An Introduction to Interdimensional VIllainy
Monday, October 30, 2017
Thursday, October 26, 2017
Fictional Revelations: October 2017
Listen to the Podcast
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Monday, October 23, 2017
A closer look at the Wendigo
All monsters begin as something mundane. The fractal begins with simple rules, and then spirals out into something more, and sometimes, something much worse. The origins of the Giants are unknown to the Psychonauts, but the origins of the Wendigo are not. The Wendigo were once human.
The Wendigo are what happens when the hunger of the Grey Locust is left wild and uncontained by the Locust King and the constraints that the Grey places upon the Hungry Empire in an attempt to maintain its cold order.
The hunger drives them, and in the early stages they still seem human.
The Stillborn
From a distance, one might mistake the Stillborn for people. Up close, the mistake is unlikely. The Stillborn's skill has gone white and chalky, and clouds of dry skin cells explode around them with sudden movements. Their eyes have gone milky blue-white and the skin has tightened all across the face to give the eyes a sunken look. The Stillborn's hair has bleached to translucent silver and seems to defy gravity, floating about the skull like an unholy halo.
The Stillborn still speak, but their language is unintelligible to any non-wendigo. They have their own culture and mythology, those none who understand it are able to transmit it back to those who still understand human speech. The path to hunger is nearly always a one way journey.
The Hungry Ghost
As the body is consumed by the hunger, the Stillborn go from emaciated to truly skeletal, with skin stretched so tightly of bone and sinew that they could be mistaken for desiccated corpses if they choose to remain still. The teeth sharpen and elongate and the eyes decompose completely in the head, replaced by cold blue lights. At this point, the Wendigo is known as a Hungry Ghost. The Hungry Ghost, like the Stillborn army, still physically eat. However, they no longer attempt to cook their food, and seem unable to digest it- as the food sits inside their huge distended bellies.
The Ravener
The final state of deterioration. The Wendigo's head is now a skull with glowing eyes, resembling nothing so much as the terrible love child of an elk and a bear. Carnivores teeth poke out of a herbivore's jaw. A predator's eyes sit uneasy in the skull of a prey animal. What skin remains is ragged and wispy and flutters in the slightest breeze. The Ravener is an animate skeleton that glows with a cold blue light. The body of the skeleton too is twisted, elongated and ape-like, but with the hooves of an ungulate, the ribcage and fore paws of a polar bear, and bizarre protrusions extending from the individual vertebra of the spinal column.
Saturday, October 21, 2017
The Recurrence of the Tower
Friday, October 20, 2017
The Inverse Mentalism Principle
“Everything is mental; the Universe is a mental creation of the All.”
~ The Emerald Tablet of Hermes Trismegistus
This is of course vastly inaccurate. Universe is entirely physical, and the mind, which is to say the mental Dimension, arises out of the physical. But all human interaction with the physical is entirely bounded by the mental. Everything is not mental in nature, but we cannot interact with the universe without pretending that it is.
Through magic we play with the universe, lying to ourselves so that we can use those lies as a useful way to interact with the vast mystery outside of our comprehension.
The Leviathan
Thursday, October 19, 2017
The Paradox of Forrest Gump
The Behemoth
Wednesday, October 18, 2017
Bread and Circuses
Tuesday, October 17, 2017
The Question of the treaty
Monday, October 16, 2017
A brief Snapshot of the Foglands
Sunday, October 15, 2017
The Four have a discussion
A second, distinctly motherly voice wreathed in an echoing chorus interrupted "And them. Don't forget that."
A third wet voice that seemed to thrum rather than speak add, "She means you, the reader."
"They may be listeners." Added a voice that echoed like a sermon in a sunken cathedral.
"In any event," The first cold voice said, regaining control of the narrative, "This is the story of us, and how our story is your story."
The motherly voice continued, "This is the story of how we made you."
"And how you then returned the favor, " the third voice thrummed.
"And this is the story of paradox of those words is the key to understanding your importance to the story." The Cathedral voice added.
"Because the story is where we live," The motherly voice said.
"And where we will find ourselves once we die," The cold voice concluded.
"And where you find us now." The Cathedral voice added.
"I'm trying to set up the story," The Cold voice objected, "You are ruining the mood."
"I am explaining important information," The cathedral voice insisted.
"You're just going to confuse them," the motherly voice said.
"Then I'm doing my job," The Cathedral voice answered.
"May we get on with this, please?" The Cold voice said.
"Yes," Said the Motherly voice," Our readers may be growing bored."
"Our Listeners." The Cathedral voice.
"Our audience," The Cold Voice said, "And while we waste time, our audience is dying."
Shadows and Artifacts
Objects in the shadowlands are not stable. Things collected in one incursion will not be retained into the next incursion unless they are attuned to the psychonaut's avatar. Things that can be attuned include artifacts, spells, watchtower links, realm keys, sparks and such. Any normal bits and pieces found in the shadowlands will fade upon departure from the shadowlands.
Saturday, October 14, 2017
Fading Lake Regional Locations: The Witch Hut
A traditionally Forboding hut sits on the edge of the Fading lake, standing on low stilts to appear to float in the water when the lake is high. A Witch is always present in the Witch Hut. Which one is present will vary, although the Witch will rarely be a named Archetype, and will rarely admit a definitive identity- least of all to a green Psychonaut not worth her (or more rarely his) time.
Playtesting the Foglands
My Intrepid band of Psychonauts have run our first play test of the foglands. Entering the fog lamps true the gate room in the ring, but without any activated watchtowers, they ended up at the altar Stone plinth.
There they encountered the Colossus Giant, and our three Psychonauts disagreed on whether or not one could communicate with a Colossus. Much Amusement was had, and no Psychonauts were harmed in the making of this joke. And certainly no Psychonauts were eaten by Giants.
Two Psychonauts went scurrying through junkyard tunnels aided by one of the wildfolk, an intelligent badger who gave his name as... ...badger. within the tunnels, they ran afoul of a giant Ghostly monstrosity which looks vaguely like a caterpillar built of human parts and wearing a small faceless mask; which they took with them after Escaping The Thing.
the third psychonaut not decided it was more productive to bait and taunt the Giants until by a series of improbable successes he ended up with a parachute and a corpse of another psychonaut riding one of the winged Watcher Giants to the temples and shrines surrounding the Screaming Stone.
The area around the screaming Stone was populated by the hungry and agitated troll Giants. Here the Psychonauts briefly reunited before the more adventurous psychonaut acted as a distraction to draw off the trolls well the other two Ren two and attuned to themselves to the Watchtower at the head of the Totem Wastes.
Their goal achieved, the distracting psychonaut used the mask taken earlier to drive away the trolls and the play test ended in Victory.
Friday, October 13, 2017
The Fisher King Spider, The Deep Water Spider, The Eye Spider
The Fisher King Spider is a creature like Falsenight, stolen from and built by the Locust King from a piece of an ancient Elder- one of the Three. In this case, a stolen eye from the Weaver.
Unlike other mythic creations of the False King, the Eye Spider is not a large monstrosity. The Spiders that form its temporal bodies in the Shadowlands are only slightly larger than a typical hunting spider, smaller than a tarantula or camel spider certainly. The Deep Water Spider is not any spider however, and creates many avatars in the Shadowlands- an army of quietly watching bodies.
The Eye Spider is paranoia and surveillance and the chilling effect that such surveillance has upon creativity in creating the story.
The Eye Spider makes webs out of stagnant or polluted water and travels along its webs and only along its webs. but it can allow the web to disperse and 'surf' along drops of water or within (or upon) any stagnant or polluted body of water- as these things are all implicitly its web as well.
The Eye Spider can cast a charged line of water to strike the skin of a denizen, and thereby influence what they see, changing their perception of the Shadowlands.
Due to the Deep Water Spider's movement limitations, it is at its most powerful in the Foglands and nearly as powerful in the Mirrored City, and virtually powerless in Arcadia and The Painted Labyrinth, and completely powerless in Hollow Heart.
Thursday, October 12, 2017
Wastelands Regional Location: The Fading Lake
The Fading Lake is a brackish lake whose water line rises and falls with mysterious apparently non-tidal rhythms. The Fading Lake harbors secrets beneath the silty bottom, but Psychonauts will be hard pressed to explore those secrets without impressive preparations. Some experienced Psychonauts have claimed that beneath the silt is a half flooded temple from the time of the Mirrored City, whose machinery still runs. They further claim that the turning of these ancient clockworks is what causes the waters of the lake to rise or fall. Other experienced Psychonauts who have sought to prove or disprove this claim have failed to return to the Foglands for later incursions.
Wednesday, October 11, 2017
Wastelands Region Location: The Haypenny Camp
The chief competitor to the Salt Market, the Haypenny camp is cleaner and tidier, but also smaller and less well stocked that its more famous Plateau based competition. The Haypenny camp is also nearly half settlement if one looks purely at the number of tents, and sacred hospitality is practised in both the Open Market and the Old Camp. The people of the Haypenny Camp are not free peoples, but no Stillborn Army or Hungry Empire either. They sit in between, balancing on the blade of rusted straight razor, trying to survive on the business provided chiefly by newly arrived Psychonauts.
The genre savvy Psychonaut will quickly realize that the Open Market operates as the starter shop and the Old Camp functions as the first hub village for Psychonauts making incursions into the Foglands.
Leviathan's Elephant
Tuesday, October 10, 2017
Wastelands Region: The Womb
A collection of natural limestone caves twist beneath the the heart of the wastelands. Expanded by unknown denizens, stalagmites sculpted into strange humanoid forms and new passage way added and small corridors expanded to accomodate foot traffic. In some places, unknown visitors have placed altars and shrines and statues of sacred beings, and time has allowed the limestone to partially encase them in stalagmites and sometimes full limestone columns. The Womb is now a dangerous set of labyrinths used by many denizens as a place to conduct rites of passage and ritual vision quests. Bioluminescent fungi and airborne spores dimly light different areas of the caves with strange iridescent raninbow lights. But beyond the light lurk monsters, including the occasional chimera- suggesting a link between the Womb and the Painted Labyrinth.
Some interesting Castlevania
Sam Vimes on Socioeconomics
Take boots, for example. He earned thirty-eight dollars a month plus allowances. A really good pair of leather boots cost fifty dollars. But an affordable pair of boots, which were sort of OK for a season or two and then leaked like hell when the cardboard gave out, cost about ten dollars. Those were the kind of boots Vimes always bought, and wore until the soles were so thin that he could tell where he was in Ankh-Morpork on a foggy night by the feel of the cobbles.
But the thing was that good boots lasted for years and years. A man who could afford fifty dollars had a pair of boots that'd still be keeping his feet dry in ten years' time, while the poor man who could only afford cheap boots would have spent a hundred dollars on boots in the same time and would still have wet feet.
This was the Captain Samuel Vimes 'Boots' theory of socioeconomic unfairness.”
― Terry Pratchett, Men at Arms: The Play
Monday, October 9, 2017
Altar Stone Regional Locations: The Screaming Stone
To the East of the Altar Stone Plinth is Screaming Stone. One of three truly enormous humanoid statues (the other two being the Weeping Stone and the Thinking Stone), The Screaming Stone looms above the landscape and stands over three times as large as the largest Giant. The Three Great Stones are hollow structures, though still impossibly heavy and monolithic. Psychonauts could disappear into one of the Great Stones and wander for months, and that's before they discover the vast tunnels underneath each stone monster. The open maw of the Screaming Stone is a massive viewing platform, from which one can view the landscape for miles in any direction and which is a good place to get an early glimpse of the Plateau.
Sunday, October 8, 2017
Redundancy
And these same sources, most commonly self-help books, seem to assume that this fear is unfounded and the only thing holding people back.
But the truth is, that so many people are fearful because their livelyhood is dependent upon a single source of income over which they have little control. Their fear is frequently justified. If they fail, they stand to lose their means of making ends meet.
The fear stems from the fact that the cost of failure is very high. And the cost of failure is very high because, not only do they have no redunancy should their current system fail, but they also have very limited control over whether their current system succeeds or fails. Downsizing happens every day.
Altar Stone Regional Locations: The Altar Stone Plinth
Psychonauts who find the first gate key will inevitably end up in region of the Altar Stone Plinth upon their first use of the Foglands Gate. The Plint itself is a massive stone, carved as though to be a base to hold some larger statue or vase. The Plinth is as large as a human temple, and the top shows scraping and wearing that is visible on to those tall enough to see the top or brave enough to scale a structure considered sacred to the Giants. What, if anything previously sat upon the plinth is unknown, but the Giants are entirely too willing to place dead psychonauts there as offerings or leave live Psychonauts there- presumably to die of exposure (although their actual motive is a mystery).
Around the Plinth are a collection of stone barrows and dolmen built from large standing stone placed by the giants and then modified by smaller denizens into burial grounds and holy places, hiding holes and ad hoc housing. Psychonauts will find many secrets in these structures and many denizens- friendly, neutral and hostile.
After much exploration, Psychonauts have discovered that a series of more impressive Dolmen, which are connected by a series of underground corridors, are associated with key stars in the Northern night sky. Interestingly, the sub locations in the Step Pyramid region have similar references to key stars in the Southern night sky.
Saturday, October 7, 2017
With us or Against us
They want you to believe, as heroes are often told in tales, that if you are not one of us, you are one of them. They want you to believe that that whole of the sleeping Flock and all of the Stillborn Army are Men of Black and White in waiting- ready to pounce or betray at a moments notice. They want you believe that only you few who are already awakened are on your side in the fight.
They want you to feel alone and isolated. They want you to feel as though the vast unawakened majority are a vast ocean through which they can swim and through which we must fight.
They are wrong.
We need Villains!
We went to schools that told us to sit down and shut up. To get a safe job and not make waves. We went to schools designed to turn us into bystanders, into Godfearing bloody NPCs!
Well, I won't have it! We deserve better! the World deserves better! ALL WORLDS DESERVE BETTER!
Heros want bystanders to save. Leaders want followers to rule. Well, I SAY IT'S TIME TO GIVE THESE ARROGANT PRICKS SOME VILLAINS to CONTEND WITH!
Wastelands Locations: The Altar Stone Region
The area of the Wasteland known collectively as the Altar Stone or Altar Stones is a collection of statues and standing stones that radiate out from a central point. The area is apparently sacred to the Giants, as Psychonauts who journey there will find that the area always has a few such visitors. The Giants will prostrate themselves before the enormous humanoid statues, and will leave offerings. Psychonauts should be wary near the Altar Stones, as the Giants visiting the stones are more animated than normal and an unwary Psychonaut may find themselves beaten to death against a rock and then gently placed before one of the stones as an offering from some devout Giant.
Speculation on the relationship between the Giants and the Stones has gone on for as long as both have been known to exist. Some scholars speculate that the humanoid apeparing statues are in fact dead or hibernating Giants. Other vocies have suggested that these are simply altars to whatever gods the Giants worship. Experienced Psychonauts have noted that first time visitors to the Foglands always find themselves deposited in the region of the Altar Stones, and have suggested that the Giant might revere the area itself as a bringer of food. The suggestion being that the giants subsequently built the Altar Stones around the region where unready and easily captured meals appeared with satisfying regularity. Whatever the reason, the Giants aren't telling and certainly aren't going away.
The Altar Stone region is filled with secret rooms and hidden tunnels and labyrinths. Experienced Psychonauts do incursions to explore the Altar Stones frequently. For first time visitors to the Foglands, the Altar Stones are a dangerous place filled with practically unkillable very hungry Giants and ancient death traps that stubbornly refuse to rust or malfunction. The area is confusing and maze-like, with huge stones and statues forming twisting labyrinthine tunnels and troughs in the landscape that the psychonauts must navigate carefully to escape with their limbs intact.
Thursday, October 5, 2017
A very very Short and Thoroughly Incomplete List of Locations in Arcadia
- The Village
- The Cematary
- The Lake
- The Mountain
- The Forest
- The Plains
- The Coastline
Wednesday, October 4, 2017
The Song of All
Because, before this universe, this song of one existed, there was something else and something more. We cannot see or hear beyond the boundaries of this song- but we know that there is more. We know that there are other songs. Before and beyond the bounds of the one song there is all songs.
But we do not know what that is. And so we can say all this simply.
In the beginning there was Mystery, because nothing really begins and nothing every really ends.
This does not explain things, but it allows us to sing our song, our one song. And this is all we can do. We are bounded by the notes and verses of our song, we sing the lyrics and make it real. We are all so very tiny against the vastness of our one song, that even contemplating it is too much for us, but every one of us sings that song and every one of us is part of the performance. Some parts are larger, but all parts are so very very small- and yet, despite all this, every part is required. Every portion essential to the whole.
And so we sing.
In the beginning there was Mystery, because nothing really begins and nothing every really ends.
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An Abridged list of Locations in the Mirrored City
- The Ward of Gildguld
- The Ward of Mitchuas
- The Ward of Gaibrus
- The Ward of Zeudin Vashas
- The Ward of Lamris
- The Ward of Friedites
- The Ward of Valstaris
- The Ward of Xerfer
- The Northern Waters of Gongin
- The Southern Waters of Lamlex
- The Mountain Stronghold
- The Frozen Plains
- The Windswept Plains
- Strongiron Village
- The Living Forest
- The Second Forest
What I can use
I have come to the conclusion that although life doesn't always give me what I want or even what I need, it will always give me something I can use.
Brave New Titans
I don't watch Attack on Titan. And to my knowledge there been no big news regarding the anime/manga sensation. I could be wrong, but have no interest in checking to see.
What I do have is an interest in the Descartes narrative. The conspiracy narrative tells us that we love in a prison and like the rabbit farm in 'Watership Down', we not only don't k ow that we are imprisoned- we don't want to know. The 'Deus Ex' series posits the possibility that we may even be complicit, drones or even enforcers in the machine of oppression.
And this narrative is no longer a rare and curious outlier. This is the biggest selling concept in teen lit short of sexing up sexy hundred year old vampires inexplicably still into teenaged girls.
This is an action movie stable. Even the standard bearer for the good company man: James Bond, has a penchant for going outright rogue now.
What is going on here? What is everyone feeling? The since everyone seems to have is that '1984' and 'Brave New World' both happened and nobody noticed.
And each group describes their own villains. Liberal see a right-wing conspiracy. Conserve dipsea left-wing conspiracy. Atheists see a theocratic conspiracy. Religious conservatives see a secular conspiracy.
It seems unlikely that all of them are correct. The conspiracies overlap and conflict to such a degree but it seems simpler to dismiss them. But it seems unwise to dismiss such a strong Trend in public thought.
I believe it was Alan Moore, the comic book Legend, Who posited multiple conflicting conspiracies all fighting against each other. And this seems more plausible explanation. But there's another option, what if there is no conspiracy?
What if the thing that people are mischaracterizing as a conspiracy is simply the cold mechanistic workings of the complicated systems we have built over the last two thousand years of civilization? What if we put ourselves in the Box? What if we conspire against ourselves? What if we are them?
Tuesday, October 3, 2017
A Brief and Incomplete list of Locations in the Ring
- Village Region
- Graveyard Region
- Lake Shrine Region
- Dark Mountain Region
- Bone Forest Region
- Great Plains Region
- Coastal Seas Region
- Bridge to Stellar House
- Bridge to Void House
- Bridge to Gate Room
- Bridge to the Threshold
- The Front Room
- The Back Room
Rainbows
Mnemonic Cholera
Why do I say this? Not to brag. My mind overflows, my brain often insufficient to contain it. I create art, I pour my mind onto the page. I see and I rant and rail and write and draw, in a desperate attempt to get some of my mind out of my brain and relieve the pressure. But there is another pressure: the pressure to learn more.
And it gets too much, and its hard to hold it all alone. And so I need to share it. Like mnemoic cholera, transmitable and prone to cause those infected to expell the infected contents themselves. Charming, certainly.
Monday, October 2, 2017
Brief Overiew of Location in Hidden Heart
- The Chamber of the Survivors
- The Chamber of the Scavengers
- The Glass Wing
- The Emerald Wing
- The Dust Wing
- The Table Corner
- The Dark Corner
- The Scorched Corner
- The Salt Corner
- The Serpent Terminal
- The Mystery Terminal
- The Bridge Terminal
- The Ancient Terminal
- The Alliance Terminal
Walls Crumble
Sunday, October 1, 2017
Brief List of Location in the Painted Labyrinth
- The Firebird Temple
- Weaver Cave
- The Spiral Tower
- The Amphitheatre
- The Globe Sepulchre
- The Bazaar
- The Council Stronghold
- The Alliance Gate
- The Witch House
- The Beetle
- The Twin Collosi
- Dikinesh Canyon
- The Altar of the Elder Brothers
- The Grave of the Corn Lady
- The Great Western Pillar
- The Great Eastern Pillar
- The Hummingbird Bridge
- The Butterfly Bridge
- Barren Island
- Hunting Grounds
- Tenfold Manor
- Damacles Graveyard Throne
- Daemon Temple
- The Short Tower
- The Keystone Cave
- The Solar Moon Henge
- The Place of Slaughter
- The Fern Forest
- Cavern Lake of Discord