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.
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.”
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ESSAY THIRTEEN: SCIENTIFICA MAGICA
May 23
Posted by Jack
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
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