Thursday, October 29, 2020

sirens...!

read the odyssesy for class. sirens!

No one has ever sailed
his black ship past here
Without listening to the honeyed
sound from our lips.
He journeys on delighted
and knows more than before.
For we know everything
that the Greeks and Trojans
Suffered in wide Troy
by the will of the gods.
We know all that happens
on the teeming earth.

-the odyssey, stanley lombardo tl.

and who loves knowledge more than our players?

1. THE APPROACH

    the sirens--always two or three--are perched in a Hard to Reach Spot. a small rocky island in the middle of the sea. a narrow outcropping on an unforgiving cliff. at the bottom of a deep pit with smooth walls. hard to reach, but close enough that anyone who passes by can hear the singing. they are surrounded by bodies, mostly untouched, rotting.¹ the heads are cracked open, emptied of brain-matter. anyone charmed takes the most direct path to them, no matter the harm they'll suffer in doing so. the players will have to find another way.

    they are easy to avoid, with the proper precautions. as circe warned odyssesus of the trials ahead of him, the players have been forewarned of the sirens' presence. it is tradition. there's no save to resist their singing. if a player hears it, they're charmed. they were warned.

    the choice lies with the players. do they ignore the sirens? or is the risk worth the potential reward?

2. THE PUZZLE

    the players will need to capture a siren. they are never alone. they are hard to reach. they cannot be starved. they can fly.

    then comes the hard part.

  • sirens cannot read or write.
  • they will need to ask their question.
  • they will need to hear the answer.
  • if a player can hear the siren it will immediately attempt to charm them.


    if the siren is tortured it begins to cry. if the siren is kept trapped for too long, it begins to cry. the players must ask their questions, then kill it, or let it go.

    the cry of a siren is the opposite of its singing. it is a repulsive, unearthly, wretched sound. imagine the cries of a newborn child and the death screams of a horse and a gurgling, hissing, howling, and a hundred times worse than these. have the players save vs. fear. hirelings and minions fail automatically. the sound carries, much farther than its singing.

    the cry of a siren attracts more sirens, as well as any monsters horrible enough to find the sound pleasant.²

artist is me.

    who could blame the players for ignoring the siren? it is a difficult thing, obtaining its knowledge.

3. THE REWARD

    what could be worth this trouble?

    sirens know everything.

    everything.

    they are born with the totality of knowledge in their heads. what they don't have are the experiences to contextualize it, the associations born from gaining knowledge the normal way. the siren knows what socks you wore three and a half months ago in the same way a kitten knows how to unsheath its claws, in the same way man knows what food is rotted by smell and taste. everything is known--nothing is understood.

    they eat brains to harvest this understanding, this context. the more brains a siren as eaten, the more effectively it can charm a listener.

    the players find this out through research--it is well known, but not widely known. or the sirens tell them, in their song: "we can tell you anything you wanna know, just come here real quick we won't eat your brain promise." 

    they can ask who the local baron's secret masters are, or where the great hoard of the dreadpirate lies--anything that could be known about the world! just not stuff about the future.

    sirens!!!

---~~~---

1. in the Odyssey, it's noted that the bodies around them are "shriveled and moldering," suggesting they don't acutally eat the bodies. sirens are mythological creatures (see this post), perils rather than actual organisms. if you want something you can fit in an ecology, use harpies for birdiness and mermaids for charminess.

2. a friend on a discord server helped me figure this one out. wanted to discourage torture cuz i strongly dislike torture in rpgs. change it if you want, but you have to limit the players ability to question the siren in some way or the game trivializes. @GoldRasputin on twitter. thanks a million dude!

Saturday, October 24, 2020

TIGERS!

 this is not a rigorously researched historical thing. it's an idea to steal for your game.


"Koreans spend half the year going to the funerals of tiger victims, and the other half hunting tigers"

 -apparently an ancient korean saying¹


    tigers are powerful symbols, guardians against evil spirits. but this was born from the everpresent fear of the thing. it's difficult to overstate the omnipresence of the tiger on the korean peninsula. nowadays that presence is entirely cultural, a mascot. in more ancient times, that presence was very physical.

---~~~---

i did the drawings for this!

    can you imagine being a woodcutter, traveling over the forested hills at night? travel was done during the day at all cost, and only dire circumstances could have forced you to make this journey. can you imagine how dark, how utterly pitch black the forest to either side is? the path is illuminated by the moon and stars overhead. the forest is not.

    nervously, you light a torch. you know this is a bad idea. everything around can see you now, and the torch can only light the very first row of trees before the light is swallowed up. but it feels better than being in the dark with it.

    the tiger's eyes are much clearer than those of men. it is here.

    you are being hunted! the deep part of your brain that still remembers being a small and scampering creature knows this. you can't know which way it is coming from. you swing your torch from side to side, hoping to catch a glint of light on some, huge, unblinking eye.

    the tiger is all around you now, enveloping you in its sheer presence.

    every stray sound *could be made by the lurking thing--so every sound *is. every shifting bush *could be concealing it--so every bush *is.

    it wouldn't matter whether you were in a tiny room or an open field. you are CORNERED.

---~~~---

    my parents were talking recently, about a picture my mom had seen--a young tiger and a young dog at some zoo, just sitting next to one another. this type of story is pretty common! they're friends! :D but that wasn't what they were talking about. she was commenting on the difference in paw size between the two--just how much bigger the tiger's paw was than the dogs.

    "i can see why people were so afraid of them," she says. "you get hit once by those things and you'd be dead."

    and yet people hunted tigers! especially after the introduction of guns to the korean peninsula, but even old, old folktales are rife with comic examples of tigers being tricked, being outwitted and punished for their arrogance.

    part of that is because tigers were sometimes a symbol for the aristocracy.

    part of that is because tricking them is how you hunted tigers.

    you trick the thing into showing itself, and you do it so that it cannot get to you.

    you trap the thing in a single location, or force it where you want to go.

    it is not a chase. it is not a sneaking, a tracking. you cannot *find* tigers.

    like the electrons in probability clouds, you COLLAPSE the zone of possibility until finally, the tiger materializes.

---~~~---

    how do we use this in a game?

    certain monsters are tigers. smart monsters. stealthy monsters. monsters that hunt and feed. maybe even an actual tiger. let the players know they are dealing with a tiger. the locals probably know all about it. they warn the players! that it can't be tracked. that it can't be confronted. that it can only be staved off, by the trickiest kinds of folk.

    and of course, that the players should never travel through the area at night.

    if the players heed the warnings, they never meet the tiger.

    if the players ignore the warnings, the game is afoot. this covers both traveling at night and actively going after the tiger.

    until the tiger is cornered, it does not exist. merely suggestions of it. describe the rustling bushes, the cracking of twigs, the dark impenetrable shadows. if the players check these they will find nothing. the tiger is too smart for that.

    how does the tiger win? it eats. if it can catch out a single character, a single hireling or goon and kill them, it disappears. its hunger is sated. give that lone character a chance for their friends to reach them, but the tiger is monstrously strong on the attack.

    how do the players win? they materialize it. on the offense, the tiger is strong. on the defense, the tiger is weak. classic tiger hunting tricks:

  •     set out bait and hide somewhere, usually up a tree.
  •     set traps to restrain the tiger--if the trap is sufficiently strong and well thought out, the tiger *will* fall for it.
  •     dogs. it must be many dogs-lone dogs just die. dogs find and latch onto the tiger, bark at it, make it extant. it will try to retreat.


the tiger will probably work best as an addition to a local area where there are other things to do--a town and a dungeon, usually. the tiger is there to make travel between things a bit more dangerous. there are no tigers in civilized places except dead ones.


---~~~---


1. from an article i read while looking stuff up for this post - https://www.koreaexpose.com/search-korean-tiger/


Wednesday, October 21, 2020

test

 header!

    text. short little thing.

subheader :pensive:

     more text. great ideas about things that many people love.

i have things to say about this image.

    more text!!!

    aha there's different fonts.

what's the difference between quote text and normal text...