or perhaps even several different time periods (in sequence or simultaneously overlain against one another) and their interactions, tracing the construction or object through time to several different time-points to gain detailed information about its history.

3. REENACTMENT SPELLS – Spells which cast a glamour over a large area or maybe a specific person or set of remains that allows one to view, hear, feel, taste, smell, and magically touch the reenactment of a famous battle, an unknown war, the forging of a weapon, a day in the life or an individual, or even the vision, trance, or dream of another individual or creature. The emphasis here would not be merely upon the gathering of information or the witnessing of an event, but more directly upon a sort of shared (or in this case reenacted/relived) past experience. Perhaps such a spell would actually allow you to become another person, another creature, or even an inanimate (but magically aware) object for a certain period of time.

4. RECREATION SPELLS – Spells which cast a glamour upon a particular object, building, device, etc. that can recreate a visual, interactive image of the same. Higher levels spells of this type can actually recreate a physically real or similar mock-up of the original object based upon the information gathered from the object remains by the initial glamour. Still higher level spells can recreate usable approximations of even formerly magical objects (though the magic contained in the reconstructed objects may be limited) and the very highest level such recreation spells can even recreate working (though not necessarily magical in any way) models of previously lost artifacts and relics (assuming there are any remains left for the glamour to read).

5. PROJECTION SPELLS – One of the other types of spells would have to be enacted first, but, once that was done, and using the information or experiences gathered from that initial set of magics a spell caster could then seek to work a secondary set of spells that would allow one to project what would happen in the future regarding one’s chosen target or set of targets. For instance say you were in an existing castle, you could then use a projection spell to analyze and predict how it might fall to ruins, what part of the construction would be destroyed, what parts preserved, why, and by what agencies of destruction or even of renovation or preservation.

As I said above I will not enumerate the specific spells I have developed using these categories or ideas of magical effects because I don’t want to limit your imagination to my conceptions. I think every DM or player or writer ought to develop their own ideas regarding the specifics of this concept.

However I will say this, that when it comes to the operations of “magic” in my own milieus and worlds and writings every use of magic is at least tinged, and sometimes heavily tainted, with the possibility of danger, misdirection, and even failure and misfire. For instance considering the spell types above perhaps the information gleaned from such a spell will be entirely accurate, then again perhaps the work will be only partially accurate, or even mostly inaccurate. Perhaps the caster intends to see an image of one particular fortification or construction site and what he actually sees is an entirely different site. Perhaps the spell will fail entirely (with no discernable consequence or with great and dire consequence). Perhaps the spell will erroneously mix information from several different objects together and produce an amalgam of an object that does not really exist. Perhaps the spell will cause a “Rogue Projection” that will attempt to divine or even produce an unanticipated future rather than accurately display the past. Or perhaps the spell will draw the unwanted attention of some dangerous creature or being that is monitoring or warding the intended target.

The dangers surrounding the use of such magics, as with the use of any such game or fictional magic, could be nearly inexhaustible.

And I fully encourage such dangers, just as I encourage the dangers inherent in the use of any magic.

Magic is, after all, not science. And it should not operate like science. Even when it closely mimics the basic functions of science and technology (as in the case of the “spells” described above), it should be remain essentially separate and distinct in operational methods and in general nature.

For even if magic yields an essentially scientific purpose this does not mean that it should in any way reproduce a technological outcome or result.

It should always remain dangerous, rare, unpredictable, mysterious, and “magical.”

Otherwise it is mere science under another name

KITS GALORE – LOST LIBRARY

THE KITS AND THE KITS AND THE KITS

You know, it makes an awful lotta sense that, especially in the early stages of their career, and in a world in which such things were common, there would develop pre-designed “kits” for various professions. Just as existed for soldiers.

Of course such kits would vary by race certainly, likely by geographic region (terrain, weather patterns, availability to water and shelter, limes and outpost proximity, etc.), and perhaps even by nationality or economic strength or technological capability or even just by preferred design modes. Or by such factors as item or material availability.

And absolutely such kits would vary with experience and exposure. My gear and equipment kits and carries have changed considerably over time as I have learned what gear is likely to be needed, what is likely never to be needed, what is truly useful, as equipment designs have changed, as far better tools and multi-tools have developed. And in certain situations I know I will need certain kits and stocks, and in other situations I will need different kits and tools, though overlap almost always occurs with some items. (You will always need a lighter, always need binocs, always need a knife, etc.) And I have encouraged both my players (and those I have known in real life) to develop their own kits specific to their own experiences and professions and to develop complimentary kits so that people in a team avoid redundancy or over-burdening themselves to no real point. (If one or two guys carry a hatchet then not every team member need do so as long as they do indeed work as a team and remain cohesive. One machete a team is usually sufficient, but everyone carries water and a knife.)

But this is, if you ask me, as excellent idea (and I know previous versions of different games have toyed with similar ideas in other forms), basic starter kits for various professions (not just tool sets) followed by highly individualized and special function kits as one gains experience.

(For instance a Ranger’s Urban Kit, used while tracking an assassin in a city would be quite different from his Wilderness Kit while tracking foreign raiders involved in frontier skirmishes. Money would likely be plentiful in an urban kit to pay bribes and develop informant networks, money is practically useless on the frontier.)

So you could have all kinds of Kits, such as General Profession Kits (Combatant Starter Kits, Magic User Starter Kits), down to Class Kits (Paladin’s Kit and Barbarian’s Kit) to Special Function Kits (Urban versus Wilderness Kits) to Highly Specialized Specific Mission Kits of the very experienced Adventurer and Team Member and even all the way down to the Sole or Single Operative who might act as an Undercover Operative, an Agent, or a Spy.

Then again you could have Special Gear and Special Weapon Kits designed for very refined purposes, such as thieves tools, medical and first aid kits, field chemical kits, firestarting kits, business kits, inscribing kits, disguise kits, instrument kits, weapon kits, even kits to be used against specific opponents (tactical kits).

Kits like this (of all kinds and of different levels of complexity) would be extremely useful. Especially Emergency Kits deposited at known locales, at dead-drops, and at safe houses to be recovered as needed.

THE PACIFICATION AND PUSSIFICATION OF MARVEL’S CIVIL WAR – ALL THING

THE PACIFICATION AND PUSSIFICATION OF MARVEL’S CIVIL WAR

(Spoilers included: so if you get all emotional about spoilers then take a powder, this ain’t for you.)

My wife, the girls and I went to see Civil War this evening. Before you come to the conclusion that I didn’t like the film based on the title of this post, actually I did, let me just say the entire subject matter of Marvel’s Civil War was completely pussified and pacified by this particular film. Not that the film wasn’t good, it was at a certain level. It just had nothing to do with Civil War.

What Marvel did so bravely in the comic series Civil War (to the outrage of couch potato fisticuff Captain America’s throughout this great land) they completed pussed out on in this film and in that sense entirely ruined it. There was no tyranny of the government, nor was there a real rebellion against the government. A real shame since what this nation actually needs is a real and certifiable Civil War. The closest the film even got to the real ideas and ideals in the Civil War series was in just speaking the terms “vigilante” and “criminals.” There was nothing really about the series evident in the film. Hell it wasn’t even an initiative of the US government, it was a damned United Nations effort. Any time anything is a UN effort you can bet it will be entirely pussified, and completely ineffective at attempting to achieve it’s true goal. As this certainly was.

Nothing about the original Civil War was evident, not the fact that the government tried to suppress the rights of the individual (and not just for the Avengers, narrowing the Civil War down to just the Avengers completely missed the point, not that I disagreed entirely with what the government was attempting to do) and tried to tell individuals what they could do with their own talents and abilities and “powers.” Nor did it ever truly address the issue of what is the proper response of the individual to such an attempt at tyranny by the government? How Far does the individual have a right to go in rebelling against government oppression? (All the way – he has a God-given right to go all the way to destroy such a government. Well, all the way short of murdering the innocent. He should leave that kinda shit to the government. They’re really good at it.) All of that, all of the really important stiff, was completely missing. This was Civil War Lite, the balless Millennial Edition. The pastel and collegiate safe-zone/safe-place edition. You know, still-mint-in-box with that plastic smell. A shame Marvel pussed on that very germane and pertinent point, especially at this time in our history.

I think back to Batman-Superman (and Superman-Batman had it’s share of problems, but being about true ideals was not one of them) and how Superman, realizing that Luthor’s mark was about to explode and kill everyone in the US congress chamber did not even bother to move, did not even bother to attempt to move to save anyone at all. Not anyone at all. Didn’t even use his body to mitigate the explosion so at least some could survive. He just passively watched it. Just stood there shaking his head as if to say, “if only the government had allowed me, if only I had permission.” Now that’s actually about something, a critique of Modern Man, of the Modern American actually. Hell, that is the modern American. The passive, uninvolved, don’t drag me into this, that’s someone else’s job, “do I actually have your permission to intervene” modern American. Or modern Christian, take your pick. (Superman was at one time the quintessential American of Action, now he is the quintessential modern American as well. Welcome to your true selves modern Americans. Even your superheroes are now in on your pathetic act.) Civil War never rose to that point, to being about something nearly that big. It was, as a super-hero film, more or less just a kick-ass superhero film about nothing more than, you guessed it, mere superheroes. Ina tiff about their own drama-club, their own Dr. Phil episode. Civil War was not about something really important, such as the people and population that the superheroes are supposed to represent, either as wish-fulfillment, or as a real critique on their actual natures. In a way though that is unfair criticism, because unintentionally this was a critique on the character of modern Americans. How by absence, habit, and training we don’t really have any anymore. So in that sad sense it was Batman-Superman all over again, just without all the outright honesty. This film though never truly gets a chance to succeed at failing like that because it fails to be about what it was supposed to be about.

What then was Civil War the film actually about? The closest it ever got to being real was a running (literally, a lot of running) discourse about friendship, loyalty, and how far a man will go to remain loyal to a true friend. (Black Panther by the way had an excellent little sub-plot which was aloes instructive, about vengeance for the right reasons versus vengeance for the wrong reasons. I truly enjoyed watching Black Panther.)

Now didn’t get me wrong, friendship and true loyalty (that is to say the kind of, “I will fight and die for you loyalty”) is an extremely rare commodity in the modern world. And in modern America. Hell most modern Americans won’t risk themselves for anything, much less other people. See the Superman reference above, and so that’s precisely the point. So I am in no way denigrating or negating a film about true loyalty and real friendship. It’s important subject matter for modern myths, like comic superheroes. The shame is that it could have been that and still been about an actual and real Civil War. Oh, I understand that the film had to be limited (in comparison to the comics) in actor numbers and scenes and the overall plot had to be pared down, but it could have still been about a real Civil War. And friendship. Like the comic series was. It wasn’t. It wasn’t about a war at all really, and that’s the real fault of the thing. Mostly it was only about superheroes and character development and all of the other comic book bullshit that so floats the hole filled chalk anchors and thrills the nascent testicles of comic book fangurls everywhere. But it really wasn’t about anything. Other than that. Superheroes, entertainment, diversions, fist and laser beams fights, explosions.

If only there had been a Real War. An actual Civil War. But Marvel pussed out. They could have taken what they did with the last Captain America film, Winter Soldier (an excellent film about a real rebellion against government) and went all the way. Instead a cold wind blew up their skirts and they pulled their panties up and went home. And there ya go. Civil War as a faux entertainment and superhero fight fight, rather than one about a well, ya know, a war…

This was more like a hat-tip to fangurls and continuity agitators so they could babble more Nerdspeak while Rome burns. The real Rome I mean. Not that I blame the actors and actresses. They did superb jobs especially Falc, Panther, Cap, Iron Man, Vision, Widow, the kid playing Spiderman, and Bucky. No, this film was entirely a failure of writing and balls. Not acting, and maybe not even of directing. Just an horrendous and total lack of balls. No balls and you can’t write around that kinda thing. It becomes obvious quick.

Technically though, and as an entertainment, I give it a 4 out of 5. Because technically it was a superb film. And as a comic book superhero film it was also pretty good. Just not Winter Soldier good.

As far as being an important film, I give it a 2 out of 5. It was an urban film. Unlike the Winter Soldier it revolved around urban thinking. Petty turf fights. Avoidance of reality. And that showed the whole thing through.

In other words it was just another superhero fun-flick, rather than a film about what it actually means to be a Hero fighting for a truly important cause. You won’t get that in this flick. Nothing really important happens. You will get some boom-boom and some pretty flashy fights. Just not many fights about anything really worth fighting about. Or about anything applicable to the Real World. And if a story isn’t really applicable to the Real World then let’s just call it what it is, a pussified wish-fulfillment, or put another way, just another diversionary fantasy. I hope Marvel stays far away from ever again doing this kind of thing to their best work in the future.

You want something much, much more entertaining and infinitely more important then read the original Civil War comic series.

Better yet start your own Civil War. It’s way past time anyhow.

That’s my take on the thing. What’s yours?

ARSOGINSERL’S APOTROEV: THE TERROR TROVE

ARSOGINSERL’S APOTROEV

So I’ve been working on some other things in my spare time while not working on my novel The Old Man for NaNoWriMo. One of those things is I have been continuing with design work upon The Perfect Dungeon (working title).

One of the ideas I had this week was for the Terror Trove. (That’s the working term – it is a sort of obverse image of the Treasure Hoard as I’ll explain in a moment.)

The Terror Trove originated as a secret mountainous cave area in the wet-desert just outside the main ancient city ruins around which the Perfect Dungeon story primarily revolves.

A man who was both a powerful Cleric and a powerful Wizard decided that he would take it upon himself to seek to discover and “hoard” every evil artefact and relic he could locate.

His original intention was to construct an “Apotroev” (a reverse treasure hoard – one that was magically and physically separated from our world and one that could never again be plundered) so powerful and so carefully hermetically sealed that the powerful items he placed there would be in effect forever cut off from and removed from the rest of the world. Thereby sealed away, never to be discovered or employed as a threat again these items were magically exiled from the world since the Cleric Wizard (named Arsoginserl, though also sometimes called Insarl the Illuminare) could find no method of destroying most of these things.

Arsoginserl’s Apotroev” worked very well for centuries after his death, but eventually, due to earthquakes and due to the fact that some of these artefacts and relics were so powerful they began to consume and absorb one another the Apotroev weakened. The evil and magic in them thus multiplied many times in power and force effectively “irradiating evil and magic out into the surrounding world” just as a shielded bunker designed to store radioactive waste might leak if damaged or overwhelmed.

Eventually this was one of the reasons that led to the demise of the original and ancient city of Pesharan.

Anyway Arsoginserl’s Apotroev will be one of the potential sandbox areas attached to the Perfect Dungeon (which is actually a campaign series) if the players want to seek to find and explore it.

However by this point, nearly a millennium after it was originally populated and sealed most of the items have been consumed by the more powerful artefacts and relics and the “survivors” are at war with each other. All of the survivors are by this time either artificially intelligent or sentient or inhabited by evil spirits, or all of the above. And all of these surviving “items” desire to escape back into the wider world. Making them incredibly cunning and dangerous and desperate. Even exposure to the still sealed Apotroev itself has powerful, malignant, and long lasting side effects upon anyone approaching it.

Also buried in the Apotroev, in a secret compartment never discovered by even the most powerful artefacts and relics trapped there, are a number of preserved relics from Arsoginserl himself, such as his robe, his mitre, his crooked staff, his Roseheart, a book of Arsoginserl’s prophecies, a book of his personally created spells (otherwise unknown), his Communion Rod, other valuables, and the Benegemm (an experimental gemstone Arsoginserl himself had created with the help of an angelic ally) with which he hoped to one day cure evil and nullify evil magic. No one knows how far Arsoginserl got in the development and perfection of the Benegemm but it was reputed to have many marvelous capabilities and properties (even if it was still unable to cure evil) by the one account that ever mentioned it. Such as soft-burying and freeing the souls of certain undead creatures. Or encouraging certain criminals to take up a monastic or religious life. Or even to become a Cleric.

The story of the Benegemm is supposedly indirectly related to the famous tale of the thief Tarand Moirloss who later converted from his life of crime and became the famous Cleric Larlfast Urlinger. Moirloss accidentally touched the Benegemm hoping to examine it for potential value and was immediately struck “dead” for seven days. Moirloss recovered in his tomb chamber and was able to dig his way around the setting stone of his tomb and escape his premature grave. Moirloss then sought out Arsoginserl who gave him the legendary Seven Penances of Supernal Peril to complete after which Moirloss converted and was renamed Larlfast Urlinger the Upright. Urlinger is the same cleric often credited with having created the “quill of the thrice inscribed god.”

Though some say that Urlinger became a wandering Cleric-Wizard like his mentor and abbot Arsoginserl, and that the quill was actually constructed by another, a Sage and Hermit named Ramonil the Righteous.

http://nanowrimo.org/forums/all-ages-coffee-house/threads/270499

GOING BLIND INTO THE DARK – RESURRECTED RELICS

GOING BLIND INTO THE DARK

If you ask me ancient archaeological sites like these make for superb adventure and dungeon and plot locales, though of a very different type than the standard dungeon or adventure site.

Very bizarre artefacts, relics, objects, events, rituals, and creatures could easily exist at such sites. I often use modified Real World archaeological sites and place them in my games and novels and stories because they are so ancient, rich, and full of odd and often unexplainable things. (As a matter of fact I have an entirely separate category of “adventure and plot locales” when it comes to ancient and prehistoric archaeological sites for my writings and designs, including the artefacts and events discovered/recovered there.)

It is very good to have odd and unexplainable things in your writings and in your games and milieus that the players and readers can try, like everyone else, to figure out, but can’t really understand, deduce, or explain.

Unknown or unexplained or recently discovered archaeological sites are superbly interesting because unlike many other sites they have already passed into pre-history (or out of history) or little to nothing is known about them until they are accidentally stumbled upon again (by completely different peoples and characters, etc.), and because, of course, they tend to be so ancient all memory of them has been subsequently lost. And of course many of these unknown and unrecorded sites tend to be megalithic and absolutely gargantuan in nature, consisting of many vanished layers of development. Entire campaigns and years and years of adventures, not to mention book sequels, can easily be written around such sites. And, of course, one site often bleeds into another.

That’s a superbly good state of affairs for the reader or player (going blind into the dark or going blind back into the far more ancient things), but it is an entirely excellent thing for the writer and the game designer/game master.

Because at such sites the entirely unexpected and the wholly forgotten should be the most common expectation and the most dangerous memory.

 

NASA Adds to Evidence of Mysterious Ancient Earthworks

By RALPH BLUMENTHALOCT. 30, 2015

One of the enormous earthwork configurations photographed from space is known as the Ushtogaysky Square, named after the nearest village in Kazakhstan. Credit DigitalGlobe, via NASA
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High in the skies over Kazakhstan, space-age technology has revealed an ancient mystery on the ground.
Satellite pictures of a remote and treeless northern steppe reveal colossal earthworks — geometric figures of squares, crosses, lines and rings the size of several football fields, recognizable only from the air and the oldest estimated at 8,000 years old.

The largest, near a Neolithic settlement, is a giant square of 101 raised mounds, its opposite corners connected by a diagonal cross, covering more terrain than the Great Pyramid of Cheops. Another is a kind of three-limbed swastika, its arms ending in zigzags bent counterclockwise.

Described last year at an archaeology conference in Istanbul as unique and previously unstudied, the earthworks, in the Turgai region of northern Kazakhstan, number at least 260 — mounds, trenches and ramparts — arrayed in five basic shapes.

 

The Bestamskoe Ring is among the so-called Steppe Geoglyphs in Kazakhstan — at least 260 earthwork shapes made up of mounds, trenches and ramparts, the oldest estimated at 8,000 years old, recognizable only from the air. Credit DigitalGlobe, via NASA
Two weeks ago, in the biggest sign so far of official interest in investigating the sites, NASA released clear satellite photographs of some of the figures from about 430 miles up.

“I’ve never seen anything like this; I found it remarkable,” said Compton J. Tucker, a senior biospheric scientist for NASA in Washington who provided the archived images, taken by the satellite contractor DigitalGlobe, to Mr. Dey and The New York Times.

Ronald E. LaPorte, a University of Pittsburgh scientist who helped publicize the finds, called NASA’s involvement “hugely important” in mobilizing support for further research.

This week, NASA put space photography of the region on a task list for astronauts in the International Space Station. “It may take some time for the crew to take imagery of your site since we are under the mercy of sun elevation angles, weather constraints and crew schedule,” Melissa Higgins of Mission Operations emailed Dr. LaPorte.

The archived images from NASA add to the extensive research that Mr. Dey compiled this year in a PowerPoint lecture translated from Russian to English.

“I don’t think they were meant to be seen from the air,” Mr. Dey, 44, said in an interview from his hometown, Kostanay, dismissing outlandish speculations involving aliens and Nazis. (Long before Hitler, the swastika was an ancient and near-universal design element.) He theorizes that the figures built along straight lines on elevations were “horizontal observatories to track the movements of the rising sun.”

Kazakhstan, a vast, oil-rich former Soviet republic that shares a border with China, has moved slowly to investigate and protect the finds, scientists say, generating few news reports.

“I was worried this was a hoax,” said Dr. LaPorte, an emeritus professor of epidemiology at Pittsburgh who noticed a report on the finds last year while researching diseases in Kazakhstan.

With the help of James Jubilee, a former American arms control officer and now a senior science and technology coordinator for health issues in Kazakhstan, Dr. LaPorte tracked down Mr. Dey through the State Department, and his images and documentation quickly convinced them of the earthworks’ authenticity and importance. They sought photos from KazCosmos, the country’s space agency, and pressed local authorities to seek urgent Unesco protection for the sites — so far without luck.

The earthworks, including the Turgai Swastika, were spotted on Google Earth in 2007 by Dmitriy Dey, a Kazakh archaeology enthusiast. Credit DigitalGlobe, via NASA
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In the Cretaceous Period 100 million years ago, Turgai was bisected by a strait from what is now the Mediterranean to the Arctic Ocean. The rich lands of the steppe were a destination for Stone Age tribes seeking hunting grounds, and Mr. Dey’s research suggests that the Mahandzhar culture, which flourished there from 7,000 B.C. to 5,000 B.C., could be linked to the older figures. But scientists marvel that a nomadic population would have stayed in place for the time required to fell and lay timber for ramparts, and to dig out lake bed sediments to construct the huge mounds, originally 6 to 10 feet high and now 3 feet high and nearly 40 feet across.

Persis B. Clarkson, an archaeologist at the University of Winnipeg who viewed some of Mr. Dey’s images, said these figures and similar ones in Peru and Chile were changing views about early nomads.

“The idea that foragers could amass the numbers of people necessary to undertake large-scale projects — like creating the Kazakhstan geoglyphs — has caused archaeologists to deeply rethink the nature and timing of sophisticated large-scale human organization as one that predates settled and civilized societies,” Dr. Clarkson wrote in an email.

“Enormous efforts” went into the structures, agreed Giedre Motuzaite Matuzeviciute, an archaeologist from Cambridge University and a lecturer at Vilnius University in Lithuania, who visited two of the sites last year. She said by email that she was dubious about calling the structures geoglyphs — a term applied to the enigmatic Nazca Lines in Peru that depict animals and plants — because geoglyphs “define art rather than objects with function.”

Dr. Matuzeviciute and two archaeologists from Kostanay University, Andrey Logvin and Irina Shevnina, discussed the figures at a meeting of European archaeologists in Istanbul last year.

With no genetic material to analyze — neither of the two mounds that have been dug into is a burial site — Dr. Matuzeviciute said she used optically stimulated luminescence, a method of measuring doses from ionizing radiation, to analyze the construction material, and came up with a date from one of the mounds of around 800 B.C. Other preliminary studies push the earliest date back more than 8,000 years, which could make them the oldest such creations ever found. Other materials yield dates in the Middle Ages.

Mr. Dey said some of the figures might have been solar observatories akin, according to some theories, to Stonehenge in England and the Chankillo towers in Peru.

“Everything is linked through the cult of the sun,” said Mr. Dey, who spoke in Russian via Skype through an interpreter, Shalkar Adambekov, a doctoral student at the University of Pittsburgh.

The discovery was happenstance.

Researchers are hoping to marshal support for investigating the earthen mounds that make up figures like this one, the Big Ashutastinsky Cross. Credit DigitalGlobe, via NASA
In March 2007, Mr. Dey was at home watching a program, “Pyramids, Mummies and Tombs,” on the Discovery Channel. “There are pyramids all over the earth,” he recalled thinking. “In Kazakhstan, there should be pyramids, too.”

Soon, he was searching Google Earth images of Kostanay and environs.

 

There were no pyramids. But, he said, about 200 miles to the south he saw something as intriguing — a giant square, more than 900 feet on each side, made up of dots, crisscrossed by a dotted X.

At first Mr. Dey thought it might be a leftover Soviet installation, perhaps one of Nikita S. Khrushchev’s experiments to cultivate virgin land for bread production. But the next day, Mr. Dey saw a second gigantic figure, the three-legged, swastikalike form with curlicue tips, about 300 feet in diameter.

Before the year was out, Mr. Dey had found eight more squares, circles and crosses. By 2012, there were 19. Now his log lists 260, including some odd mounds with two drooping lines called “whiskers” or “mustaches.”

Before setting out to look for the figures on the ground, Mr. Dey asked Kazakh archaeologists whether they knew of such things. The answer was no. In August 2007, he led Dr. Logvin and others to the largest figure, now called the Ushtogaysky Square, named after the nearest village.

“It was very, very hard to understand from the ground,” he recalled. “The lines are going to the horizon. You can’t figure out what the figure is.”

When they dug into one of the mounds, they found nothing. “It was not a cenotaph, where there are belongings,” he said. But nearby they found artifacts of a Neolithic settlement 6,000 to 10,000 years old, including spear points.

Now, Mr. Dey said, “the plan is to construct a base for operations.”

“We cannot dig up all the mounds. That would be counterproductive,” he said. “We need modern technologies, like they have in the West.”

Dr. LaPorte said he, Mr. Dey and their colleagues were also looking into using drones, as the Culture Ministry in Peru has been doing to map and protect ancient sites.

But time is an enemy, Mr. Dey said. One figure, called the Koga Cross, was substantially destroyed by road builders this year. And that, he said, “was after we notified officials.”

 

 

WHICH NOVEL WOULD YOU PREFER TO READ?

This year I have decided to participate in National Novel Writing Month. And this year I have several good ideas for a potential novel I’d like to write for NaNoWriMo.

However I am trying to solicit the opinions of others on which idea and novel they’d prefer to read. Of the three novel ideas/plots I’ve I’d like to write for this November and that I have personally shown to family and friends so far I have the following results:

13 votes for The Old Man

10 votes for The Cache of Saint Andrew, and

4 votes for The Wonder Webs (all have been kid votes)

So I’d like to ask you, as my readers and internet friends, which novel story would you prefer to read: The Old Man, The Cache of Saint Andrew, or The Wonder Webs?

Right now I’m leaning towards The Old Man but still have a couple of days or so to finally decide. So if you wish to voice your opinion then just let me know. If you want to tell me your reasons that would be appreciated as well.

The Old Man – The Old Man is a mixed genre novel/novella consisting of three or four related stories about the same character set in different eras and story genres. In the story the child or children of a deceased man discover some old and unknown recordings which reveal their father in a totally different light and engaged in a fantastic set of secret lives. One section of the book will involve the science fiction genre, another the fantasy genre, another the detective/espionage genre, and the fourth the horror/weird genre. Despite the complexity of the story and the various genres it should be very easy to research and plot.

The Cache of Saint Andrew – The Cache of Saint Andrew is a literary genre novel involving a white man who marries a black woman. Although I did eventually marry a black woman the book is not autobiographical because I first had the idea for the novel in college and began writing it in college and I didn’t marry until I turned thirty, and at the time I began the book didn’t ever expect to marry. The story involves an older established, fairly wealthy white man who marries a younger (college student aged) black woman. The book describes their courtship, marriage, and the things that eventually dissolve their marriage, such as the loss of their first child shortly after childbirth. The novel is called the Cache of Saint Andrew because of the fact that the man, for years, plants secret messages inside the cache of a grave marker at the Orthodox Church of Saint Andrew in North Carolina. The Cache of Saint Andrew is actually the third book I ever started writing and the first one I started writing as an adult, but I put it aside to start my first business. I have replotted it many times but never actually finished it. It will require fairly complex plotting although I already have the main story well sketched out.

Wonder Webs – The Wonder Webs is a young adult book I first started plotting out a couple of years ago in a writing class. It involves a fictional city, park, and zoo based upon Greenville, SC. It involves three main characters, two boys and a girl of late Middle School/early High School age. It also involves a secret “underground world” in which dwell three magical/supernatural spiders who are capable of building “Wonder Webs” or webs that help miracles occur. This book will be very complex to plot because of the characters involved but especially because of the complicated background/world involved, which is multi-faceted.